babylon.module.d.ts 5.7 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. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * 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.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * 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).
  163. * 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.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @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.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** 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 */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** 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 */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** 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 */
  686. static readonly GEQUAL: number;
  687. /** 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 */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = linear */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * 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.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * 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.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * 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".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * 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"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * 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"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * 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)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * 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
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. 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;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. 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;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * 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"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * 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".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * 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"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * 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".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * 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.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. /**
  4784. * new Path3D(path, normal, raw)
  4785. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4786. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4787. * @param path an array of Vector3, the curve axis of the Path3D
  4788. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4789. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4790. */
  4791. constructor(
  4792. /**
  4793. * an array of Vector3, the curve axis of the Path3D
  4794. */
  4795. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4796. /**
  4797. * Returns the Path3D array of successive Vector3 designing its curve.
  4798. * @returns the Path3D array of successive Vector3 designing its curve.
  4799. */
  4800. getCurve(): Vector3[];
  4801. /**
  4802. * Returns an array populated with tangent vectors on each Path3D curve point.
  4803. * @returns an array populated with tangent vectors on each Path3D curve point.
  4804. */
  4805. getTangents(): Vector3[];
  4806. /**
  4807. * Returns an array populated with normal vectors on each Path3D curve point.
  4808. * @returns an array populated with normal vectors on each Path3D curve point.
  4809. */
  4810. getNormals(): Vector3[];
  4811. /**
  4812. * Returns an array populated with binormal vectors on each Path3D curve point.
  4813. * @returns an array populated with binormal vectors on each Path3D curve point.
  4814. */
  4815. getBinormals(): Vector3[];
  4816. /**
  4817. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4818. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4819. */
  4820. getDistances(): number[];
  4821. /**
  4822. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4823. * @param path path which all values are copied into the curves points
  4824. * @param firstNormal which should be projected onto the curve
  4825. * @returns the same object updated.
  4826. */
  4827. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4828. private _compute;
  4829. private _getFirstNonNullVector;
  4830. private _getLastNonNullVector;
  4831. private _normalVector;
  4832. }
  4833. /**
  4834. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4835. * A Curve3 is designed from a series of successive Vector3.
  4836. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4837. */
  4838. export class Curve3 {
  4839. private _points;
  4840. private _length;
  4841. /**
  4842. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4843. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4844. * @param v1 (Vector3) the control point
  4845. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4846. * @param nbPoints (integer) the wanted number of points in the curve
  4847. * @returns the created Curve3
  4848. */
  4849. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4850. /**
  4851. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4853. * @param v1 (Vector3) the first control point
  4854. * @param v2 (Vector3) the second control point
  4855. * @param v3 (Vector3) the end point of the Cubic Bezier
  4856. * @param nbPoints (integer) the wanted number of points in the curve
  4857. * @returns the created Curve3
  4858. */
  4859. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4860. /**
  4861. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4862. * @param p1 (Vector3) the origin point of the Hermite Spline
  4863. * @param t1 (Vector3) the tangent vector at the origin point
  4864. * @param p2 (Vector3) the end point of the Hermite Spline
  4865. * @param t2 (Vector3) the tangent vector at the end point
  4866. * @param nbPoints (integer) the wanted number of points in the curve
  4867. * @returns the created Curve3
  4868. */
  4869. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4870. /**
  4871. * Returns a Curve3 object along a CatmullRom Spline curve :
  4872. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4873. * @param nbPoints (integer) the wanted number of points between each curve control points
  4874. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4875. * @returns the created Curve3
  4876. */
  4877. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4878. /**
  4879. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4880. * A Curve3 is designed from a series of successive Vector3.
  4881. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4882. * @param points points which make up the curve
  4883. */
  4884. constructor(points: Vector3[]);
  4885. /**
  4886. * @returns the Curve3 stored array of successive Vector3
  4887. */
  4888. getPoints(): Vector3[];
  4889. /**
  4890. * @returns the computed length (float) of the curve.
  4891. */
  4892. length(): number;
  4893. /**
  4894. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4895. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4896. * curveA and curveB keep unchanged.
  4897. * @param curve the curve to continue from this curve
  4898. * @returns the newly constructed curve
  4899. */
  4900. continue(curve: DeepImmutable<Curve3>): Curve3;
  4901. private _computeLength;
  4902. }
  4903. }
  4904. declare module "babylonjs/Animations/easing" {
  4905. /**
  4906. * This represents the main contract an easing function should follow.
  4907. * Easing functions are used throughout the animation system.
  4908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4909. */
  4910. export interface IEasingFunction {
  4911. /**
  4912. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4913. * of the easing function.
  4914. * The link below provides some of the most common examples of easing functions.
  4915. * @see https://easings.net/
  4916. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4917. * @returns the corresponding value on the curve defined by the easing function
  4918. */
  4919. ease(gradient: number): number;
  4920. }
  4921. /**
  4922. * Base class used for every default easing function.
  4923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4924. */
  4925. export class EasingFunction implements IEasingFunction {
  4926. /**
  4927. * Interpolation follows the mathematical formula associated with the easing function.
  4928. */
  4929. static readonly EASINGMODE_EASEIN: number;
  4930. /**
  4931. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4932. */
  4933. static readonly EASINGMODE_EASEOUT: number;
  4934. /**
  4935. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4936. */
  4937. static readonly EASINGMODE_EASEINOUT: number;
  4938. private _easingMode;
  4939. /**
  4940. * Sets the easing mode of the current function.
  4941. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4942. */
  4943. setEasingMode(easingMode: number): void;
  4944. /**
  4945. * Gets the current easing mode.
  4946. * @returns the easing mode
  4947. */
  4948. getEasingMode(): number;
  4949. /**
  4950. * @hidden
  4951. */
  4952. easeInCore(gradient: number): number;
  4953. /**
  4954. * Given an input gradient between 0 and 1, this returns the corresponding value
  4955. * of the easing function.
  4956. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4957. * @returns the corresponding value on the curve defined by the easing function
  4958. */
  4959. ease(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with a circle shape (see link below).
  4963. * @see https://easings.net/#easeInCirc
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class CircleEase extends EasingFunction implements IEasingFunction {
  4967. /** @hidden */
  4968. easeInCore(gradient: number): number;
  4969. }
  4970. /**
  4971. * Easing function with a ease back shape (see link below).
  4972. * @see https://easings.net/#easeInBack
  4973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4974. */
  4975. export class BackEase extends EasingFunction implements IEasingFunction {
  4976. /** Defines the amplitude of the function */
  4977. amplitude: number;
  4978. /**
  4979. * Instantiates a back ease easing
  4980. * @see https://easings.net/#easeInBack
  4981. * @param amplitude Defines the amplitude of the function
  4982. */
  4983. constructor(
  4984. /** Defines the amplitude of the function */
  4985. amplitude?: number);
  4986. /** @hidden */
  4987. easeInCore(gradient: number): number;
  4988. }
  4989. /**
  4990. * Easing function with a bouncing shape (see link below).
  4991. * @see https://easings.net/#easeInBounce
  4992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4993. */
  4994. export class BounceEase extends EasingFunction implements IEasingFunction {
  4995. /** Defines the number of bounces */
  4996. bounces: number;
  4997. /** Defines the amplitude of the bounce */
  4998. bounciness: number;
  4999. /**
  5000. * Instantiates a bounce easing
  5001. * @see https://easings.net/#easeInBounce
  5002. * @param bounces Defines the number of bounces
  5003. * @param bounciness Defines the amplitude of the bounce
  5004. */
  5005. constructor(
  5006. /** Defines the number of bounces */
  5007. bounces?: number,
  5008. /** Defines the amplitude of the bounce */
  5009. bounciness?: number);
  5010. /** @hidden */
  5011. easeInCore(gradient: number): number;
  5012. }
  5013. /**
  5014. * Easing function with a power of 3 shape (see link below).
  5015. * @see https://easings.net/#easeInCubic
  5016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5017. */
  5018. export class CubicEase extends EasingFunction implements IEasingFunction {
  5019. /** @hidden */
  5020. easeInCore(gradient: number): number;
  5021. }
  5022. /**
  5023. * Easing function with an elastic shape (see link below).
  5024. * @see https://easings.net/#easeInElastic
  5025. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5026. */
  5027. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5028. /** Defines the number of oscillations*/
  5029. oscillations: number;
  5030. /** Defines the amplitude of the oscillations*/
  5031. springiness: number;
  5032. /**
  5033. * Instantiates an elastic easing function
  5034. * @see https://easings.net/#easeInElastic
  5035. * @param oscillations Defines the number of oscillations
  5036. * @param springiness Defines the amplitude of the oscillations
  5037. */
  5038. constructor(
  5039. /** Defines the number of oscillations*/
  5040. oscillations?: number,
  5041. /** Defines the amplitude of the oscillations*/
  5042. springiness?: number);
  5043. /** @hidden */
  5044. easeInCore(gradient: number): number;
  5045. }
  5046. /**
  5047. * Easing function with an exponential shape (see link below).
  5048. * @see https://easings.net/#easeInExpo
  5049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5050. */
  5051. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5052. /** Defines the exponent of the function */
  5053. exponent: number;
  5054. /**
  5055. * Instantiates an exponential easing function
  5056. * @see https://easings.net/#easeInExpo
  5057. * @param exponent Defines the exponent of the function
  5058. */
  5059. constructor(
  5060. /** Defines the exponent of the function */
  5061. exponent?: number);
  5062. /** @hidden */
  5063. easeInCore(gradient: number): number;
  5064. }
  5065. /**
  5066. * Easing function with a power shape (see link below).
  5067. * @see https://easings.net/#easeInQuad
  5068. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5069. */
  5070. export class PowerEase extends EasingFunction implements IEasingFunction {
  5071. /** Defines the power of the function */
  5072. power: number;
  5073. /**
  5074. * Instantiates an power base easing function
  5075. * @see https://easings.net/#easeInQuad
  5076. * @param power Defines the power of the function
  5077. */
  5078. constructor(
  5079. /** Defines the power of the function */
  5080. power?: number);
  5081. /** @hidden */
  5082. easeInCore(gradient: number): number;
  5083. }
  5084. /**
  5085. * Easing function with a power of 2 shape (see link below).
  5086. * @see https://easings.net/#easeInQuad
  5087. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5088. */
  5089. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5090. /** @hidden */
  5091. easeInCore(gradient: number): number;
  5092. }
  5093. /**
  5094. * Easing function with a power of 4 shape (see link below).
  5095. * @see https://easings.net/#easeInQuart
  5096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5097. */
  5098. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 5 shape (see link below).
  5104. * @see https://easings.net/#easeInQuint
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with a sin shape (see link below).
  5113. * @see https://easings.net/#easeInSine
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class SineEase extends EasingFunction implements IEasingFunction {
  5117. /** @hidden */
  5118. easeInCore(gradient: number): number;
  5119. }
  5120. /**
  5121. * Easing function with a bezier shape (see link below).
  5122. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5123. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5124. */
  5125. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5126. /** Defines the x component of the start tangent in the bezier curve */
  5127. x1: number;
  5128. /** Defines the y component of the start tangent in the bezier curve */
  5129. y1: number;
  5130. /** Defines the x component of the end tangent in the bezier curve */
  5131. x2: number;
  5132. /** Defines the y component of the end tangent in the bezier curve */
  5133. y2: number;
  5134. /**
  5135. * Instantiates a bezier function
  5136. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5137. * @param x1 Defines the x component of the start tangent in the bezier curve
  5138. * @param y1 Defines the y component of the start tangent in the bezier curve
  5139. * @param x2 Defines the x component of the end tangent in the bezier curve
  5140. * @param y2 Defines the y component of the end tangent in the bezier curve
  5141. */
  5142. constructor(
  5143. /** Defines the x component of the start tangent in the bezier curve */
  5144. x1?: number,
  5145. /** Defines the y component of the start tangent in the bezier curve */
  5146. y1?: number,
  5147. /** Defines the x component of the end tangent in the bezier curve */
  5148. x2?: number,
  5149. /** Defines the y component of the end tangent in the bezier curve */
  5150. y2?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. }
  5155. declare module "babylonjs/Maths/math.color" {
  5156. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5157. /**
  5158. * Class used to hold a RBG color
  5159. */
  5160. export class Color3 {
  5161. /**
  5162. * Defines the red component (between 0 and 1, default is 0)
  5163. */
  5164. r: number;
  5165. /**
  5166. * Defines the green component (between 0 and 1, default is 0)
  5167. */
  5168. g: number;
  5169. /**
  5170. * Defines the blue component (between 0 and 1, default is 0)
  5171. */
  5172. b: number;
  5173. /**
  5174. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5175. * @param r defines the red component (between 0 and 1, default is 0)
  5176. * @param g defines the green component (between 0 and 1, default is 0)
  5177. * @param b defines the blue component (between 0 and 1, default is 0)
  5178. */
  5179. constructor(
  5180. /**
  5181. * Defines the red component (between 0 and 1, default is 0)
  5182. */
  5183. r?: number,
  5184. /**
  5185. * Defines the green component (between 0 and 1, default is 0)
  5186. */
  5187. g?: number,
  5188. /**
  5189. * Defines the blue component (between 0 and 1, default is 0)
  5190. */
  5191. b?: number);
  5192. /**
  5193. * Creates a string with the Color3 current values
  5194. * @returns the string representation of the Color3 object
  5195. */
  5196. toString(): string;
  5197. /**
  5198. * Returns the string "Color3"
  5199. * @returns "Color3"
  5200. */
  5201. getClassName(): string;
  5202. /**
  5203. * Compute the Color3 hash code
  5204. * @returns an unique number that can be used to hash Color3 objects
  5205. */
  5206. getHashCode(): number;
  5207. /**
  5208. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5209. * @param array defines the array where to store the r,g,b components
  5210. * @param index defines an optional index in the target array to define where to start storing values
  5211. * @returns the current Color3 object
  5212. */
  5213. toArray(array: FloatArray, index?: number): Color3;
  5214. /**
  5215. * Returns a new Color4 object from the current Color3 and the given alpha
  5216. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5217. * @returns a new Color4 object
  5218. */
  5219. toColor4(alpha?: number): Color4;
  5220. /**
  5221. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5222. * @returns the new array
  5223. */
  5224. asArray(): number[];
  5225. /**
  5226. * Returns the luminance value
  5227. * @returns a float value
  5228. */
  5229. toLuminance(): number;
  5230. /**
  5231. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5232. * @param otherColor defines the second operand
  5233. * @returns the new Color3 object
  5234. */
  5235. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5238. * @param otherColor defines the second operand
  5239. * @param result defines the Color3 object where to store the result
  5240. * @returns the current Color3
  5241. */
  5242. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5243. /**
  5244. * Determines equality between Color3 objects
  5245. * @param otherColor defines the second operand
  5246. * @returns true if the rgb values are equal to the given ones
  5247. */
  5248. equals(otherColor: DeepImmutable<Color3>): boolean;
  5249. /**
  5250. * Determines equality between the current Color3 object and a set of r,b,g values
  5251. * @param r defines the red component to check
  5252. * @param g defines the green component to check
  5253. * @param b defines the blue component to check
  5254. * @returns true if the rgb values are equal to the given ones
  5255. */
  5256. equalsFloats(r: number, g: number, b: number): boolean;
  5257. /**
  5258. * Multiplies in place each rgb value by scale
  5259. * @param scale defines the scaling factor
  5260. * @returns the updated Color3
  5261. */
  5262. scale(scale: number): Color3;
  5263. /**
  5264. * Multiplies the rgb values by scale and stores the result into "result"
  5265. * @param scale defines the scaling factor
  5266. * @param result defines the Color3 object where to store the result
  5267. * @returns the unmodified current Color3
  5268. */
  5269. scaleToRef(scale: number, result: Color3): Color3;
  5270. /**
  5271. * Scale the current Color3 values by a factor and add the result to a given Color3
  5272. * @param scale defines the scale factor
  5273. * @param result defines color to store the result into
  5274. * @returns the unmodified current Color3
  5275. */
  5276. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5277. /**
  5278. * Clamps the rgb values by the min and max values and stores the result into "result"
  5279. * @param min defines minimum clamping value (default is 0)
  5280. * @param max defines maximum clamping value (default is 1)
  5281. * @param result defines color to store the result into
  5282. * @returns the original Color3
  5283. */
  5284. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5285. /**
  5286. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5287. * @param otherColor defines the second operand
  5288. * @returns the new Color3
  5289. */
  5290. add(otherColor: DeepImmutable<Color3>): Color3;
  5291. /**
  5292. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5293. * @param otherColor defines the second operand
  5294. * @param result defines Color3 object to store the result into
  5295. * @returns the unmodified current Color3
  5296. */
  5297. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5298. /**
  5299. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5300. * @param otherColor defines the second operand
  5301. * @returns the new Color3
  5302. */
  5303. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5304. /**
  5305. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5306. * @param otherColor defines the second operand
  5307. * @param result defines Color3 object to store the result into
  5308. * @returns the unmodified current Color3
  5309. */
  5310. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5311. /**
  5312. * Copy the current object
  5313. * @returns a new Color3 copied the current one
  5314. */
  5315. clone(): Color3;
  5316. /**
  5317. * Copies the rgb values from the source in the current Color3
  5318. * @param source defines the source Color3 object
  5319. * @returns the updated Color3 object
  5320. */
  5321. copyFrom(source: DeepImmutable<Color3>): Color3;
  5322. /**
  5323. * Updates the Color3 rgb values from the given floats
  5324. * @param r defines the red component to read from
  5325. * @param g defines the green component to read from
  5326. * @param b defines the blue component to read from
  5327. * @returns the current Color3 object
  5328. */
  5329. copyFromFloats(r: number, g: number, b: number): Color3;
  5330. /**
  5331. * Updates the Color3 rgb values from the given floats
  5332. * @param r defines the red component to read from
  5333. * @param g defines the green component to read from
  5334. * @param b defines the blue component to read from
  5335. * @returns the current Color3 object
  5336. */
  5337. set(r: number, g: number, b: number): Color3;
  5338. /**
  5339. * Compute the Color3 hexadecimal code as a string
  5340. * @returns a string containing the hexadecimal representation of the Color3 object
  5341. */
  5342. toHexString(): string;
  5343. /**
  5344. * Computes a new Color3 converted from the current one to linear space
  5345. * @returns a new Color3 object
  5346. */
  5347. toLinearSpace(): Color3;
  5348. /**
  5349. * Converts current color in rgb space to HSV values
  5350. * @returns a new color3 representing the HSV values
  5351. */
  5352. toHSV(): Color3;
  5353. /**
  5354. * Converts current color in rgb space to HSV values
  5355. * @param result defines the Color3 where to store the HSV values
  5356. */
  5357. toHSVToRef(result: Color3): void;
  5358. /**
  5359. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5360. * @param convertedColor defines the Color3 object where to store the linear space version
  5361. * @returns the unmodified Color3
  5362. */
  5363. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5364. /**
  5365. * Computes a new Color3 converted from the current one to gamma space
  5366. * @returns a new Color3 object
  5367. */
  5368. toGammaSpace(): Color3;
  5369. /**
  5370. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5371. * @param convertedColor defines the Color3 object where to store the gamma space version
  5372. * @returns the unmodified Color3
  5373. */
  5374. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5375. private static _BlackReadOnly;
  5376. /**
  5377. * Convert Hue, saturation and value to a Color3 (RGB)
  5378. * @param hue defines the hue
  5379. * @param saturation defines the saturation
  5380. * @param value defines the value
  5381. * @param result defines the Color3 where to store the RGB values
  5382. */
  5383. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5384. /**
  5385. * Creates a new Color3 from the string containing valid hexadecimal values
  5386. * @param hex defines a string containing valid hexadecimal values
  5387. * @returns a new Color3 object
  5388. */
  5389. static FromHexString(hex: string): Color3;
  5390. /**
  5391. * Creates a new Color3 from the starting index of the given array
  5392. * @param array defines the source array
  5393. * @param offset defines an offset in the source array
  5394. * @returns a new Color3 object
  5395. */
  5396. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5397. /**
  5398. * Creates a new Color3 from integer values (< 256)
  5399. * @param r defines the red component to read from (value between 0 and 255)
  5400. * @param g defines the green component to read from (value between 0 and 255)
  5401. * @param b defines the blue component to read from (value between 0 and 255)
  5402. * @returns a new Color3 object
  5403. */
  5404. static FromInts(r: number, g: number, b: number): Color3;
  5405. /**
  5406. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5407. * @param start defines the start Color3 value
  5408. * @param end defines the end Color3 value
  5409. * @param amount defines the gradient value between start and end
  5410. * @returns a new Color3 object
  5411. */
  5412. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5413. /**
  5414. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5415. * @param left defines the start value
  5416. * @param right defines the end value
  5417. * @param amount defines the gradient factor
  5418. * @param result defines the Color3 object where to store the result
  5419. */
  5420. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5421. /**
  5422. * Returns a Color3 value containing a red color
  5423. * @returns a new Color3 object
  5424. */
  5425. static Red(): Color3;
  5426. /**
  5427. * Returns a Color3 value containing a green color
  5428. * @returns a new Color3 object
  5429. */
  5430. static Green(): Color3;
  5431. /**
  5432. * Returns a Color3 value containing a blue color
  5433. * @returns a new Color3 object
  5434. */
  5435. static Blue(): Color3;
  5436. /**
  5437. * Returns a Color3 value containing a black color
  5438. * @returns a new Color3 object
  5439. */
  5440. static Black(): Color3;
  5441. /**
  5442. * Gets a Color3 value containing a black color that must not be updated
  5443. */
  5444. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5445. /**
  5446. * Returns a Color3 value containing a white color
  5447. * @returns a new Color3 object
  5448. */
  5449. static White(): Color3;
  5450. /**
  5451. * Returns a Color3 value containing a purple color
  5452. * @returns a new Color3 object
  5453. */
  5454. static Purple(): Color3;
  5455. /**
  5456. * Returns a Color3 value containing a magenta color
  5457. * @returns a new Color3 object
  5458. */
  5459. static Magenta(): Color3;
  5460. /**
  5461. * Returns a Color3 value containing a yellow color
  5462. * @returns a new Color3 object
  5463. */
  5464. static Yellow(): Color3;
  5465. /**
  5466. * Returns a Color3 value containing a gray color
  5467. * @returns a new Color3 object
  5468. */
  5469. static Gray(): Color3;
  5470. /**
  5471. * Returns a Color3 value containing a teal color
  5472. * @returns a new Color3 object
  5473. */
  5474. static Teal(): Color3;
  5475. /**
  5476. * Returns a Color3 value containing a random color
  5477. * @returns a new Color3 object
  5478. */
  5479. static Random(): Color3;
  5480. }
  5481. /**
  5482. * Class used to hold a RBGA color
  5483. */
  5484. export class Color4 {
  5485. /**
  5486. * Defines the red component (between 0 and 1, default is 0)
  5487. */
  5488. r: number;
  5489. /**
  5490. * Defines the green component (between 0 and 1, default is 0)
  5491. */
  5492. g: number;
  5493. /**
  5494. * Defines the blue component (between 0 and 1, default is 0)
  5495. */
  5496. b: number;
  5497. /**
  5498. * Defines the alpha component (between 0 and 1, default is 1)
  5499. */
  5500. a: number;
  5501. /**
  5502. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5503. * @param r defines the red component (between 0 and 1, default is 0)
  5504. * @param g defines the green component (between 0 and 1, default is 0)
  5505. * @param b defines the blue component (between 0 and 1, default is 0)
  5506. * @param a defines the alpha component (between 0 and 1, default is 1)
  5507. */
  5508. constructor(
  5509. /**
  5510. * Defines the red component (between 0 and 1, default is 0)
  5511. */
  5512. r?: number,
  5513. /**
  5514. * Defines the green component (between 0 and 1, default is 0)
  5515. */
  5516. g?: number,
  5517. /**
  5518. * Defines the blue component (between 0 and 1, default is 0)
  5519. */
  5520. b?: number,
  5521. /**
  5522. * Defines the alpha component (between 0 and 1, default is 1)
  5523. */
  5524. a?: number);
  5525. /**
  5526. * Adds in place the given Color4 values to the current Color4 object
  5527. * @param right defines the second operand
  5528. * @returns the current updated Color4 object
  5529. */
  5530. addInPlace(right: DeepImmutable<Color4>): Color4;
  5531. /**
  5532. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5533. * @returns the new array
  5534. */
  5535. asArray(): number[];
  5536. /**
  5537. * Stores from the starting index in the given array the Color4 successive values
  5538. * @param array defines the array where to store the r,g,b components
  5539. * @param index defines an optional index in the target array to define where to start storing values
  5540. * @returns the current Color4 object
  5541. */
  5542. toArray(array: number[], index?: number): Color4;
  5543. /**
  5544. * Determines equality between Color4 objects
  5545. * @param otherColor defines the second operand
  5546. * @returns true if the rgba values are equal to the given ones
  5547. */
  5548. equals(otherColor: DeepImmutable<Color4>): boolean;
  5549. /**
  5550. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5551. * @param right defines the second operand
  5552. * @returns a new Color4 object
  5553. */
  5554. add(right: DeepImmutable<Color4>): Color4;
  5555. /**
  5556. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5557. * @param right defines the second operand
  5558. * @returns a new Color4 object
  5559. */
  5560. subtract(right: DeepImmutable<Color4>): Color4;
  5561. /**
  5562. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5563. * @param right defines the second operand
  5564. * @param result defines the Color4 object where to store the result
  5565. * @returns the current Color4 object
  5566. */
  5567. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5568. /**
  5569. * Creates a new Color4 with the current Color4 values multiplied by scale
  5570. * @param scale defines the scaling factor to apply
  5571. * @returns a new Color4 object
  5572. */
  5573. scale(scale: number): Color4;
  5574. /**
  5575. * Multiplies the current Color4 values by scale and stores the result in "result"
  5576. * @param scale defines the scaling factor to apply
  5577. * @param result defines the Color4 object where to store the result
  5578. * @returns the current unmodified Color4
  5579. */
  5580. scaleToRef(scale: number, result: Color4): Color4;
  5581. /**
  5582. * Scale the current Color4 values by a factor and add the result to a given Color4
  5583. * @param scale defines the scale factor
  5584. * @param result defines the Color4 object where to store the result
  5585. * @returns the unmodified current Color4
  5586. */
  5587. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5588. /**
  5589. * Clamps the rgb values by the min and max values and stores the result into "result"
  5590. * @param min defines minimum clamping value (default is 0)
  5591. * @param max defines maximum clamping value (default is 1)
  5592. * @param result defines color to store the result into.
  5593. * @returns the cuurent Color4
  5594. */
  5595. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5596. /**
  5597. * Multipy an Color4 value by another and return a new Color4 object
  5598. * @param color defines the Color4 value to multiply by
  5599. * @returns a new Color4 object
  5600. */
  5601. multiply(color: Color4): Color4;
  5602. /**
  5603. * Multipy a Color4 value by another and push the result in a reference value
  5604. * @param color defines the Color4 value to multiply by
  5605. * @param result defines the Color4 to fill the result in
  5606. * @returns the result Color4
  5607. */
  5608. multiplyToRef(color: Color4, result: Color4): Color4;
  5609. /**
  5610. * Creates a string with the Color4 current values
  5611. * @returns the string representation of the Color4 object
  5612. */
  5613. toString(): string;
  5614. /**
  5615. * Returns the string "Color4"
  5616. * @returns "Color4"
  5617. */
  5618. getClassName(): string;
  5619. /**
  5620. * Compute the Color4 hash code
  5621. * @returns an unique number that can be used to hash Color4 objects
  5622. */
  5623. getHashCode(): number;
  5624. /**
  5625. * Creates a new Color4 copied from the current one
  5626. * @returns a new Color4 object
  5627. */
  5628. clone(): Color4;
  5629. /**
  5630. * Copies the given Color4 values into the current one
  5631. * @param source defines the source Color4 object
  5632. * @returns the current updated Color4 object
  5633. */
  5634. copyFrom(source: Color4): Color4;
  5635. /**
  5636. * Copies the given float values into the current one
  5637. * @param r defines the red component to read from
  5638. * @param g defines the green component to read from
  5639. * @param b defines the blue component to read from
  5640. * @param a defines the alpha component to read from
  5641. * @returns the current updated Color4 object
  5642. */
  5643. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5644. /**
  5645. * Copies the given float values into the current one
  5646. * @param r defines the red component to read from
  5647. * @param g defines the green component to read from
  5648. * @param b defines the blue component to read from
  5649. * @param a defines the alpha component to read from
  5650. * @returns the current updated Color4 object
  5651. */
  5652. set(r: number, g: number, b: number, a: number): Color4;
  5653. /**
  5654. * Compute the Color4 hexadecimal code as a string
  5655. * @returns a string containing the hexadecimal representation of the Color4 object
  5656. */
  5657. toHexString(): string;
  5658. /**
  5659. * Computes a new Color4 converted from the current one to linear space
  5660. * @returns a new Color4 object
  5661. */
  5662. toLinearSpace(): Color4;
  5663. /**
  5664. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5665. * @param convertedColor defines the Color4 object where to store the linear space version
  5666. * @returns the unmodified Color4
  5667. */
  5668. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5669. /**
  5670. * Computes a new Color4 converted from the current one to gamma space
  5671. * @returns a new Color4 object
  5672. */
  5673. toGammaSpace(): Color4;
  5674. /**
  5675. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5676. * @param convertedColor defines the Color4 object where to store the gamma space version
  5677. * @returns the unmodified Color4
  5678. */
  5679. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5680. /**
  5681. * Creates a new Color4 from the string containing valid hexadecimal values
  5682. * @param hex defines a string containing valid hexadecimal values
  5683. * @returns a new Color4 object
  5684. */
  5685. static FromHexString(hex: string): Color4;
  5686. /**
  5687. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5688. * @param left defines the start value
  5689. * @param right defines the end value
  5690. * @param amount defines the gradient factor
  5691. * @returns a new Color4 object
  5692. */
  5693. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5694. /**
  5695. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5696. * @param left defines the start value
  5697. * @param right defines the end value
  5698. * @param amount defines the gradient factor
  5699. * @param result defines the Color4 object where to store data
  5700. */
  5701. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5702. /**
  5703. * Creates a new Color4 from a Color3 and an alpha value
  5704. * @param color3 defines the source Color3 to read from
  5705. * @param alpha defines the alpha component (1.0 by default)
  5706. * @returns a new Color4 object
  5707. */
  5708. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5709. /**
  5710. * Creates a new Color4 from the starting index element of the given array
  5711. * @param array defines the source array to read from
  5712. * @param offset defines the offset in the source array
  5713. * @returns a new Color4 object
  5714. */
  5715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5716. /**
  5717. * Creates a new Color3 from integer values (< 256)
  5718. * @param r defines the red component to read from (value between 0 and 255)
  5719. * @param g defines the green component to read from (value between 0 and 255)
  5720. * @param b defines the blue component to read from (value between 0 and 255)
  5721. * @param a defines the alpha component to read from (value between 0 and 255)
  5722. * @returns a new Color3 object
  5723. */
  5724. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5725. /**
  5726. * Check the content of a given array and convert it to an array containing RGBA data
  5727. * If the original array was already containing count * 4 values then it is returned directly
  5728. * @param colors defines the array to check
  5729. * @param count defines the number of RGBA data to expect
  5730. * @returns an array containing count * 4 values (RGBA)
  5731. */
  5732. static CheckColors4(colors: number[], count: number): number[];
  5733. }
  5734. /**
  5735. * @hidden
  5736. */
  5737. export class TmpColors {
  5738. static Color3: Color3[];
  5739. static Color4: Color4[];
  5740. }
  5741. }
  5742. declare module "babylonjs/Animations/animationKey" {
  5743. /**
  5744. * Defines an interface which represents an animation key frame
  5745. */
  5746. export interface IAnimationKey {
  5747. /**
  5748. * Frame of the key frame
  5749. */
  5750. frame: number;
  5751. /**
  5752. * Value at the specifies key frame
  5753. */
  5754. value: any;
  5755. /**
  5756. * The input tangent for the cubic hermite spline
  5757. */
  5758. inTangent?: any;
  5759. /**
  5760. * The output tangent for the cubic hermite spline
  5761. */
  5762. outTangent?: any;
  5763. /**
  5764. * The animation interpolation type
  5765. */
  5766. interpolation?: AnimationKeyInterpolation;
  5767. }
  5768. /**
  5769. * Enum for the animation key frame interpolation type
  5770. */
  5771. export enum AnimationKeyInterpolation {
  5772. /**
  5773. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5774. */
  5775. STEP = 1
  5776. }
  5777. }
  5778. declare module "babylonjs/Animations/animationRange" {
  5779. /**
  5780. * Represents the range of an animation
  5781. */
  5782. export class AnimationRange {
  5783. /**The name of the animation range**/
  5784. name: string;
  5785. /**The starting frame of the animation */
  5786. from: number;
  5787. /**The ending frame of the animation*/
  5788. to: number;
  5789. /**
  5790. * Initializes the range of an animation
  5791. * @param name The name of the animation range
  5792. * @param from The starting frame of the animation
  5793. * @param to The ending frame of the animation
  5794. */
  5795. constructor(
  5796. /**The name of the animation range**/
  5797. name: string,
  5798. /**The starting frame of the animation */
  5799. from: number,
  5800. /**The ending frame of the animation*/
  5801. to: number);
  5802. /**
  5803. * Makes a copy of the animation range
  5804. * @returns A copy of the animation range
  5805. */
  5806. clone(): AnimationRange;
  5807. }
  5808. }
  5809. declare module "babylonjs/Animations/animationEvent" {
  5810. /**
  5811. * Composed of a frame, and an action function
  5812. */
  5813. export class AnimationEvent {
  5814. /** The frame for which the event is triggered **/
  5815. frame: number;
  5816. /** The event to perform when triggered **/
  5817. action: (currentFrame: number) => void;
  5818. /** Specifies if the event should be triggered only once**/
  5819. onlyOnce?: boolean | undefined;
  5820. /**
  5821. * Specifies if the animation event is done
  5822. */
  5823. isDone: boolean;
  5824. /**
  5825. * Initializes the animation event
  5826. * @param frame The frame for which the event is triggered
  5827. * @param action The event to perform when triggered
  5828. * @param onlyOnce Specifies if the event should be triggered only once
  5829. */
  5830. constructor(
  5831. /** The frame for which the event is triggered **/
  5832. frame: number,
  5833. /** The event to perform when triggered **/
  5834. action: (currentFrame: number) => void,
  5835. /** Specifies if the event should be triggered only once**/
  5836. onlyOnce?: boolean | undefined);
  5837. /** @hidden */
  5838. _clone(): AnimationEvent;
  5839. }
  5840. }
  5841. declare module "babylonjs/Behaviors/behavior" {
  5842. import { Nullable } from "babylonjs/types";
  5843. /**
  5844. * Interface used to define a behavior
  5845. */
  5846. export interface Behavior<T> {
  5847. /** gets or sets behavior's name */
  5848. name: string;
  5849. /**
  5850. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5851. */
  5852. init(): void;
  5853. /**
  5854. * Called when the behavior is attached to a target
  5855. * @param target defines the target where the behavior is attached to
  5856. */
  5857. attach(target: T): void;
  5858. /**
  5859. * Called when the behavior is detached from its target
  5860. */
  5861. detach(): void;
  5862. }
  5863. /**
  5864. * Interface implemented by classes supporting behaviors
  5865. */
  5866. export interface IBehaviorAware<T> {
  5867. /**
  5868. * Attach a behavior
  5869. * @param behavior defines the behavior to attach
  5870. * @returns the current host
  5871. */
  5872. addBehavior(behavior: Behavior<T>): T;
  5873. /**
  5874. * Remove a behavior from the current object
  5875. * @param behavior defines the behavior to detach
  5876. * @returns the current host
  5877. */
  5878. removeBehavior(behavior: Behavior<T>): T;
  5879. /**
  5880. * Gets a behavior using its name to search
  5881. * @param name defines the name to search
  5882. * @returns the behavior or null if not found
  5883. */
  5884. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5885. }
  5886. }
  5887. declare module "babylonjs/Misc/smartArray" {
  5888. /**
  5889. * Defines an array and its length.
  5890. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5891. */
  5892. export interface ISmartArrayLike<T> {
  5893. /**
  5894. * The data of the array.
  5895. */
  5896. data: Array<T>;
  5897. /**
  5898. * The active length of the array.
  5899. */
  5900. length: number;
  5901. }
  5902. /**
  5903. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5904. */
  5905. export class SmartArray<T> implements ISmartArrayLike<T> {
  5906. /**
  5907. * The full set of data from the array.
  5908. */
  5909. data: Array<T>;
  5910. /**
  5911. * The active length of the array.
  5912. */
  5913. length: number;
  5914. protected _id: number;
  5915. /**
  5916. * Instantiates a Smart Array.
  5917. * @param capacity defines the default capacity of the array.
  5918. */
  5919. constructor(capacity: number);
  5920. /**
  5921. * Pushes a value at the end of the active data.
  5922. * @param value defines the object to push in the array.
  5923. */
  5924. push(value: T): void;
  5925. /**
  5926. * Iterates over the active data and apply the lambda to them.
  5927. * @param func defines the action to apply on each value.
  5928. */
  5929. forEach(func: (content: T) => void): void;
  5930. /**
  5931. * Sorts the full sets of data.
  5932. * @param compareFn defines the comparison function to apply.
  5933. */
  5934. sort(compareFn: (a: T, b: T) => number): void;
  5935. /**
  5936. * Resets the active data to an empty array.
  5937. */
  5938. reset(): void;
  5939. /**
  5940. * Releases all the data from the array as well as the array.
  5941. */
  5942. dispose(): void;
  5943. /**
  5944. * Concats the active data with a given array.
  5945. * @param array defines the data to concatenate with.
  5946. */
  5947. concat(array: any): void;
  5948. /**
  5949. * Returns the position of a value in the active data.
  5950. * @param value defines the value to find the index for
  5951. * @returns the index if found in the active data otherwise -1
  5952. */
  5953. indexOf(value: T): number;
  5954. /**
  5955. * Returns whether an element is part of the active data.
  5956. * @param value defines the value to look for
  5957. * @returns true if found in the active data otherwise false
  5958. */
  5959. contains(value: T): boolean;
  5960. private static _GlobalId;
  5961. }
  5962. /**
  5963. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5964. * The data in this array can only be present once
  5965. */
  5966. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5967. private _duplicateId;
  5968. /**
  5969. * Pushes a value at the end of the active data.
  5970. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5971. * @param value defines the object to push in the array.
  5972. */
  5973. push(value: T): void;
  5974. /**
  5975. * Pushes a value at the end of the active data.
  5976. * If the data is already present, it won t be added again
  5977. * @param value defines the object to push in the array.
  5978. * @returns true if added false if it was already present
  5979. */
  5980. pushNoDuplicate(value: T): boolean;
  5981. /**
  5982. * Resets the active data to an empty array.
  5983. */
  5984. reset(): void;
  5985. /**
  5986. * Concats the active data with a given array.
  5987. * This ensures no dupplicate will be present in the result.
  5988. * @param array defines the data to concatenate with.
  5989. */
  5990. concatWithNoDuplicate(array: any): void;
  5991. }
  5992. }
  5993. declare module "babylonjs/Cameras/cameraInputsManager" {
  5994. import { Nullable } from "babylonjs/types";
  5995. import { Camera } from "babylonjs/Cameras/camera";
  5996. /**
  5997. * @ignore
  5998. * This is a list of all the different input types that are available in the application.
  5999. * Fo instance: ArcRotateCameraGamepadInput...
  6000. */
  6001. export var CameraInputTypes: {};
  6002. /**
  6003. * This is the contract to implement in order to create a new input class.
  6004. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6005. */
  6006. export interface ICameraInput<TCamera extends Camera> {
  6007. /**
  6008. * Defines the camera the input is attached to.
  6009. */
  6010. camera: Nullable<TCamera>;
  6011. /**
  6012. * Gets the class name of the current intput.
  6013. * @returns the class name
  6014. */
  6015. getClassName(): string;
  6016. /**
  6017. * Get the friendly name associated with the input class.
  6018. * @returns the input friendly name
  6019. */
  6020. getSimpleName(): string;
  6021. /**
  6022. * Attach the input controls to a specific dom element to get the input from.
  6023. * @param element Defines the element the controls should be listened from
  6024. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6025. */
  6026. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6027. /**
  6028. * Detach the current controls from the specified dom element.
  6029. * @param element Defines the element to stop listening the inputs from
  6030. */
  6031. detachControl(element: Nullable<HTMLElement>): void;
  6032. /**
  6033. * Update the current camera state depending on the inputs that have been used this frame.
  6034. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6035. */
  6036. checkInputs?: () => void;
  6037. }
  6038. /**
  6039. * Represents a map of input types to input instance or input index to input instance.
  6040. */
  6041. export interface CameraInputsMap<TCamera extends Camera> {
  6042. /**
  6043. * Accessor to the input by input type.
  6044. */
  6045. [name: string]: ICameraInput<TCamera>;
  6046. /**
  6047. * Accessor to the input by input index.
  6048. */
  6049. [idx: number]: ICameraInput<TCamera>;
  6050. }
  6051. /**
  6052. * This represents the input manager used within a camera.
  6053. * It helps dealing with all the different kind of input attached to a camera.
  6054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6055. */
  6056. export class CameraInputsManager<TCamera extends Camera> {
  6057. /**
  6058. * Defines the list of inputs attahed to the camera.
  6059. */
  6060. attached: CameraInputsMap<TCamera>;
  6061. /**
  6062. * Defines the dom element the camera is collecting inputs from.
  6063. * This is null if the controls have not been attached.
  6064. */
  6065. attachedElement: Nullable<HTMLElement>;
  6066. /**
  6067. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6068. */
  6069. noPreventDefault: boolean;
  6070. /**
  6071. * Defined the camera the input manager belongs to.
  6072. */
  6073. camera: TCamera;
  6074. /**
  6075. * Update the current camera state depending on the inputs that have been used this frame.
  6076. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6077. */
  6078. checkInputs: () => void;
  6079. /**
  6080. * Instantiate a new Camera Input Manager.
  6081. * @param camera Defines the camera the input manager blongs to
  6082. */
  6083. constructor(camera: TCamera);
  6084. /**
  6085. * Add an input method to a camera
  6086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6087. * @param input camera input method
  6088. */
  6089. add(input: ICameraInput<TCamera>): void;
  6090. /**
  6091. * Remove a specific input method from a camera
  6092. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6093. * @param inputToRemove camera input method
  6094. */
  6095. remove(inputToRemove: ICameraInput<TCamera>): void;
  6096. /**
  6097. * Remove a specific input type from a camera
  6098. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6099. * @param inputType the type of the input to remove
  6100. */
  6101. removeByType(inputType: string): void;
  6102. private _addCheckInputs;
  6103. /**
  6104. * Attach the input controls to the currently attached dom element to listen the events from.
  6105. * @param input Defines the input to attach
  6106. */
  6107. attachInput(input: ICameraInput<TCamera>): void;
  6108. /**
  6109. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6110. * @param element Defines the dom element to collect the events from
  6111. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6112. */
  6113. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6114. /**
  6115. * Detach the current manager inputs controls from a specific dom element.
  6116. * @param element Defines the dom element to collect the events from
  6117. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6118. */
  6119. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6120. /**
  6121. * Rebuild the dynamic inputCheck function from the current list of
  6122. * defined inputs in the manager.
  6123. */
  6124. rebuildInputCheck(): void;
  6125. /**
  6126. * Remove all attached input methods from a camera
  6127. */
  6128. clear(): void;
  6129. /**
  6130. * Serialize the current input manager attached to a camera.
  6131. * This ensures than once parsed,
  6132. * the input associated to the camera will be identical to the current ones
  6133. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6134. */
  6135. serialize(serializedCamera: any): void;
  6136. /**
  6137. * Parses an input manager serialized JSON to restore the previous list of inputs
  6138. * and states associated to a camera.
  6139. * @param parsedCamera Defines the JSON to parse
  6140. */
  6141. parse(parsedCamera: any): void;
  6142. }
  6143. }
  6144. declare module "babylonjs/Meshes/buffer" {
  6145. import { Nullable, DataArray } from "babylonjs/types";
  6146. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6147. /**
  6148. * Class used to store data that will be store in GPU memory
  6149. */
  6150. export class Buffer {
  6151. private _engine;
  6152. private _buffer;
  6153. /** @hidden */
  6154. _data: Nullable<DataArray>;
  6155. private _updatable;
  6156. private _instanced;
  6157. private _divisor;
  6158. /**
  6159. * Gets the byte stride.
  6160. */
  6161. readonly byteStride: number;
  6162. /**
  6163. * Constructor
  6164. * @param engine the engine
  6165. * @param data the data to use for this buffer
  6166. * @param updatable whether the data is updatable
  6167. * @param stride the stride (optional)
  6168. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6169. * @param instanced whether the buffer is instanced (optional)
  6170. * @param useBytes set to true if the stride in in bytes (optional)
  6171. * @param divisor sets an optional divisor for instances (1 by default)
  6172. */
  6173. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6174. /**
  6175. * Create a new VertexBuffer based on the current buffer
  6176. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6177. * @param offset defines offset in the buffer (0 by default)
  6178. * @param size defines the size in floats of attributes (position is 3 for instance)
  6179. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6180. * @param instanced defines if the vertex buffer contains indexed data
  6181. * @param useBytes defines if the offset and stride are in bytes *
  6182. * @param divisor sets an optional divisor for instances (1 by default)
  6183. * @returns the new vertex buffer
  6184. */
  6185. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6186. /**
  6187. * Gets a boolean indicating if the Buffer is updatable?
  6188. * @returns true if the buffer is updatable
  6189. */
  6190. isUpdatable(): boolean;
  6191. /**
  6192. * Gets current buffer's data
  6193. * @returns a DataArray or null
  6194. */
  6195. getData(): Nullable<DataArray>;
  6196. /**
  6197. * Gets underlying native buffer
  6198. * @returns underlying native buffer
  6199. */
  6200. getBuffer(): Nullable<DataBuffer>;
  6201. /**
  6202. * Gets the stride in float32 units (i.e. byte stride / 4).
  6203. * May not be an integer if the byte stride is not divisible by 4.
  6204. * DEPRECATED. Use byteStride instead.
  6205. * @returns the stride in float32 units
  6206. */
  6207. getStrideSize(): number;
  6208. /**
  6209. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6210. * @param data defines the data to store
  6211. */
  6212. create(data?: Nullable<DataArray>): void;
  6213. /** @hidden */
  6214. _rebuild(): void;
  6215. /**
  6216. * Update current buffer data
  6217. * @param data defines the data to store
  6218. */
  6219. update(data: DataArray): void;
  6220. /**
  6221. * Updates the data directly.
  6222. * @param data the new data
  6223. * @param offset the new offset
  6224. * @param vertexCount the vertex count (optional)
  6225. * @param useBytes set to true if the offset is in bytes
  6226. */
  6227. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6228. /**
  6229. * Release all resources
  6230. */
  6231. dispose(): void;
  6232. }
  6233. /**
  6234. * Specialized buffer used to store vertex data
  6235. */
  6236. export class VertexBuffer {
  6237. /** @hidden */
  6238. _buffer: Buffer;
  6239. private _kind;
  6240. private _size;
  6241. private _ownsBuffer;
  6242. private _instanced;
  6243. private _instanceDivisor;
  6244. /**
  6245. * The byte type.
  6246. */
  6247. static readonly BYTE: number;
  6248. /**
  6249. * The unsigned byte type.
  6250. */
  6251. static readonly UNSIGNED_BYTE: number;
  6252. /**
  6253. * The short type.
  6254. */
  6255. static readonly SHORT: number;
  6256. /**
  6257. * The unsigned short type.
  6258. */
  6259. static readonly UNSIGNED_SHORT: number;
  6260. /**
  6261. * The integer type.
  6262. */
  6263. static readonly INT: number;
  6264. /**
  6265. * The unsigned integer type.
  6266. */
  6267. static readonly UNSIGNED_INT: number;
  6268. /**
  6269. * The float type.
  6270. */
  6271. static readonly FLOAT: number;
  6272. /**
  6273. * Gets or sets the instance divisor when in instanced mode
  6274. */
  6275. instanceDivisor: number;
  6276. /**
  6277. * Gets the byte stride.
  6278. */
  6279. readonly byteStride: number;
  6280. /**
  6281. * Gets the byte offset.
  6282. */
  6283. readonly byteOffset: number;
  6284. /**
  6285. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6286. */
  6287. readonly normalized: boolean;
  6288. /**
  6289. * Gets the data type of each component in the array.
  6290. */
  6291. readonly type: number;
  6292. /**
  6293. * Constructor
  6294. * @param engine the engine
  6295. * @param data the data to use for this vertex buffer
  6296. * @param kind the vertex buffer kind
  6297. * @param updatable whether the data is updatable
  6298. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6299. * @param stride the stride (optional)
  6300. * @param instanced whether the buffer is instanced (optional)
  6301. * @param offset the offset of the data (optional)
  6302. * @param size the number of components (optional)
  6303. * @param type the type of the component (optional)
  6304. * @param normalized whether the data contains normalized data (optional)
  6305. * @param useBytes set to true if stride and offset are in bytes (optional)
  6306. * @param divisor defines the instance divisor to use (1 by default)
  6307. */
  6308. 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, divisor?: number);
  6309. /** @hidden */
  6310. _rebuild(): void;
  6311. /**
  6312. * Returns the kind of the VertexBuffer (string)
  6313. * @returns a string
  6314. */
  6315. getKind(): string;
  6316. /**
  6317. * Gets a boolean indicating if the VertexBuffer is updatable?
  6318. * @returns true if the buffer is updatable
  6319. */
  6320. isUpdatable(): boolean;
  6321. /**
  6322. * Gets current buffer's data
  6323. * @returns a DataArray or null
  6324. */
  6325. getData(): Nullable<DataArray>;
  6326. /**
  6327. * Gets underlying native buffer
  6328. * @returns underlying native buffer
  6329. */
  6330. getBuffer(): Nullable<DataBuffer>;
  6331. /**
  6332. * Gets the stride in float32 units (i.e. byte stride / 4).
  6333. * May not be an integer if the byte stride is not divisible by 4.
  6334. * DEPRECATED. Use byteStride instead.
  6335. * @returns the stride in float32 units
  6336. */
  6337. getStrideSize(): number;
  6338. /**
  6339. * Returns the offset as a multiple of the type byte length.
  6340. * DEPRECATED. Use byteOffset instead.
  6341. * @returns the offset in bytes
  6342. */
  6343. getOffset(): number;
  6344. /**
  6345. * Returns the number of components per vertex attribute (integer)
  6346. * @returns the size in float
  6347. */
  6348. getSize(): number;
  6349. /**
  6350. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6351. * @returns true if this buffer is instanced
  6352. */
  6353. getIsInstanced(): boolean;
  6354. /**
  6355. * Returns the instancing divisor, zero for non-instanced (integer).
  6356. * @returns a number
  6357. */
  6358. getInstanceDivisor(): number;
  6359. /**
  6360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6361. * @param data defines the data to store
  6362. */
  6363. create(data?: DataArray): void;
  6364. /**
  6365. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6366. * This function will create a new buffer if the current one is not updatable
  6367. * @param data defines the data to store
  6368. */
  6369. update(data: DataArray): void;
  6370. /**
  6371. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6372. * Returns the directly updated WebGLBuffer.
  6373. * @param data the new data
  6374. * @param offset the new offset
  6375. * @param useBytes set to true if the offset is in bytes
  6376. */
  6377. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6378. /**
  6379. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6380. */
  6381. dispose(): void;
  6382. /**
  6383. * Enumerates each value of this vertex buffer as numbers.
  6384. * @param count the number of values to enumerate
  6385. * @param callback the callback function called for each value
  6386. */
  6387. forEach(count: number, callback: (value: number, index: number) => void): void;
  6388. /**
  6389. * Positions
  6390. */
  6391. static readonly PositionKind: string;
  6392. /**
  6393. * Normals
  6394. */
  6395. static readonly NormalKind: string;
  6396. /**
  6397. * Tangents
  6398. */
  6399. static readonly TangentKind: string;
  6400. /**
  6401. * Texture coordinates
  6402. */
  6403. static readonly UVKind: string;
  6404. /**
  6405. * Texture coordinates 2
  6406. */
  6407. static readonly UV2Kind: string;
  6408. /**
  6409. * Texture coordinates 3
  6410. */
  6411. static readonly UV3Kind: string;
  6412. /**
  6413. * Texture coordinates 4
  6414. */
  6415. static readonly UV4Kind: string;
  6416. /**
  6417. * Texture coordinates 5
  6418. */
  6419. static readonly UV5Kind: string;
  6420. /**
  6421. * Texture coordinates 6
  6422. */
  6423. static readonly UV6Kind: string;
  6424. /**
  6425. * Colors
  6426. */
  6427. static readonly ColorKind: string;
  6428. /**
  6429. * Matrix indices (for bones)
  6430. */
  6431. static readonly MatricesIndicesKind: string;
  6432. /**
  6433. * Matrix weights (for bones)
  6434. */
  6435. static readonly MatricesWeightsKind: string;
  6436. /**
  6437. * Additional matrix indices (for bones)
  6438. */
  6439. static readonly MatricesIndicesExtraKind: string;
  6440. /**
  6441. * Additional matrix weights (for bones)
  6442. */
  6443. static readonly MatricesWeightsExtraKind: string;
  6444. /**
  6445. * Deduces the stride given a kind.
  6446. * @param kind The kind string to deduce
  6447. * @returns The deduced stride
  6448. */
  6449. static DeduceStride(kind: string): number;
  6450. /**
  6451. * Gets the byte length of the given type.
  6452. * @param type the type
  6453. * @returns the number of bytes
  6454. */
  6455. static GetTypeByteLength(type: number): number;
  6456. /**
  6457. * Enumerates each value of the given parameters as numbers.
  6458. * @param data the data to enumerate
  6459. * @param byteOffset the byte offset of the data
  6460. * @param byteStride the byte stride of the data
  6461. * @param componentCount the number of components per element
  6462. * @param componentType the type of the component
  6463. * @param count the number of values to enumerate
  6464. * @param normalized whether the data is normalized
  6465. * @param callback the callback function called for each value
  6466. */
  6467. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6468. private static _GetFloatValue;
  6469. }
  6470. }
  6471. declare module "babylonjs/Collisions/intersectionInfo" {
  6472. import { Nullable } from "babylonjs/types";
  6473. /**
  6474. * @hidden
  6475. */
  6476. export class IntersectionInfo {
  6477. bu: Nullable<number>;
  6478. bv: Nullable<number>;
  6479. distance: number;
  6480. faceId: number;
  6481. subMeshId: number;
  6482. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6483. }
  6484. }
  6485. declare module "babylonjs/Maths/math.plane" {
  6486. import { DeepImmutable } from "babylonjs/types";
  6487. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6488. /**
  6489. * Represens a plane by the equation ax + by + cz + d = 0
  6490. */
  6491. export class Plane {
  6492. private static _TmpMatrix;
  6493. /**
  6494. * Normal of the plane (a,b,c)
  6495. */
  6496. normal: Vector3;
  6497. /**
  6498. * d component of the plane
  6499. */
  6500. d: number;
  6501. /**
  6502. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6503. * @param a a component of the plane
  6504. * @param b b component of the plane
  6505. * @param c c component of the plane
  6506. * @param d d component of the plane
  6507. */
  6508. constructor(a: number, b: number, c: number, d: number);
  6509. /**
  6510. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6511. */
  6512. asArray(): number[];
  6513. /**
  6514. * @returns a new plane copied from the current Plane.
  6515. */
  6516. clone(): Plane;
  6517. /**
  6518. * @returns the string "Plane".
  6519. */
  6520. getClassName(): string;
  6521. /**
  6522. * @returns the Plane hash code.
  6523. */
  6524. getHashCode(): number;
  6525. /**
  6526. * Normalize the current Plane in place.
  6527. * @returns the updated Plane.
  6528. */
  6529. normalize(): Plane;
  6530. /**
  6531. * Applies a transformation the plane and returns the result
  6532. * @param transformation the transformation matrix to be applied to the plane
  6533. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6534. */
  6535. transform(transformation: DeepImmutable<Matrix>): Plane;
  6536. /**
  6537. * Calcualtte the dot product between the point and the plane normal
  6538. * @param point point to calculate the dot product with
  6539. * @returns the dot product (float) of the point coordinates and the plane normal.
  6540. */
  6541. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6542. /**
  6543. * Updates the current Plane from the plane defined by the three given points.
  6544. * @param point1 one of the points used to contruct the plane
  6545. * @param point2 one of the points used to contruct the plane
  6546. * @param point3 one of the points used to contruct the plane
  6547. * @returns the updated Plane.
  6548. */
  6549. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6550. /**
  6551. * Checks if the plane is facing a given direction
  6552. * @param direction the direction to check if the plane is facing
  6553. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6554. * @returns True is the vector "direction" is the same side than the plane normal.
  6555. */
  6556. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6557. /**
  6558. * Calculates the distance to a point
  6559. * @param point point to calculate distance to
  6560. * @returns the signed distance (float) from the given point to the Plane.
  6561. */
  6562. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6563. /**
  6564. * Creates a plane from an array
  6565. * @param array the array to create a plane from
  6566. * @returns a new Plane from the given array.
  6567. */
  6568. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6569. /**
  6570. * Creates a plane from three points
  6571. * @param point1 point used to create the plane
  6572. * @param point2 point used to create the plane
  6573. * @param point3 point used to create the plane
  6574. * @returns a new Plane defined by the three given points.
  6575. */
  6576. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6577. /**
  6578. * Creates a plane from an origin point and a normal
  6579. * @param origin origin of the plane to be constructed
  6580. * @param normal normal of the plane to be constructed
  6581. * @returns a new Plane the normal vector to this plane at the given origin point.
  6582. * Note : the vector "normal" is updated because normalized.
  6583. */
  6584. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6585. /**
  6586. * Calculates the distance from a plane and a point
  6587. * @param origin origin of the plane to be constructed
  6588. * @param normal normal of the plane to be constructed
  6589. * @param point point to calculate distance to
  6590. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6591. */
  6592. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6593. }
  6594. }
  6595. declare module "babylonjs/Culling/boundingSphere" {
  6596. import { DeepImmutable } from "babylonjs/types";
  6597. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6598. import { Plane } from "babylonjs/Maths/math.plane";
  6599. /**
  6600. * Class used to store bounding sphere information
  6601. */
  6602. export class BoundingSphere {
  6603. /**
  6604. * Gets the center of the bounding sphere in local space
  6605. */
  6606. readonly center: Vector3;
  6607. /**
  6608. * Radius of the bounding sphere in local space
  6609. */
  6610. radius: number;
  6611. /**
  6612. * Gets the center of the bounding sphere in world space
  6613. */
  6614. readonly centerWorld: Vector3;
  6615. /**
  6616. * Radius of the bounding sphere in world space
  6617. */
  6618. radiusWorld: number;
  6619. /**
  6620. * Gets the minimum vector in local space
  6621. */
  6622. readonly minimum: Vector3;
  6623. /**
  6624. * Gets the maximum vector in local space
  6625. */
  6626. readonly maximum: Vector3;
  6627. private _worldMatrix;
  6628. private static readonly TmpVector3;
  6629. /**
  6630. * Creates a new bounding sphere
  6631. * @param min defines the minimum vector (in local space)
  6632. * @param max defines the maximum vector (in local space)
  6633. * @param worldMatrix defines the new world matrix
  6634. */
  6635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6636. /**
  6637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6638. * @param min defines the new minimum vector (in local space)
  6639. * @param max defines the new maximum vector (in local space)
  6640. * @param worldMatrix defines the new world matrix
  6641. */
  6642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6643. /**
  6644. * Scale the current bounding sphere by applying a scale factor
  6645. * @param factor defines the scale factor to apply
  6646. * @returns the current bounding box
  6647. */
  6648. scale(factor: number): BoundingSphere;
  6649. /**
  6650. * Gets the world matrix of the bounding box
  6651. * @returns a matrix
  6652. */
  6653. getWorldMatrix(): DeepImmutable<Matrix>;
  6654. /** @hidden */
  6655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6656. /**
  6657. * Tests if the bounding sphere is intersecting the frustum planes
  6658. * @param frustumPlanes defines the frustum planes to test
  6659. * @returns true if there is an intersection
  6660. */
  6661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6662. /**
  6663. * Tests if the bounding sphere center is in between the frustum planes.
  6664. * Used for optimistic fast inclusion.
  6665. * @param frustumPlanes defines the frustum planes to test
  6666. * @returns true if the sphere center is in between the frustum planes
  6667. */
  6668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6669. /**
  6670. * Tests if a point is inside the bounding sphere
  6671. * @param point defines the point to test
  6672. * @returns true if the point is inside the bounding sphere
  6673. */
  6674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6675. /**
  6676. * Checks if two sphere intersct
  6677. * @param sphere0 sphere 0
  6678. * @param sphere1 sphere 1
  6679. * @returns true if the speres intersect
  6680. */
  6681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingBox" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6688. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6689. import { Plane } from "babylonjs/Maths/math.plane";
  6690. /**
  6691. * Class used to store bounding box information
  6692. */
  6693. export class BoundingBox implements ICullable {
  6694. /**
  6695. * Gets the 8 vectors representing the bounding box in local space
  6696. */
  6697. readonly vectors: Vector3[];
  6698. /**
  6699. * Gets the center of the bounding box in local space
  6700. */
  6701. readonly center: Vector3;
  6702. /**
  6703. * Gets the center of the bounding box in world space
  6704. */
  6705. readonly centerWorld: Vector3;
  6706. /**
  6707. * Gets the extend size in local space
  6708. */
  6709. readonly extendSize: Vector3;
  6710. /**
  6711. * Gets the extend size in world space
  6712. */
  6713. readonly extendSizeWorld: Vector3;
  6714. /**
  6715. * Gets the OBB (object bounding box) directions
  6716. */
  6717. readonly directions: Vector3[];
  6718. /**
  6719. * Gets the 8 vectors representing the bounding box in world space
  6720. */
  6721. readonly vectorsWorld: Vector3[];
  6722. /**
  6723. * Gets the minimum vector in world space
  6724. */
  6725. readonly minimumWorld: Vector3;
  6726. /**
  6727. * Gets the maximum vector in world space
  6728. */
  6729. readonly maximumWorld: Vector3;
  6730. /**
  6731. * Gets the minimum vector in local space
  6732. */
  6733. readonly minimum: Vector3;
  6734. /**
  6735. * Gets the maximum vector in local space
  6736. */
  6737. readonly maximum: Vector3;
  6738. private _worldMatrix;
  6739. private static readonly TmpVector3;
  6740. /**
  6741. * @hidden
  6742. */
  6743. _tag: number;
  6744. /**
  6745. * Creates a new bounding box
  6746. * @param min defines the minimum vector (in local space)
  6747. * @param max defines the maximum vector (in local space)
  6748. * @param worldMatrix defines the new world matrix
  6749. */
  6750. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6751. /**
  6752. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6753. * @param min defines the new minimum vector (in local space)
  6754. * @param max defines the new maximum vector (in local space)
  6755. * @param worldMatrix defines the new world matrix
  6756. */
  6757. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6758. /**
  6759. * Scale the current bounding box by applying a scale factor
  6760. * @param factor defines the scale factor to apply
  6761. * @returns the current bounding box
  6762. */
  6763. scale(factor: number): BoundingBox;
  6764. /**
  6765. * Gets the world matrix of the bounding box
  6766. * @returns a matrix
  6767. */
  6768. getWorldMatrix(): DeepImmutable<Matrix>;
  6769. /** @hidden */
  6770. _update(world: DeepImmutable<Matrix>): void;
  6771. /**
  6772. * Tests if the bounding box is intersecting the frustum planes
  6773. * @param frustumPlanes defines the frustum planes to test
  6774. * @returns true if there is an intersection
  6775. */
  6776. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6777. /**
  6778. * Tests if the bounding box is entirely inside the frustum planes
  6779. * @param frustumPlanes defines the frustum planes to test
  6780. * @returns true if there is an inclusion
  6781. */
  6782. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6783. /**
  6784. * Tests if a point is inside the bounding box
  6785. * @param point defines the point to test
  6786. * @returns true if the point is inside the bounding box
  6787. */
  6788. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6789. /**
  6790. * Tests if the bounding box intersects with a bounding sphere
  6791. * @param sphere defines the sphere to test
  6792. * @returns true if there is an intersection
  6793. */
  6794. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6795. /**
  6796. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6797. * @param min defines the min vector to use
  6798. * @param max defines the max vector to use
  6799. * @returns true if there is an intersection
  6800. */
  6801. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6802. /**
  6803. * Tests if two bounding boxes are intersections
  6804. * @param box0 defines the first box to test
  6805. * @param box1 defines the second box to test
  6806. * @returns true if there is an intersection
  6807. */
  6808. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6809. /**
  6810. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6811. * @param minPoint defines the minimum vector of the bounding box
  6812. * @param maxPoint defines the maximum vector of the bounding box
  6813. * @param sphereCenter defines the sphere center
  6814. * @param sphereRadius defines the sphere radius
  6815. * @returns true if there is an intersection
  6816. */
  6817. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6818. /**
  6819. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6820. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6821. * @param frustumPlanes defines the frustum planes to test
  6822. * @return true if there is an inclusion
  6823. */
  6824. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6825. /**
  6826. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6827. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6828. * @param frustumPlanes defines the frustum planes to test
  6829. * @return true if there is an intersection
  6830. */
  6831. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6832. }
  6833. }
  6834. declare module "babylonjs/Collisions/collider" {
  6835. import { Nullable, IndicesArray } from "babylonjs/types";
  6836. import { Vector3 } from "babylonjs/Maths/math.vector";
  6837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6838. import { Plane } from "babylonjs/Maths/math.plane";
  6839. /** @hidden */
  6840. export class Collider {
  6841. /** Define if a collision was found */
  6842. collisionFound: boolean;
  6843. /**
  6844. * Define last intersection point in local space
  6845. */
  6846. intersectionPoint: Vector3;
  6847. /**
  6848. * Define last collided mesh
  6849. */
  6850. collidedMesh: Nullable<AbstractMesh>;
  6851. private _collisionPoint;
  6852. private _planeIntersectionPoint;
  6853. private _tempVector;
  6854. private _tempVector2;
  6855. private _tempVector3;
  6856. private _tempVector4;
  6857. private _edge;
  6858. private _baseToVertex;
  6859. private _destinationPoint;
  6860. private _slidePlaneNormal;
  6861. private _displacementVector;
  6862. /** @hidden */
  6863. _radius: Vector3;
  6864. /** @hidden */
  6865. _retry: number;
  6866. private _velocity;
  6867. private _basePoint;
  6868. private _epsilon;
  6869. /** @hidden */
  6870. _velocityWorldLength: number;
  6871. /** @hidden */
  6872. _basePointWorld: Vector3;
  6873. private _velocityWorld;
  6874. private _normalizedVelocity;
  6875. /** @hidden */
  6876. _initialVelocity: Vector3;
  6877. /** @hidden */
  6878. _initialPosition: Vector3;
  6879. private _nearestDistance;
  6880. private _collisionMask;
  6881. collisionMask: number;
  6882. /**
  6883. * Gets the plane normal used to compute the sliding response (in local space)
  6884. */
  6885. readonly slidePlaneNormal: Vector3;
  6886. /** @hidden */
  6887. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6888. /** @hidden */
  6889. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6890. /** @hidden */
  6891. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6892. /** @hidden */
  6893. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6894. /** @hidden */
  6895. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6896. /** @hidden */
  6897. _getResponse(pos: Vector3, vel: Vector3): void;
  6898. }
  6899. }
  6900. declare module "babylonjs/Culling/boundingInfo" {
  6901. import { DeepImmutable } from "babylonjs/types";
  6902. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6903. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6904. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6905. import { Plane } from "babylonjs/Maths/math.plane";
  6906. import { Collider } from "babylonjs/Collisions/collider";
  6907. /**
  6908. * Interface for cullable objects
  6909. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6910. */
  6911. export interface ICullable {
  6912. /**
  6913. * Checks if the object or part of the object is in the frustum
  6914. * @param frustumPlanes Camera near/planes
  6915. * @returns true if the object is in frustum otherwise false
  6916. */
  6917. isInFrustum(frustumPlanes: Plane[]): boolean;
  6918. /**
  6919. * Checks if a cullable object (mesh...) is in the camera frustum
  6920. * Unlike isInFrustum this cheks the full bounding box
  6921. * @param frustumPlanes Camera near/planes
  6922. * @returns true if the object is in frustum otherwise false
  6923. */
  6924. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6925. }
  6926. /**
  6927. * Info for a bounding data of a mesh
  6928. */
  6929. export class BoundingInfo implements ICullable {
  6930. /**
  6931. * Bounding box for the mesh
  6932. */
  6933. readonly boundingBox: BoundingBox;
  6934. /**
  6935. * Bounding sphere for the mesh
  6936. */
  6937. readonly boundingSphere: BoundingSphere;
  6938. private _isLocked;
  6939. private static readonly TmpVector3;
  6940. /**
  6941. * Constructs bounding info
  6942. * @param minimum min vector of the bounding box/sphere
  6943. * @param maximum max vector of the bounding box/sphere
  6944. * @param worldMatrix defines the new world matrix
  6945. */
  6946. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6947. /**
  6948. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6949. * @param min defines the new minimum vector (in local space)
  6950. * @param max defines the new maximum vector (in local space)
  6951. * @param worldMatrix defines the new world matrix
  6952. */
  6953. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6954. /**
  6955. * min vector of the bounding box/sphere
  6956. */
  6957. readonly minimum: Vector3;
  6958. /**
  6959. * max vector of the bounding box/sphere
  6960. */
  6961. readonly maximum: Vector3;
  6962. /**
  6963. * If the info is locked and won't be updated to avoid perf overhead
  6964. */
  6965. isLocked: boolean;
  6966. /**
  6967. * Updates the bounding sphere and box
  6968. * @param world world matrix to be used to update
  6969. */
  6970. update(world: DeepImmutable<Matrix>): void;
  6971. /**
  6972. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6973. * @param center New center of the bounding info
  6974. * @param extend New extend of the bounding info
  6975. * @returns the current bounding info
  6976. */
  6977. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6978. /**
  6979. * Scale the current bounding info by applying a scale factor
  6980. * @param factor defines the scale factor to apply
  6981. * @returns the current bounding info
  6982. */
  6983. scale(factor: number): BoundingInfo;
  6984. /**
  6985. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6986. * @param frustumPlanes defines the frustum to test
  6987. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6988. * @returns true if the bounding info is in the frustum planes
  6989. */
  6990. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6991. /**
  6992. * Gets the world distance between the min and max points of the bounding box
  6993. */
  6994. readonly diagonalLength: number;
  6995. /**
  6996. * Checks if a cullable object (mesh...) is in the camera frustum
  6997. * Unlike isInFrustum this cheks the full bounding box
  6998. * @param frustumPlanes Camera near/planes
  6999. * @returns true if the object is in frustum otherwise false
  7000. */
  7001. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7002. /** @hidden */
  7003. _checkCollision(collider: Collider): boolean;
  7004. /**
  7005. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7007. * @param point the point to check intersection with
  7008. * @returns if the point intersects
  7009. */
  7010. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7011. /**
  7012. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7013. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7014. * @param boundingInfo the bounding info to check intersection with
  7015. * @param precise if the intersection should be done using OBB
  7016. * @returns if the bounding info intersects
  7017. */
  7018. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7019. }
  7020. }
  7021. declare module "babylonjs/Maths/math.functions" {
  7022. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7023. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7024. /**
  7025. * Extracts minimum and maximum values from a list of indexed positions
  7026. * @param positions defines the positions to use
  7027. * @param indices defines the indices to the positions
  7028. * @param indexStart defines the start index
  7029. * @param indexCount defines the end index
  7030. * @param bias defines bias value to add to the result
  7031. * @return minimum and maximum values
  7032. */
  7033. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7034. minimum: Vector3;
  7035. maximum: Vector3;
  7036. };
  7037. /**
  7038. * Extracts minimum and maximum values from a list of positions
  7039. * @param positions defines the positions to use
  7040. * @param start defines the start index in the positions array
  7041. * @param count defines the number of positions to handle
  7042. * @param bias defines bias value to add to the result
  7043. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7044. * @return minimum and maximum values
  7045. */
  7046. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7047. minimum: Vector3;
  7048. maximum: Vector3;
  7049. };
  7050. }
  7051. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7052. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7053. /** @hidden */
  7054. export class WebGLDataBuffer extends DataBuffer {
  7055. private _buffer;
  7056. constructor(resource: WebGLBuffer);
  7057. readonly underlyingResource: any;
  7058. }
  7059. }
  7060. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7061. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7062. import { Nullable } from "babylonjs/types";
  7063. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7064. /** @hidden */
  7065. export class WebGLPipelineContext implements IPipelineContext {
  7066. engine: ThinEngine;
  7067. program: Nullable<WebGLProgram>;
  7068. context?: WebGLRenderingContext;
  7069. vertexShader?: WebGLShader;
  7070. fragmentShader?: WebGLShader;
  7071. isParallelCompiled: boolean;
  7072. onCompiled?: () => void;
  7073. transformFeedback?: WebGLTransformFeedback | null;
  7074. readonly isAsync: boolean;
  7075. readonly isReady: boolean;
  7076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7077. }
  7078. }
  7079. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7080. import { FloatArray, Nullable } from "babylonjs/types";
  7081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7082. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7083. module "babylonjs/Engines/thinEngine" {
  7084. interface ThinEngine {
  7085. /**
  7086. * Create an uniform buffer
  7087. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7088. * @param elements defines the content of the uniform buffer
  7089. * @returns the webGL uniform buffer
  7090. */
  7091. createUniformBuffer(elements: FloatArray): DataBuffer;
  7092. /**
  7093. * Create a dynamic uniform buffer
  7094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7095. * @param elements defines the content of the uniform buffer
  7096. * @returns the webGL uniform buffer
  7097. */
  7098. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7099. /**
  7100. * Update an existing uniform buffer
  7101. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7102. * @param uniformBuffer defines the target uniform buffer
  7103. * @param elements defines the content to update
  7104. * @param offset defines the offset in the uniform buffer where update should start
  7105. * @param count defines the size of the data to update
  7106. */
  7107. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7108. /**
  7109. * Bind an uniform buffer to the current webGL context
  7110. * @param buffer defines the buffer to bind
  7111. */
  7112. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7113. /**
  7114. * Bind a buffer to the current webGL context at a given location
  7115. * @param buffer defines the buffer to bind
  7116. * @param location defines the index where to bind the buffer
  7117. */
  7118. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7119. /**
  7120. * Bind a specific block at a given index in a specific shader program
  7121. * @param pipelineContext defines the pipeline context to use
  7122. * @param blockName defines the block name
  7123. * @param index defines the index where to bind the block
  7124. */
  7125. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7126. }
  7127. }
  7128. }
  7129. declare module "babylonjs/Materials/uniformBuffer" {
  7130. import { Nullable, FloatArray } from "babylonjs/types";
  7131. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7132. import { Engine } from "babylonjs/Engines/engine";
  7133. import { Effect } from "babylonjs/Materials/effect";
  7134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7135. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7136. import { Color3 } from "babylonjs/Maths/math.color";
  7137. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7138. /**
  7139. * Uniform buffer objects.
  7140. *
  7141. * Handles blocks of uniform on the GPU.
  7142. *
  7143. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7144. *
  7145. * For more information, please refer to :
  7146. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7147. */
  7148. export class UniformBuffer {
  7149. private _engine;
  7150. private _buffer;
  7151. private _data;
  7152. private _bufferData;
  7153. private _dynamic?;
  7154. private _uniformLocations;
  7155. private _uniformSizes;
  7156. private _uniformLocationPointer;
  7157. private _needSync;
  7158. private _noUBO;
  7159. private _currentEffect;
  7160. /** @hidden */
  7161. _alreadyBound: boolean;
  7162. private static _MAX_UNIFORM_SIZE;
  7163. private static _tempBuffer;
  7164. /**
  7165. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7166. * This is dynamic to allow compat with webgl 1 and 2.
  7167. * You will need to pass the name of the uniform as well as the value.
  7168. */
  7169. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7170. /**
  7171. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7172. * This is dynamic to allow compat with webgl 1 and 2.
  7173. * You will need to pass the name of the uniform as well as the value.
  7174. */
  7175. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7176. /**
  7177. * Lambda to Update a single float in a uniform buffer.
  7178. * This is dynamic to allow compat with webgl 1 and 2.
  7179. * You will need to pass the name of the uniform as well as the value.
  7180. */
  7181. updateFloat: (name: string, x: number) => void;
  7182. /**
  7183. * Lambda to Update a vec2 of float in a uniform buffer.
  7184. * This is dynamic to allow compat with webgl 1 and 2.
  7185. * You will need to pass the name of the uniform as well as the value.
  7186. */
  7187. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7188. /**
  7189. * Lambda to Update a vec3 of float in a uniform buffer.
  7190. * This is dynamic to allow compat with webgl 1 and 2.
  7191. * You will need to pass the name of the uniform as well as the value.
  7192. */
  7193. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7194. /**
  7195. * Lambda to Update a vec4 of float in a uniform buffer.
  7196. * This is dynamic to allow compat with webgl 1 and 2.
  7197. * You will need to pass the name of the uniform as well as the value.
  7198. */
  7199. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7200. /**
  7201. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7202. * This is dynamic to allow compat with webgl 1 and 2.
  7203. * You will need to pass the name of the uniform as well as the value.
  7204. */
  7205. updateMatrix: (name: string, mat: Matrix) => void;
  7206. /**
  7207. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7208. * This is dynamic to allow compat with webgl 1 and 2.
  7209. * You will need to pass the name of the uniform as well as the value.
  7210. */
  7211. updateVector3: (name: string, vector: Vector3) => void;
  7212. /**
  7213. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7214. * This is dynamic to allow compat with webgl 1 and 2.
  7215. * You will need to pass the name of the uniform as well as the value.
  7216. */
  7217. updateVector4: (name: string, vector: Vector4) => void;
  7218. /**
  7219. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7220. * This is dynamic to allow compat with webgl 1 and 2.
  7221. * You will need to pass the name of the uniform as well as the value.
  7222. */
  7223. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7224. /**
  7225. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7226. * This is dynamic to allow compat with webgl 1 and 2.
  7227. * You will need to pass the name of the uniform as well as the value.
  7228. */
  7229. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7230. /**
  7231. * Instantiates a new Uniform buffer objects.
  7232. *
  7233. * Handles blocks of uniform on the GPU.
  7234. *
  7235. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7236. *
  7237. * For more information, please refer to :
  7238. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7239. * @param engine Define the engine the buffer is associated with
  7240. * @param data Define the data contained in the buffer
  7241. * @param dynamic Define if the buffer is updatable
  7242. */
  7243. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7244. /**
  7245. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7246. * or just falling back on setUniformXXX calls.
  7247. */
  7248. readonly useUbo: boolean;
  7249. /**
  7250. * Indicates if the WebGL underlying uniform buffer is in sync
  7251. * with the javascript cache data.
  7252. */
  7253. readonly isSync: boolean;
  7254. /**
  7255. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7256. * Also, a dynamic UniformBuffer will disable cache verification and always
  7257. * update the underlying WebGL uniform buffer to the GPU.
  7258. * @returns if Dynamic, otherwise false
  7259. */
  7260. isDynamic(): boolean;
  7261. /**
  7262. * The data cache on JS side.
  7263. * @returns the underlying data as a float array
  7264. */
  7265. getData(): Float32Array;
  7266. /**
  7267. * The underlying WebGL Uniform buffer.
  7268. * @returns the webgl buffer
  7269. */
  7270. getBuffer(): Nullable<DataBuffer>;
  7271. /**
  7272. * std140 layout specifies how to align data within an UBO structure.
  7273. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7274. * for specs.
  7275. */
  7276. private _fillAlignment;
  7277. /**
  7278. * Adds an uniform in the buffer.
  7279. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7280. * for the layout to be correct !
  7281. * @param name Name of the uniform, as used in the uniform block in the shader.
  7282. * @param size Data size, or data directly.
  7283. */
  7284. addUniform(name: string, size: number | number[]): void;
  7285. /**
  7286. * Adds a Matrix 4x4 to the uniform buffer.
  7287. * @param name Name of the uniform, as used in the uniform block in the shader.
  7288. * @param mat A 4x4 matrix.
  7289. */
  7290. addMatrix(name: string, mat: Matrix): void;
  7291. /**
  7292. * Adds a vec2 to the uniform buffer.
  7293. * @param name Name of the uniform, as used in the uniform block in the shader.
  7294. * @param x Define the x component value of the vec2
  7295. * @param y Define the y component value of the vec2
  7296. */
  7297. addFloat2(name: string, x: number, y: number): void;
  7298. /**
  7299. * Adds a vec3 to the uniform buffer.
  7300. * @param name Name of the uniform, as used in the uniform block in the shader.
  7301. * @param x Define the x component value of the vec3
  7302. * @param y Define the y component value of the vec3
  7303. * @param z Define the z component value of the vec3
  7304. */
  7305. addFloat3(name: string, x: number, y: number, z: number): void;
  7306. /**
  7307. * Adds a vec3 to the uniform buffer.
  7308. * @param name Name of the uniform, as used in the uniform block in the shader.
  7309. * @param color Define the vec3 from a Color
  7310. */
  7311. addColor3(name: string, color: Color3): void;
  7312. /**
  7313. * Adds a vec4 to the uniform buffer.
  7314. * @param name Name of the uniform, as used in the uniform block in the shader.
  7315. * @param color Define the rgb components from a Color
  7316. * @param alpha Define the a component of the vec4
  7317. */
  7318. addColor4(name: string, color: Color3, alpha: number): void;
  7319. /**
  7320. * Adds a vec3 to the uniform buffer.
  7321. * @param name Name of the uniform, as used in the uniform block in the shader.
  7322. * @param vector Define the vec3 components from a Vector
  7323. */
  7324. addVector3(name: string, vector: Vector3): void;
  7325. /**
  7326. * Adds a Matrix 3x3 to the uniform buffer.
  7327. * @param name Name of the uniform, as used in the uniform block in the shader.
  7328. */
  7329. addMatrix3x3(name: string): void;
  7330. /**
  7331. * Adds a Matrix 2x2 to the uniform buffer.
  7332. * @param name Name of the uniform, as used in the uniform block in the shader.
  7333. */
  7334. addMatrix2x2(name: string): void;
  7335. /**
  7336. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7337. */
  7338. create(): void;
  7339. /** @hidden */
  7340. _rebuild(): void;
  7341. /**
  7342. * Updates the WebGL Uniform Buffer on the GPU.
  7343. * If the `dynamic` flag is set to true, no cache comparison is done.
  7344. * Otherwise, the buffer will be updated only if the cache differs.
  7345. */
  7346. update(): void;
  7347. /**
  7348. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7349. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7350. * @param data Define the flattened data
  7351. * @param size Define the size of the data.
  7352. */
  7353. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7354. private _valueCache;
  7355. private _cacheMatrix;
  7356. private _updateMatrix3x3ForUniform;
  7357. private _updateMatrix3x3ForEffect;
  7358. private _updateMatrix2x2ForEffect;
  7359. private _updateMatrix2x2ForUniform;
  7360. private _updateFloatForEffect;
  7361. private _updateFloatForUniform;
  7362. private _updateFloat2ForEffect;
  7363. private _updateFloat2ForUniform;
  7364. private _updateFloat3ForEffect;
  7365. private _updateFloat3ForUniform;
  7366. private _updateFloat4ForEffect;
  7367. private _updateFloat4ForUniform;
  7368. private _updateMatrixForEffect;
  7369. private _updateMatrixForUniform;
  7370. private _updateVector3ForEffect;
  7371. private _updateVector3ForUniform;
  7372. private _updateVector4ForEffect;
  7373. private _updateVector4ForUniform;
  7374. private _updateColor3ForEffect;
  7375. private _updateColor3ForUniform;
  7376. private _updateColor4ForEffect;
  7377. private _updateColor4ForUniform;
  7378. /**
  7379. * Sets a sampler uniform on the effect.
  7380. * @param name Define the name of the sampler.
  7381. * @param texture Define the texture to set in the sampler
  7382. */
  7383. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7384. /**
  7385. * Directly updates the value of the uniform in the cache AND on the GPU.
  7386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7387. * @param data Define the flattened data
  7388. */
  7389. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7390. /**
  7391. * Binds this uniform buffer to an effect.
  7392. * @param effect Define the effect to bind the buffer to
  7393. * @param name Name of the uniform block in the shader.
  7394. */
  7395. bindToEffect(effect: Effect, name: string): void;
  7396. /**
  7397. * Disposes the uniform buffer.
  7398. */
  7399. dispose(): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/iInspectable" {
  7403. /**
  7404. * Enum that determines the text-wrapping mode to use.
  7405. */
  7406. export enum InspectableType {
  7407. /**
  7408. * Checkbox for booleans
  7409. */
  7410. Checkbox = 0,
  7411. /**
  7412. * Sliders for numbers
  7413. */
  7414. Slider = 1,
  7415. /**
  7416. * Vector3
  7417. */
  7418. Vector3 = 2,
  7419. /**
  7420. * Quaternions
  7421. */
  7422. Quaternion = 3,
  7423. /**
  7424. * Color3
  7425. */
  7426. Color3 = 4,
  7427. /**
  7428. * String
  7429. */
  7430. String = 5
  7431. }
  7432. /**
  7433. * Interface used to define custom inspectable properties.
  7434. * This interface is used by the inspector to display custom property grids
  7435. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7436. */
  7437. export interface IInspectable {
  7438. /**
  7439. * Gets the label to display
  7440. */
  7441. label: string;
  7442. /**
  7443. * Gets the name of the property to edit
  7444. */
  7445. propertyName: string;
  7446. /**
  7447. * Gets the type of the editor to use
  7448. */
  7449. type: InspectableType;
  7450. /**
  7451. * Gets the minimum value of the property when using in "slider" mode
  7452. */
  7453. min?: number;
  7454. /**
  7455. * Gets the maximum value of the property when using in "slider" mode
  7456. */
  7457. max?: number;
  7458. /**
  7459. * Gets the setp to use when using in "slider" mode
  7460. */
  7461. step?: number;
  7462. }
  7463. }
  7464. declare module "babylonjs/Misc/timingTools" {
  7465. /**
  7466. * Class used to provide helper for timing
  7467. */
  7468. export class TimingTools {
  7469. /**
  7470. * Polyfill for setImmediate
  7471. * @param action defines the action to execute after the current execution block
  7472. */
  7473. static SetImmediate(action: () => void): void;
  7474. }
  7475. }
  7476. declare module "babylonjs/Misc/instantiationTools" {
  7477. /**
  7478. * Class used to enable instatition of objects by class name
  7479. */
  7480. export class InstantiationTools {
  7481. /**
  7482. * Use this object to register external classes like custom textures or material
  7483. * to allow the laoders to instantiate them
  7484. */
  7485. static RegisteredExternalClasses: {
  7486. [key: string]: Object;
  7487. };
  7488. /**
  7489. * Tries to instantiate a new object from a given class name
  7490. * @param className defines the class name to instantiate
  7491. * @returns the new object or null if the system was not able to do the instantiation
  7492. */
  7493. static Instantiate(className: string): any;
  7494. }
  7495. }
  7496. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7497. /**
  7498. * Define options used to create a depth texture
  7499. */
  7500. export class DepthTextureCreationOptions {
  7501. /** Specifies whether or not a stencil should be allocated in the texture */
  7502. generateStencil?: boolean;
  7503. /** Specifies whether or not bilinear filtering is enable on the texture */
  7504. bilinearFiltering?: boolean;
  7505. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7506. comparisonFunction?: number;
  7507. /** Specifies if the created texture is a cube texture */
  7508. isCube?: boolean;
  7509. }
  7510. }
  7511. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7513. import { Nullable } from "babylonjs/types";
  7514. import { Scene } from "babylonjs/scene";
  7515. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7516. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7517. module "babylonjs/Engines/thinEngine" {
  7518. interface ThinEngine {
  7519. /**
  7520. * Creates a depth stencil cube texture.
  7521. * This is only available in WebGL 2.
  7522. * @param size The size of face edge in the cube texture.
  7523. * @param options The options defining the cube texture.
  7524. * @returns The cube texture
  7525. */
  7526. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7527. /**
  7528. * Creates a cube texture
  7529. * @param rootUrl defines the url where the files to load is located
  7530. * @param scene defines the current scene
  7531. * @param files defines the list of files to load (1 per face)
  7532. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7533. * @param onLoad defines an optional callback raised when the texture is loaded
  7534. * @param onError defines an optional callback raised if there is an issue to load the texture
  7535. * @param format defines the format of the data
  7536. * @param forcedExtension defines the extension to use to pick the right loader
  7537. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7538. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7539. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7540. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7541. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7542. * @returns the cube texture as an InternalTexture
  7543. */
  7544. 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;
  7545. /**
  7546. * Creates a cube texture
  7547. * @param rootUrl defines the url where the files to load is located
  7548. * @param scene defines the current scene
  7549. * @param files defines the list of files to load (1 per face)
  7550. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7551. * @param onLoad defines an optional callback raised when the texture is loaded
  7552. * @param onError defines an optional callback raised if there is an issue to load the texture
  7553. * @param format defines the format of the data
  7554. * @param forcedExtension defines the extension to use to pick the right loader
  7555. * @returns the cube texture as an InternalTexture
  7556. */
  7557. 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;
  7558. /**
  7559. * Creates a cube texture
  7560. * @param rootUrl defines the url where the files to load is located
  7561. * @param scene defines the current scene
  7562. * @param files defines the list of files to load (1 per face)
  7563. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7564. * @param onLoad defines an optional callback raised when the texture is loaded
  7565. * @param onError defines an optional callback raised if there is an issue to load the texture
  7566. * @param format defines the format of the data
  7567. * @param forcedExtension defines the extension to use to pick the right loader
  7568. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7571. * @returns the cube texture as an InternalTexture
  7572. */
  7573. 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;
  7574. /** @hidden */
  7575. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7576. /** @hidden */
  7577. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7578. /** @hidden */
  7579. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7580. /** @hidden */
  7581. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7582. /**
  7583. * @hidden
  7584. */
  7585. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7586. }
  7587. }
  7588. }
  7589. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7590. import { Nullable } from "babylonjs/types";
  7591. import { Scene } from "babylonjs/scene";
  7592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7594. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7595. /**
  7596. * Class for creating a cube texture
  7597. */
  7598. export class CubeTexture extends BaseTexture {
  7599. private _delayedOnLoad;
  7600. /**
  7601. * The url of the texture
  7602. */
  7603. url: string;
  7604. /**
  7605. * Gets or sets the center of the bounding box associated with the cube texture.
  7606. * It must define where the camera used to render the texture was set
  7607. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7608. */
  7609. boundingBoxPosition: Vector3;
  7610. private _boundingBoxSize;
  7611. /**
  7612. * Gets or sets the size of the bounding box associated with the cube texture
  7613. * When defined, the cubemap will switch to local mode
  7614. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7615. * @example https://www.babylonjs-playground.com/#RNASML
  7616. */
  7617. /**
  7618. * Returns the bounding box size
  7619. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7620. */
  7621. boundingBoxSize: Vector3;
  7622. protected _rotationY: number;
  7623. /**
  7624. * Sets texture matrix rotation angle around Y axis in radians.
  7625. */
  7626. /**
  7627. * Gets texture matrix rotation angle around Y axis radians.
  7628. */
  7629. rotationY: number;
  7630. /**
  7631. * Are mip maps generated for this texture or not.
  7632. */
  7633. readonly noMipmap: boolean;
  7634. private _noMipmap;
  7635. private _files;
  7636. protected _forcedExtension: Nullable<string>;
  7637. private _extensions;
  7638. private _textureMatrix;
  7639. private _format;
  7640. private _createPolynomials;
  7641. /** @hidden */
  7642. _prefiltered: boolean;
  7643. /**
  7644. * Creates a cube texture from an array of image urls
  7645. * @param files defines an array of image urls
  7646. * @param scene defines the hosting scene
  7647. * @param noMipmap specifies if mip maps are not used
  7648. * @returns a cube texture
  7649. */
  7650. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7651. /**
  7652. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7653. * @param url defines the url of the prefiltered texture
  7654. * @param scene defines the scene the texture is attached to
  7655. * @param forcedExtension defines the extension of the file if different from the url
  7656. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7657. * @return the prefiltered texture
  7658. */
  7659. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7660. /**
  7661. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7662. * as prefiltered data.
  7663. * @param rootUrl defines the url of the texture or the root name of the six images
  7664. * @param scene defines the scene the texture is attached to
  7665. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7666. * @param noMipmap defines if mipmaps should be created or not
  7667. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7668. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7669. * @param onError defines a callback triggered in case of error during load
  7670. * @param format defines the internal format to use for the texture once loaded
  7671. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7672. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7673. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7674. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7675. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7676. * @return the cube texture
  7677. */
  7678. 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);
  7679. /**
  7680. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7681. */
  7682. readonly isPrefiltered: boolean;
  7683. /**
  7684. * Get the current class name of the texture useful for serialization or dynamic coding.
  7685. * @returns "CubeTexture"
  7686. */
  7687. getClassName(): string;
  7688. /**
  7689. * Update the url (and optional buffer) of this texture if url was null during construction.
  7690. * @param url the url of the texture
  7691. * @param forcedExtension defines the extension to use
  7692. * @param onLoad callback called when the texture is loaded (defaults to null)
  7693. */
  7694. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7695. /**
  7696. * Delays loading of the cube texture
  7697. * @param forcedExtension defines the extension to use
  7698. */
  7699. delayLoad(forcedExtension?: string): void;
  7700. /**
  7701. * Returns the reflection texture matrix
  7702. * @returns the reflection texture matrix
  7703. */
  7704. getReflectionTextureMatrix(): Matrix;
  7705. /**
  7706. * Sets the reflection texture matrix
  7707. * @param value Reflection texture matrix
  7708. */
  7709. setReflectionTextureMatrix(value: Matrix): void;
  7710. /**
  7711. * Parses text to create a cube texture
  7712. * @param parsedTexture define the serialized text to read from
  7713. * @param scene defines the hosting scene
  7714. * @param rootUrl defines the root url of the cube texture
  7715. * @returns a cube texture
  7716. */
  7717. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7718. /**
  7719. * Makes a clone, or deep copy, of the cube texture
  7720. * @returns a new cube texture
  7721. */
  7722. clone(): CubeTexture;
  7723. }
  7724. }
  7725. declare module "babylonjs/Materials/materialDefines" {
  7726. /**
  7727. * Manages the defines for the Material
  7728. */
  7729. export class MaterialDefines {
  7730. /** @hidden */
  7731. protected _keys: string[];
  7732. private _isDirty;
  7733. /** @hidden */
  7734. _renderId: number;
  7735. /** @hidden */
  7736. _areLightsDirty: boolean;
  7737. /** @hidden */
  7738. _areLightsDisposed: boolean;
  7739. /** @hidden */
  7740. _areAttributesDirty: boolean;
  7741. /** @hidden */
  7742. _areTexturesDirty: boolean;
  7743. /** @hidden */
  7744. _areFresnelDirty: boolean;
  7745. /** @hidden */
  7746. _areMiscDirty: boolean;
  7747. /** @hidden */
  7748. _areImageProcessingDirty: boolean;
  7749. /** @hidden */
  7750. _normals: boolean;
  7751. /** @hidden */
  7752. _uvs: boolean;
  7753. /** @hidden */
  7754. _needNormals: boolean;
  7755. /** @hidden */
  7756. _needUVs: boolean;
  7757. [id: string]: any;
  7758. /**
  7759. * Specifies if the material needs to be re-calculated
  7760. */
  7761. readonly isDirty: boolean;
  7762. /**
  7763. * Marks the material to indicate that it has been re-calculated
  7764. */
  7765. markAsProcessed(): void;
  7766. /**
  7767. * Marks the material to indicate that it needs to be re-calculated
  7768. */
  7769. markAsUnprocessed(): void;
  7770. /**
  7771. * Marks the material to indicate all of its defines need to be re-calculated
  7772. */
  7773. markAllAsDirty(): void;
  7774. /**
  7775. * Marks the material to indicate that image processing needs to be re-calculated
  7776. */
  7777. markAsImageProcessingDirty(): void;
  7778. /**
  7779. * Marks the material to indicate the lights need to be re-calculated
  7780. * @param disposed Defines whether the light is dirty due to dispose or not
  7781. */
  7782. markAsLightDirty(disposed?: boolean): void;
  7783. /**
  7784. * Marks the attribute state as changed
  7785. */
  7786. markAsAttributesDirty(): void;
  7787. /**
  7788. * Marks the texture state as changed
  7789. */
  7790. markAsTexturesDirty(): void;
  7791. /**
  7792. * Marks the fresnel state as changed
  7793. */
  7794. markAsFresnelDirty(): void;
  7795. /**
  7796. * Marks the misc state as changed
  7797. */
  7798. markAsMiscDirty(): void;
  7799. /**
  7800. * Rebuilds the material defines
  7801. */
  7802. rebuild(): void;
  7803. /**
  7804. * Specifies if two material defines are equal
  7805. * @param other - A material define instance to compare to
  7806. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7807. */
  7808. isEqual(other: MaterialDefines): boolean;
  7809. /**
  7810. * Clones this instance's defines to another instance
  7811. * @param other - material defines to clone values to
  7812. */
  7813. cloneTo(other: MaterialDefines): void;
  7814. /**
  7815. * Resets the material define values
  7816. */
  7817. reset(): void;
  7818. /**
  7819. * Converts the material define values to a string
  7820. * @returns - String of material define information
  7821. */
  7822. toString(): string;
  7823. }
  7824. }
  7825. declare module "babylonjs/Materials/colorCurves" {
  7826. import { Effect } from "babylonjs/Materials/effect";
  7827. /**
  7828. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7829. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7830. * 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;
  7831. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7832. */
  7833. export class ColorCurves {
  7834. private _dirty;
  7835. private _tempColor;
  7836. private _globalCurve;
  7837. private _highlightsCurve;
  7838. private _midtonesCurve;
  7839. private _shadowsCurve;
  7840. private _positiveCurve;
  7841. private _negativeCurve;
  7842. private _globalHue;
  7843. private _globalDensity;
  7844. private _globalSaturation;
  7845. private _globalExposure;
  7846. /**
  7847. * Gets the global 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 global 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. globalHue: number;
  7855. /**
  7856. * Gets the global 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 global 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. globalDensity: number;
  7866. /**
  7867. * Gets the global 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 global 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. globalSaturation: number;
  7875. /**
  7876. * Gets the global 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 global 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. globalExposure: number;
  7884. private _highlightsHue;
  7885. private _highlightsDensity;
  7886. private _highlightsSaturation;
  7887. private _highlightsExposure;
  7888. /**
  7889. * Gets the highlights 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 highlights 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. highlightsHue: number;
  7897. /**
  7898. * Gets the highlights 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 highlights 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. highlightsDensity: number;
  7908. /**
  7909. * Gets the highlights 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 highlights 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. highlightsSaturation: number;
  7917. /**
  7918. * Gets the highlights 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 highlights 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. highlightsExposure: number;
  7926. private _midtonesHue;
  7927. private _midtonesDensity;
  7928. private _midtonesSaturation;
  7929. private _midtonesExposure;
  7930. /**
  7931. * Gets the midtones 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 midtones 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. midtonesHue: number;
  7939. /**
  7940. * Gets the midtones 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 midtones 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. midtonesDensity: number;
  7950. /**
  7951. * Gets the midtones 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 midtones 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. midtonesSaturation: number;
  7959. /**
  7960. * Gets the midtones 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 midtones 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. midtonesExposure: number;
  7968. private _shadowsHue;
  7969. private _shadowsDensity;
  7970. private _shadowsSaturation;
  7971. private _shadowsExposure;
  7972. /**
  7973. * Gets the shadows Hue value.
  7974. * 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).
  7975. */
  7976. /**
  7977. * Sets the shadows Hue value.
  7978. * 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).
  7979. */
  7980. shadowsHue: number;
  7981. /**
  7982. * Gets the shadows Density value.
  7983. * 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.
  7984. * Values less than zero provide a filter of opposite hue.
  7985. */
  7986. /**
  7987. * Sets the shadows Density value.
  7988. * 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.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. shadowsDensity: number;
  7992. /**
  7993. * Gets the shadows Saturation value.
  7994. * 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.
  7995. */
  7996. /**
  7997. * Sets the shadows Saturation value.
  7998. * 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.
  7999. */
  8000. shadowsSaturation: number;
  8001. /**
  8002. * Gets the shadows Exposure value.
  8003. * 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.
  8004. */
  8005. /**
  8006. * Sets the shadows Exposure value.
  8007. * 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.
  8008. */
  8009. shadowsExposure: number;
  8010. /**
  8011. * Returns the class name
  8012. * @returns The class name
  8013. */
  8014. getClassName(): string;
  8015. /**
  8016. * Binds the color curves to the shader.
  8017. * @param colorCurves The color curve to bind
  8018. * @param effect The effect to bind to
  8019. * @param positiveUniform The positive uniform shader parameter
  8020. * @param neutralUniform The neutral uniform shader parameter
  8021. * @param negativeUniform The negative uniform shader parameter
  8022. */
  8023. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8024. /**
  8025. * Prepare the list of uniforms associated with the ColorCurves effects.
  8026. * @param uniformsList The list of uniforms used in the effect
  8027. */
  8028. static PrepareUniforms(uniformsList: string[]): void;
  8029. /**
  8030. * Returns color grading data based on a hue, density, saturation and exposure value.
  8031. * @param filterHue The hue of the color filter.
  8032. * @param filterDensity The density of the color filter.
  8033. * @param saturation The saturation.
  8034. * @param exposure The exposure.
  8035. * @param result The result data container.
  8036. */
  8037. private getColorGradingDataToRef;
  8038. /**
  8039. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8040. * @param value The input slider value in range [-100,100].
  8041. * @returns Adjusted value.
  8042. */
  8043. private static applyColorGradingSliderNonlinear;
  8044. /**
  8045. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8046. * @param hue The hue (H) input.
  8047. * @param saturation The saturation (S) input.
  8048. * @param brightness The brightness (B) input.
  8049. * @result An RGBA color represented as Vector4.
  8050. */
  8051. private static fromHSBToRef;
  8052. /**
  8053. * Returns a value clamped between min and max
  8054. * @param value The value to clamp
  8055. * @param min The minimum of value
  8056. * @param max The maximum of value
  8057. * @returns The clamped value.
  8058. */
  8059. private static clamp;
  8060. /**
  8061. * Clones the current color curve instance.
  8062. * @return The cloned curves
  8063. */
  8064. clone(): ColorCurves;
  8065. /**
  8066. * Serializes the current color curve instance to a json representation.
  8067. * @return a JSON representation
  8068. */
  8069. serialize(): any;
  8070. /**
  8071. * Parses the color curve from a json representation.
  8072. * @param source the JSON source to parse
  8073. * @return The parsed curves
  8074. */
  8075. static Parse(source: any): ColorCurves;
  8076. }
  8077. }
  8078. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8079. import { Observable } from "babylonjs/Misc/observable";
  8080. import { Nullable } from "babylonjs/types";
  8081. import { Color4 } from "babylonjs/Maths/math.color";
  8082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8083. import { Effect } from "babylonjs/Materials/effect";
  8084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8085. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8086. /**
  8087. * Interface to follow in your material defines to integrate easily the
  8088. * Image proccessing functions.
  8089. * @hidden
  8090. */
  8091. export interface IImageProcessingConfigurationDefines {
  8092. IMAGEPROCESSING: boolean;
  8093. VIGNETTE: boolean;
  8094. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8095. VIGNETTEBLENDMODEOPAQUE: boolean;
  8096. TONEMAPPING: boolean;
  8097. TONEMAPPING_ACES: boolean;
  8098. CONTRAST: boolean;
  8099. EXPOSURE: boolean;
  8100. COLORCURVES: boolean;
  8101. COLORGRADING: boolean;
  8102. COLORGRADING3D: boolean;
  8103. SAMPLER3DGREENDEPTH: boolean;
  8104. SAMPLER3DBGRMAP: boolean;
  8105. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8106. }
  8107. /**
  8108. * @hidden
  8109. */
  8110. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8111. IMAGEPROCESSING: boolean;
  8112. VIGNETTE: boolean;
  8113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8114. VIGNETTEBLENDMODEOPAQUE: boolean;
  8115. TONEMAPPING: boolean;
  8116. TONEMAPPING_ACES: boolean;
  8117. CONTRAST: boolean;
  8118. COLORCURVES: boolean;
  8119. COLORGRADING: boolean;
  8120. COLORGRADING3D: boolean;
  8121. SAMPLER3DGREENDEPTH: boolean;
  8122. SAMPLER3DBGRMAP: boolean;
  8123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8124. EXPOSURE: boolean;
  8125. constructor();
  8126. }
  8127. /**
  8128. * This groups together the common properties used for image processing either in direct forward pass
  8129. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8130. * or not.
  8131. */
  8132. export class ImageProcessingConfiguration {
  8133. /**
  8134. * Default tone mapping applied in BabylonJS.
  8135. */
  8136. static readonly TONEMAPPING_STANDARD: number;
  8137. /**
  8138. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8139. * to other engines rendering to increase portability.
  8140. */
  8141. static readonly TONEMAPPING_ACES: number;
  8142. /**
  8143. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8144. */
  8145. colorCurves: Nullable<ColorCurves>;
  8146. private _colorCurvesEnabled;
  8147. /**
  8148. * Gets wether the color curves effect is enabled.
  8149. */
  8150. /**
  8151. * Sets wether the color curves effect is enabled.
  8152. */
  8153. colorCurvesEnabled: boolean;
  8154. private _colorGradingTexture;
  8155. /**
  8156. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8157. */
  8158. /**
  8159. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8160. */
  8161. colorGradingTexture: Nullable<BaseTexture>;
  8162. private _colorGradingEnabled;
  8163. /**
  8164. * Gets wether the color grading effect is enabled.
  8165. */
  8166. /**
  8167. * Sets wether the color grading effect is enabled.
  8168. */
  8169. colorGradingEnabled: boolean;
  8170. private _colorGradingWithGreenDepth;
  8171. /**
  8172. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8173. */
  8174. /**
  8175. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8176. */
  8177. colorGradingWithGreenDepth: boolean;
  8178. private _colorGradingBGR;
  8179. /**
  8180. * Gets wether the color grading texture contains BGR values.
  8181. */
  8182. /**
  8183. * Sets wether the color grading texture contains BGR values.
  8184. */
  8185. colorGradingBGR: boolean;
  8186. /** @hidden */
  8187. _exposure: number;
  8188. /**
  8189. * Gets the Exposure used in the effect.
  8190. */
  8191. /**
  8192. * Sets the Exposure used in the effect.
  8193. */
  8194. exposure: number;
  8195. private _toneMappingEnabled;
  8196. /**
  8197. * Gets wether the tone mapping effect is enabled.
  8198. */
  8199. /**
  8200. * Sets wether the tone mapping effect is enabled.
  8201. */
  8202. toneMappingEnabled: boolean;
  8203. private _toneMappingType;
  8204. /**
  8205. * Gets the type of tone mapping effect.
  8206. */
  8207. /**
  8208. * Sets the type of tone mapping effect used in BabylonJS.
  8209. */
  8210. toneMappingType: number;
  8211. protected _contrast: number;
  8212. /**
  8213. * Gets the contrast used in the effect.
  8214. */
  8215. /**
  8216. * Sets the contrast used in the effect.
  8217. */
  8218. contrast: number;
  8219. /**
  8220. * Vignette stretch size.
  8221. */
  8222. vignetteStretch: number;
  8223. /**
  8224. * Vignette centre X Offset.
  8225. */
  8226. vignetteCentreX: number;
  8227. /**
  8228. * Vignette centre Y Offset.
  8229. */
  8230. vignetteCentreY: number;
  8231. /**
  8232. * Vignette weight or intensity of the vignette effect.
  8233. */
  8234. vignetteWeight: number;
  8235. /**
  8236. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8237. * if vignetteEnabled is set to true.
  8238. */
  8239. vignetteColor: Color4;
  8240. /**
  8241. * Camera field of view used by the Vignette effect.
  8242. */
  8243. vignetteCameraFov: number;
  8244. private _vignetteBlendMode;
  8245. /**
  8246. * Gets the vignette blend mode allowing different kind of effect.
  8247. */
  8248. /**
  8249. * Sets the vignette blend mode allowing different kind of effect.
  8250. */
  8251. vignetteBlendMode: number;
  8252. private _vignetteEnabled;
  8253. /**
  8254. * Gets wether the vignette effect is enabled.
  8255. */
  8256. /**
  8257. * Sets wether the vignette effect is enabled.
  8258. */
  8259. vignetteEnabled: boolean;
  8260. private _applyByPostProcess;
  8261. /**
  8262. * Gets wether the image processing is applied through a post process or not.
  8263. */
  8264. /**
  8265. * Sets wether the image processing is applied through a post process or not.
  8266. */
  8267. applyByPostProcess: boolean;
  8268. private _isEnabled;
  8269. /**
  8270. * Gets wether the image processing is enabled or not.
  8271. */
  8272. /**
  8273. * Sets wether the image processing is enabled or not.
  8274. */
  8275. isEnabled: boolean;
  8276. /**
  8277. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8278. */
  8279. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8280. /**
  8281. * Method called each time the image processing information changes requires to recompile the effect.
  8282. */
  8283. protected _updateParameters(): void;
  8284. /**
  8285. * Gets the current class name.
  8286. * @return "ImageProcessingConfiguration"
  8287. */
  8288. getClassName(): string;
  8289. /**
  8290. * Prepare the list of uniforms associated with the Image Processing effects.
  8291. * @param uniforms The list of uniforms used in the effect
  8292. * @param defines the list of defines currently in use
  8293. */
  8294. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8295. /**
  8296. * Prepare the list of samplers associated with the Image Processing effects.
  8297. * @param samplersList The list of uniforms used in the effect
  8298. * @param defines the list of defines currently in use
  8299. */
  8300. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8301. /**
  8302. * Prepare the list of defines associated to the shader.
  8303. * @param defines the list of defines to complete
  8304. * @param forPostProcess Define if we are currently in post process mode or not
  8305. */
  8306. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8307. /**
  8308. * Returns true if all the image processing information are ready.
  8309. * @returns True if ready, otherwise, false
  8310. */
  8311. isReady(): boolean;
  8312. /**
  8313. * Binds the image processing to the shader.
  8314. * @param effect The effect to bind to
  8315. * @param overrideAspectRatio Override the aspect ratio of the effect
  8316. */
  8317. bind(effect: Effect, overrideAspectRatio?: number): void;
  8318. /**
  8319. * Clones the current image processing instance.
  8320. * @return The cloned image processing
  8321. */
  8322. clone(): ImageProcessingConfiguration;
  8323. /**
  8324. * Serializes the current image processing instance to a json representation.
  8325. * @return a JSON representation
  8326. */
  8327. serialize(): any;
  8328. /**
  8329. * Parses the image processing from a json representation.
  8330. * @param source the JSON source to parse
  8331. * @return The parsed image processing
  8332. */
  8333. static Parse(source: any): ImageProcessingConfiguration;
  8334. private static _VIGNETTEMODE_MULTIPLY;
  8335. private static _VIGNETTEMODE_OPAQUE;
  8336. /**
  8337. * Used to apply the vignette as a mix with the pixel color.
  8338. */
  8339. static readonly VIGNETTEMODE_MULTIPLY: number;
  8340. /**
  8341. * Used to apply the vignette as a replacement of the pixel color.
  8342. */
  8343. static readonly VIGNETTEMODE_OPAQUE: number;
  8344. }
  8345. }
  8346. declare module "babylonjs/Shaders/postprocess.vertex" {
  8347. /** @hidden */
  8348. export var postprocessVertexShader: {
  8349. name: string;
  8350. shader: string;
  8351. };
  8352. }
  8353. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8354. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8355. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8356. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8357. module "babylonjs/Engines/thinEngine" {
  8358. interface ThinEngine {
  8359. /**
  8360. * Creates a new render target texture
  8361. * @param size defines the size of the texture
  8362. * @param options defines the options used to create the texture
  8363. * @returns a new render target texture stored in an InternalTexture
  8364. */
  8365. createRenderTargetTexture(size: number | {
  8366. width: number;
  8367. height: number;
  8368. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8369. /**
  8370. * Creates a depth stencil texture.
  8371. * This is only available in WebGL 2 or with the depth texture extension available.
  8372. * @param size The size of face edge in the texture.
  8373. * @param options The options defining the texture.
  8374. * @returns The texture
  8375. */
  8376. createDepthStencilTexture(size: number | {
  8377. width: number;
  8378. height: number;
  8379. }, options: DepthTextureCreationOptions): InternalTexture;
  8380. /** @hidden */
  8381. _createDepthStencilTexture(size: number | {
  8382. width: number;
  8383. height: number;
  8384. }, options: DepthTextureCreationOptions): InternalTexture;
  8385. }
  8386. }
  8387. }
  8388. declare module "babylonjs/Maths/math.axis" {
  8389. import { Vector3 } from "babylonjs/Maths/math.vector";
  8390. /** Defines supported spaces */
  8391. export enum Space {
  8392. /** Local (object) space */
  8393. LOCAL = 0,
  8394. /** World space */
  8395. WORLD = 1,
  8396. /** Bone space */
  8397. BONE = 2
  8398. }
  8399. /** Defines the 3 main axes */
  8400. export class Axis {
  8401. /** X axis */
  8402. static X: Vector3;
  8403. /** Y axis */
  8404. static Y: Vector3;
  8405. /** Z axis */
  8406. static Z: Vector3;
  8407. }
  8408. }
  8409. declare module "babylonjs/Cameras/targetCamera" {
  8410. import { Nullable } from "babylonjs/types";
  8411. import { Camera } from "babylonjs/Cameras/camera";
  8412. import { Scene } from "babylonjs/scene";
  8413. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8414. /**
  8415. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8416. * This is the base of the follow, arc rotate cameras and Free camera
  8417. * @see http://doc.babylonjs.com/features/cameras
  8418. */
  8419. export class TargetCamera extends Camera {
  8420. private static _RigCamTransformMatrix;
  8421. private static _TargetTransformMatrix;
  8422. private static _TargetFocalPoint;
  8423. /**
  8424. * Define the current direction the camera is moving to
  8425. */
  8426. cameraDirection: Vector3;
  8427. /**
  8428. * Define the current rotation the camera is rotating to
  8429. */
  8430. cameraRotation: Vector2;
  8431. /**
  8432. * When set, the up vector of the camera will be updated by the rotation of the camera
  8433. */
  8434. updateUpVectorFromRotation: boolean;
  8435. private _tmpQuaternion;
  8436. /**
  8437. * Define the current rotation of the camera
  8438. */
  8439. rotation: Vector3;
  8440. /**
  8441. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8442. */
  8443. rotationQuaternion: Quaternion;
  8444. /**
  8445. * Define the current speed of the camera
  8446. */
  8447. speed: number;
  8448. /**
  8449. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8450. * around all axis.
  8451. */
  8452. noRotationConstraint: boolean;
  8453. /**
  8454. * Define the current target of the camera as an object or a position.
  8455. */
  8456. lockedTarget: any;
  8457. /** @hidden */
  8458. _currentTarget: Vector3;
  8459. /** @hidden */
  8460. _initialFocalDistance: number;
  8461. /** @hidden */
  8462. _viewMatrix: Matrix;
  8463. /** @hidden */
  8464. _camMatrix: Matrix;
  8465. /** @hidden */
  8466. _cameraTransformMatrix: Matrix;
  8467. /** @hidden */
  8468. _cameraRotationMatrix: Matrix;
  8469. /** @hidden */
  8470. _referencePoint: Vector3;
  8471. /** @hidden */
  8472. _transformedReferencePoint: Vector3;
  8473. protected _globalCurrentTarget: Vector3;
  8474. protected _globalCurrentUpVector: Vector3;
  8475. /** @hidden */
  8476. _reset: () => void;
  8477. private _defaultUp;
  8478. /**
  8479. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8480. * This is the base of the follow, arc rotate cameras and Free camera
  8481. * @see http://doc.babylonjs.com/features/cameras
  8482. * @param name Defines the name of the camera in the scene
  8483. * @param position Defines the start position of the camera in the scene
  8484. * @param scene Defines the scene the camera belongs to
  8485. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8486. */
  8487. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8488. /**
  8489. * Gets the position in front of the camera at a given distance.
  8490. * @param distance The distance from the camera we want the position to be
  8491. * @returns the position
  8492. */
  8493. getFrontPosition(distance: number): Vector3;
  8494. /** @hidden */
  8495. _getLockedTargetPosition(): Nullable<Vector3>;
  8496. private _storedPosition;
  8497. private _storedRotation;
  8498. private _storedRotationQuaternion;
  8499. /**
  8500. * Store current camera state of the camera (fov, position, rotation, etc..)
  8501. * @returns the camera
  8502. */
  8503. storeState(): Camera;
  8504. /**
  8505. * Restored camera state. You must call storeState() first
  8506. * @returns whether it was successful or not
  8507. * @hidden
  8508. */
  8509. _restoreStateValues(): boolean;
  8510. /** @hidden */
  8511. _initCache(): void;
  8512. /** @hidden */
  8513. _updateCache(ignoreParentClass?: boolean): void;
  8514. /** @hidden */
  8515. _isSynchronizedViewMatrix(): boolean;
  8516. /** @hidden */
  8517. _computeLocalCameraSpeed(): number;
  8518. /**
  8519. * Defines the target the camera should look at.
  8520. * @param target Defines the new target as a Vector or a mesh
  8521. */
  8522. setTarget(target: Vector3): void;
  8523. /**
  8524. * Return the current target position of the camera. This value is expressed in local space.
  8525. * @returns the target position
  8526. */
  8527. getTarget(): Vector3;
  8528. /** @hidden */
  8529. _decideIfNeedsToMove(): boolean;
  8530. /** @hidden */
  8531. _updatePosition(): void;
  8532. /** @hidden */
  8533. _checkInputs(): void;
  8534. protected _updateCameraRotationMatrix(): void;
  8535. /**
  8536. * 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)
  8537. * @returns the current camera
  8538. */
  8539. private _rotateUpVectorWithCameraRotationMatrix;
  8540. private _cachedRotationZ;
  8541. private _cachedQuaternionRotationZ;
  8542. /** @hidden */
  8543. _getViewMatrix(): Matrix;
  8544. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8545. /**
  8546. * @hidden
  8547. */
  8548. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8549. /**
  8550. * @hidden
  8551. */
  8552. _updateRigCameras(): void;
  8553. private _getRigCamPositionAndTarget;
  8554. /**
  8555. * Gets the current object class name.
  8556. * @return the class name
  8557. */
  8558. getClassName(): string;
  8559. }
  8560. }
  8561. declare module "babylonjs/Events/keyboardEvents" {
  8562. /**
  8563. * Gather the list of keyboard event types as constants.
  8564. */
  8565. export class KeyboardEventTypes {
  8566. /**
  8567. * The keydown event is fired when a key becomes active (pressed).
  8568. */
  8569. static readonly KEYDOWN: number;
  8570. /**
  8571. * The keyup event is fired when a key has been released.
  8572. */
  8573. static readonly KEYUP: number;
  8574. }
  8575. /**
  8576. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8577. */
  8578. export class KeyboardInfo {
  8579. /**
  8580. * Defines the type of event (KeyboardEventTypes)
  8581. */
  8582. type: number;
  8583. /**
  8584. * Defines the related dom event
  8585. */
  8586. event: KeyboardEvent;
  8587. /**
  8588. * Instantiates a new keyboard info.
  8589. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8590. * @param type Defines the type of event (KeyboardEventTypes)
  8591. * @param event Defines the related dom event
  8592. */
  8593. constructor(
  8594. /**
  8595. * Defines the type of event (KeyboardEventTypes)
  8596. */
  8597. type: number,
  8598. /**
  8599. * Defines the related dom event
  8600. */
  8601. event: KeyboardEvent);
  8602. }
  8603. /**
  8604. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8605. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8606. */
  8607. export class KeyboardInfoPre extends KeyboardInfo {
  8608. /**
  8609. * Defines the type of event (KeyboardEventTypes)
  8610. */
  8611. type: number;
  8612. /**
  8613. * Defines the related dom event
  8614. */
  8615. event: KeyboardEvent;
  8616. /**
  8617. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8618. */
  8619. skipOnPointerObservable: boolean;
  8620. /**
  8621. * Instantiates a new keyboard pre info.
  8622. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8623. * @param type Defines the type of event (KeyboardEventTypes)
  8624. * @param event Defines the related dom event
  8625. */
  8626. constructor(
  8627. /**
  8628. * Defines the type of event (KeyboardEventTypes)
  8629. */
  8630. type: number,
  8631. /**
  8632. * Defines the related dom event
  8633. */
  8634. event: KeyboardEvent);
  8635. }
  8636. }
  8637. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8638. import { Nullable } from "babylonjs/types";
  8639. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8640. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8641. /**
  8642. * Manage the keyboard inputs to control the movement of a free camera.
  8643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8644. */
  8645. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8646. /**
  8647. * Defines the camera the input is attached to.
  8648. */
  8649. camera: FreeCamera;
  8650. /**
  8651. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8652. */
  8653. keysUp: number[];
  8654. /**
  8655. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8656. */
  8657. keysDown: number[];
  8658. /**
  8659. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8660. */
  8661. keysLeft: number[];
  8662. /**
  8663. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8664. */
  8665. keysRight: number[];
  8666. private _keys;
  8667. private _onCanvasBlurObserver;
  8668. private _onKeyboardObserver;
  8669. private _engine;
  8670. private _scene;
  8671. /**
  8672. * Attach the input controls to a specific dom element to get the input from.
  8673. * @param element Defines the element the controls should be listened from
  8674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8675. */
  8676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8677. /**
  8678. * Detach the current controls from the specified dom element.
  8679. * @param element Defines the element to stop listening the inputs from
  8680. */
  8681. detachControl(element: Nullable<HTMLElement>): void;
  8682. /**
  8683. * Update the current camera state depending on the inputs that have been used this frame.
  8684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8685. */
  8686. checkInputs(): void;
  8687. /**
  8688. * Gets the class name of the current intput.
  8689. * @returns the class name
  8690. */
  8691. getClassName(): string;
  8692. /** @hidden */
  8693. _onLostFocus(): void;
  8694. /**
  8695. * Get the friendly name associated with the input class.
  8696. * @returns the input friendly name
  8697. */
  8698. getSimpleName(): string;
  8699. }
  8700. }
  8701. declare module "babylonjs/Lights/shadowLight" {
  8702. import { Camera } from "babylonjs/Cameras/camera";
  8703. import { Scene } from "babylonjs/scene";
  8704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8706. import { Light } from "babylonjs/Lights/light";
  8707. /**
  8708. * Interface describing all the common properties and methods a shadow light needs to implement.
  8709. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8710. * as well as binding the different shadow properties to the effects.
  8711. */
  8712. export interface IShadowLight extends Light {
  8713. /**
  8714. * The light id in the scene (used in scene.findLighById for instance)
  8715. */
  8716. id: string;
  8717. /**
  8718. * The position the shdow will be casted from.
  8719. */
  8720. position: Vector3;
  8721. /**
  8722. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8723. */
  8724. direction: Vector3;
  8725. /**
  8726. * The transformed position. Position of the light in world space taking parenting in account.
  8727. */
  8728. transformedPosition: Vector3;
  8729. /**
  8730. * The transformed direction. Direction of the light in world space taking parenting in account.
  8731. */
  8732. transformedDirection: Vector3;
  8733. /**
  8734. * The friendly name of the light in the scene.
  8735. */
  8736. name: string;
  8737. /**
  8738. * Defines the shadow projection clipping minimum z value.
  8739. */
  8740. shadowMinZ: number;
  8741. /**
  8742. * Defines the shadow projection clipping maximum z value.
  8743. */
  8744. shadowMaxZ: number;
  8745. /**
  8746. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8747. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8748. */
  8749. computeTransformedInformation(): boolean;
  8750. /**
  8751. * Gets the scene the light belongs to.
  8752. * @returns The scene
  8753. */
  8754. getScene(): Scene;
  8755. /**
  8756. * Callback defining a custom Projection Matrix Builder.
  8757. * This can be used to override the default projection matrix computation.
  8758. */
  8759. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8760. /**
  8761. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8762. * @param matrix The materix to updated with the projection information
  8763. * @param viewMatrix The transform matrix of the light
  8764. * @param renderList The list of mesh to render in the map
  8765. * @returns The current light
  8766. */
  8767. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8768. /**
  8769. * Gets the current depth scale used in ESM.
  8770. * @returns The scale
  8771. */
  8772. getDepthScale(): number;
  8773. /**
  8774. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8775. * @returns true if a cube texture needs to be use
  8776. */
  8777. needCube(): boolean;
  8778. /**
  8779. * Detects if the projection matrix requires to be recomputed this frame.
  8780. * @returns true if it requires to be recomputed otherwise, false.
  8781. */
  8782. needProjectionMatrixCompute(): boolean;
  8783. /**
  8784. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8785. */
  8786. forceProjectionMatrixCompute(): void;
  8787. /**
  8788. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8789. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8790. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8791. */
  8792. getShadowDirection(faceIndex?: number): Vector3;
  8793. /**
  8794. * Gets the minZ used for shadow according to both the scene and the light.
  8795. * @param activeCamera The camera we are returning the min for
  8796. * @returns the depth min z
  8797. */
  8798. getDepthMinZ(activeCamera: Camera): number;
  8799. /**
  8800. * Gets the maxZ used for shadow according to both the scene and the light.
  8801. * @param activeCamera The camera we are returning the max for
  8802. * @returns the depth max z
  8803. */
  8804. getDepthMaxZ(activeCamera: Camera): number;
  8805. }
  8806. /**
  8807. * Base implementation IShadowLight
  8808. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8809. */
  8810. export abstract class ShadowLight extends Light implements IShadowLight {
  8811. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8812. protected _position: Vector3;
  8813. protected _setPosition(value: Vector3): void;
  8814. /**
  8815. * Sets the position the shadow will be casted from. Also use as the light position for both
  8816. * point and spot lights.
  8817. */
  8818. /**
  8819. * Sets the position the shadow will be casted from. Also use as the light position for both
  8820. * point and spot lights.
  8821. */
  8822. position: Vector3;
  8823. protected _direction: Vector3;
  8824. protected _setDirection(value: Vector3): void;
  8825. /**
  8826. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8827. * Also use as the light direction on spot and directional lights.
  8828. */
  8829. /**
  8830. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8831. * Also use as the light direction on spot and directional lights.
  8832. */
  8833. direction: Vector3;
  8834. private _shadowMinZ;
  8835. /**
  8836. * Gets the shadow projection clipping minimum z value.
  8837. */
  8838. /**
  8839. * Sets the shadow projection clipping minimum z value.
  8840. */
  8841. shadowMinZ: number;
  8842. private _shadowMaxZ;
  8843. /**
  8844. * Sets the shadow projection clipping maximum z value.
  8845. */
  8846. /**
  8847. * Gets the shadow projection clipping maximum z value.
  8848. */
  8849. shadowMaxZ: number;
  8850. /**
  8851. * Callback defining a custom Projection Matrix Builder.
  8852. * This can be used to override the default projection matrix computation.
  8853. */
  8854. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8855. /**
  8856. * The transformed position. Position of the light in world space taking parenting in account.
  8857. */
  8858. transformedPosition: Vector3;
  8859. /**
  8860. * The transformed direction. Direction of the light in world space taking parenting in account.
  8861. */
  8862. transformedDirection: Vector3;
  8863. private _needProjectionMatrixCompute;
  8864. /**
  8865. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8866. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8867. */
  8868. computeTransformedInformation(): boolean;
  8869. /**
  8870. * Return the depth scale used for the shadow map.
  8871. * @returns the depth scale.
  8872. */
  8873. getDepthScale(): number;
  8874. /**
  8875. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8878. */
  8879. getShadowDirection(faceIndex?: number): Vector3;
  8880. /**
  8881. * Returns the ShadowLight absolute position in the World.
  8882. * @returns the position vector in world space
  8883. */
  8884. getAbsolutePosition(): Vector3;
  8885. /**
  8886. * Sets the ShadowLight direction toward the passed target.
  8887. * @param target The point to target in local space
  8888. * @returns the updated ShadowLight direction
  8889. */
  8890. setDirectionToTarget(target: Vector3): Vector3;
  8891. /**
  8892. * Returns the light rotation in euler definition.
  8893. * @returns the x y z rotation in local space.
  8894. */
  8895. getRotation(): Vector3;
  8896. /**
  8897. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8898. * @returns true if a cube texture needs to be use
  8899. */
  8900. needCube(): boolean;
  8901. /**
  8902. * Detects if the projection matrix requires to be recomputed this frame.
  8903. * @returns true if it requires to be recomputed otherwise, false.
  8904. */
  8905. needProjectionMatrixCompute(): boolean;
  8906. /**
  8907. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8908. */
  8909. forceProjectionMatrixCompute(): void;
  8910. /** @hidden */
  8911. _initCache(): void;
  8912. /** @hidden */
  8913. _isSynchronized(): boolean;
  8914. /**
  8915. * Computes the world matrix of the node
  8916. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8917. * @returns the world matrix
  8918. */
  8919. computeWorldMatrix(force?: boolean): Matrix;
  8920. /**
  8921. * Gets the minZ used for shadow according to both the scene and the light.
  8922. * @param activeCamera The camera we are returning the min for
  8923. * @returns the depth min z
  8924. */
  8925. getDepthMinZ(activeCamera: Camera): number;
  8926. /**
  8927. * Gets the maxZ used for shadow according to both the scene and the light.
  8928. * @param activeCamera The camera we are returning the max for
  8929. * @returns the depth max z
  8930. */
  8931. getDepthMaxZ(activeCamera: Camera): number;
  8932. /**
  8933. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8934. * @param matrix The materix to updated with the projection information
  8935. * @param viewMatrix The transform matrix of the light
  8936. * @param renderList The list of mesh to render in the map
  8937. * @returns The current light
  8938. */
  8939. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8940. }
  8941. }
  8942. declare module "babylonjs/Materials/effectFallbacks" {
  8943. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  8944. import { Effect } from "babylonjs/Materials/effect";
  8945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8946. /**
  8947. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8948. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8949. */
  8950. export class EffectFallbacks implements IEffectFallbacks {
  8951. private _defines;
  8952. private _currentRank;
  8953. private _maxRank;
  8954. private _mesh;
  8955. /**
  8956. * Removes the fallback from the bound mesh.
  8957. */
  8958. unBindMesh(): void;
  8959. /**
  8960. * Adds a fallback on the specified property.
  8961. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8962. * @param define The name of the define in the shader
  8963. */
  8964. addFallback(rank: number, define: string): void;
  8965. /**
  8966. * Sets the mesh to use CPU skinning when needing to fallback.
  8967. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8968. * @param mesh The mesh to use the fallbacks.
  8969. */
  8970. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8971. /**
  8972. * Checks to see if more fallbacks are still availible.
  8973. */
  8974. readonly hasMoreFallbacks: boolean;
  8975. /**
  8976. * Removes the defines that should be removed when falling back.
  8977. * @param currentDefines defines the current define statements for the shader.
  8978. * @param effect defines the current effect we try to compile
  8979. * @returns The resulting defines with defines of the current rank removed.
  8980. */
  8981. reduce(currentDefines: string, effect: Effect): string;
  8982. }
  8983. }
  8984. declare module "babylonjs/Materials/materialHelper" {
  8985. import { Nullable } from "babylonjs/types";
  8986. import { Scene } from "babylonjs/scene";
  8987. import { Engine } from "babylonjs/Engines/engine";
  8988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8989. import { Light } from "babylonjs/Lights/light";
  8990. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8991. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  8992. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8994. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  8995. /**
  8996. * "Static Class" containing the most commonly used helper while dealing with material for
  8997. * rendering purpose.
  8998. *
  8999. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9000. *
  9001. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9002. */
  9003. export class MaterialHelper {
  9004. /**
  9005. * Bind the current view position to an effect.
  9006. * @param effect The effect to be bound
  9007. * @param scene The scene the eyes position is used from
  9008. */
  9009. static BindEyePosition(effect: Effect, scene: Scene): void;
  9010. /**
  9011. * Helps preparing the defines values about the UVs in used in the effect.
  9012. * UVs are shared as much as we can accross channels in the shaders.
  9013. * @param texture The texture we are preparing the UVs for
  9014. * @param defines The defines to update
  9015. * @param key The channel key "diffuse", "specular"... used in the shader
  9016. */
  9017. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9018. /**
  9019. * Binds a texture matrix value to its corrsponding uniform
  9020. * @param texture The texture to bind the matrix for
  9021. * @param uniformBuffer The uniform buffer receivin the data
  9022. * @param key The channel key "diffuse", "specular"... used in the shader
  9023. */
  9024. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9025. /**
  9026. * Gets the current status of the fog (should it be enabled?)
  9027. * @param mesh defines the mesh to evaluate for fog support
  9028. * @param scene defines the hosting scene
  9029. * @returns true if fog must be enabled
  9030. */
  9031. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9032. /**
  9033. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9034. * @param mesh defines the current mesh
  9035. * @param scene defines the current scene
  9036. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9037. * @param pointsCloud defines if point cloud rendering has to be turned on
  9038. * @param fogEnabled defines if fog has to be turned on
  9039. * @param alphaTest defines if alpha testing has to be turned on
  9040. * @param defines defines the current list of defines
  9041. */
  9042. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9043. /**
  9044. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9045. * @param scene defines the current scene
  9046. * @param engine defines the current engine
  9047. * @param defines specifies the list of active defines
  9048. * @param useInstances defines if instances have to be turned on
  9049. * @param useClipPlane defines if clip plane have to be turned on
  9050. */
  9051. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9052. /**
  9053. * Prepares the defines for bones
  9054. * @param mesh The mesh containing the geometry data we will draw
  9055. * @param defines The defines to update
  9056. */
  9057. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9058. /**
  9059. * Prepares the defines for morph targets
  9060. * @param mesh The mesh containing the geometry data we will draw
  9061. * @param defines The defines to update
  9062. */
  9063. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9064. /**
  9065. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9066. * @param mesh The mesh containing the geometry data we will draw
  9067. * @param defines The defines to update
  9068. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9069. * @param useBones Precise whether bones should be used or not (override mesh info)
  9070. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9071. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9072. * @returns false if defines are considered not dirty and have not been checked
  9073. */
  9074. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9075. /**
  9076. * Prepares the defines related to multiview
  9077. * @param scene The scene we are intending to draw
  9078. * @param defines The defines to update
  9079. */
  9080. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9081. /**
  9082. * Prepares the defines related to the light information passed in parameter
  9083. * @param scene The scene we are intending to draw
  9084. * @param mesh The mesh the effect is compiling for
  9085. * @param light The light the effect is compiling for
  9086. * @param lightIndex The index of the light
  9087. * @param defines The defines to update
  9088. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9089. * @param state Defines the current state regarding what is needed (normals, etc...)
  9090. */
  9091. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9092. needNormals: boolean;
  9093. needRebuild: boolean;
  9094. shadowEnabled: boolean;
  9095. specularEnabled: boolean;
  9096. lightmapMode: boolean;
  9097. }): void;
  9098. /**
  9099. * Prepares the defines related to the light information passed in parameter
  9100. * @param scene The scene we are intending to draw
  9101. * @param mesh The mesh the effect is compiling for
  9102. * @param defines The defines to update
  9103. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9104. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9105. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9106. * @returns true if normals will be required for the rest of the effect
  9107. */
  9108. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9109. /**
  9110. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9111. * @param lightIndex defines the light index
  9112. * @param uniformsList The uniform list
  9113. * @param samplersList The sampler list
  9114. * @param projectedLightTexture defines if projected texture must be used
  9115. * @param uniformBuffersList defines an optional list of uniform buffers
  9116. */
  9117. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9118. /**
  9119. * Prepares the uniforms and samplers list to be used in the effect
  9120. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9121. * @param samplersList The sampler list
  9122. * @param defines The defines helping in the list generation
  9123. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9124. */
  9125. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9126. /**
  9127. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9128. * @param defines The defines to update while falling back
  9129. * @param fallbacks The authorized effect fallbacks
  9130. * @param maxSimultaneousLights The maximum number of lights allowed
  9131. * @param rank the current rank of the Effect
  9132. * @returns The newly affected rank
  9133. */
  9134. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9135. private static _TmpMorphInfluencers;
  9136. /**
  9137. * Prepares the list of attributes required for morph targets according to the effect defines.
  9138. * @param attribs The current list of supported attribs
  9139. * @param mesh The mesh to prepare the morph targets attributes for
  9140. * @param influencers The number of influencers
  9141. */
  9142. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9143. /**
  9144. * Prepares the list of attributes required for morph targets according to the effect defines.
  9145. * @param attribs The current list of supported attribs
  9146. * @param mesh The mesh to prepare the morph targets attributes for
  9147. * @param defines The current Defines of the effect
  9148. */
  9149. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9150. /**
  9151. * Prepares the list of attributes required for bones according to the effect defines.
  9152. * @param attribs The current list of supported attribs
  9153. * @param mesh The mesh to prepare the bones attributes for
  9154. * @param defines The current Defines of the effect
  9155. * @param fallbacks The current efffect fallback strategy
  9156. */
  9157. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9158. /**
  9159. * Check and prepare the list of attributes required for instances according to the effect defines.
  9160. * @param attribs The current list of supported attribs
  9161. * @param defines The current MaterialDefines of the effect
  9162. */
  9163. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9164. /**
  9165. * Add the list of attributes required for instances to the attribs array.
  9166. * @param attribs The current list of supported attribs
  9167. */
  9168. static PushAttributesForInstances(attribs: string[]): void;
  9169. /**
  9170. * Binds the light information to the effect.
  9171. * @param light The light containing the generator
  9172. * @param effect The effect we are binding the data to
  9173. * @param lightIndex The light index in the effect used to render
  9174. */
  9175. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9176. /**
  9177. * Binds the lights information from the scene to the effect for the given mesh.
  9178. * @param light Light to bind
  9179. * @param lightIndex Light index
  9180. * @param scene The scene where the light belongs to
  9181. * @param effect The effect we are binding the data to
  9182. * @param useSpecular Defines if specular is supported
  9183. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9184. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9185. */
  9186. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9187. /**
  9188. * Binds the lights information from the scene to the effect for the given mesh.
  9189. * @param scene The scene the lights belongs to
  9190. * @param mesh The mesh we are binding the information to render
  9191. * @param effect The effect we are binding the data to
  9192. * @param defines The generated defines for the effect
  9193. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9194. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9195. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9196. */
  9197. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9198. private static _tempFogColor;
  9199. /**
  9200. * Binds the fog information from the scene to the effect for the given mesh.
  9201. * @param scene The scene the lights belongs to
  9202. * @param mesh The mesh we are binding the information to render
  9203. * @param effect The effect we are binding the data to
  9204. * @param linearSpace Defines if the fog effect is applied in linear space
  9205. */
  9206. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9207. /**
  9208. * Binds the bones information from the mesh to the effect.
  9209. * @param mesh The mesh we are binding the information to render
  9210. * @param effect The effect we are binding the data to
  9211. */
  9212. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9213. /**
  9214. * Binds the morph targets information from the mesh to the effect.
  9215. * @param abstractMesh The mesh we are binding the information to render
  9216. * @param effect The effect we are binding the data to
  9217. */
  9218. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9219. /**
  9220. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9221. * @param defines The generated defines used in the effect
  9222. * @param effect The effect we are binding the data to
  9223. * @param scene The scene we are willing to render with logarithmic scale for
  9224. */
  9225. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9226. /**
  9227. * Binds the clip plane information from the scene to the effect.
  9228. * @param scene The scene the clip plane information are extracted from
  9229. * @param effect The effect we are binding the data to
  9230. */
  9231. static BindClipPlane(effect: Effect, scene: Scene): void;
  9232. }
  9233. }
  9234. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9235. /** @hidden */
  9236. export var packingFunctions: {
  9237. name: string;
  9238. shader: string;
  9239. };
  9240. }
  9241. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9242. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9243. /** @hidden */
  9244. export var shadowMapPixelShader: {
  9245. name: string;
  9246. shader: string;
  9247. };
  9248. }
  9249. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9250. /** @hidden */
  9251. export var bonesDeclaration: {
  9252. name: string;
  9253. shader: string;
  9254. };
  9255. }
  9256. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9257. /** @hidden */
  9258. export var morphTargetsVertexGlobalDeclaration: {
  9259. name: string;
  9260. shader: string;
  9261. };
  9262. }
  9263. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9264. /** @hidden */
  9265. export var morphTargetsVertexDeclaration: {
  9266. name: string;
  9267. shader: string;
  9268. };
  9269. }
  9270. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9271. /** @hidden */
  9272. export var instancesDeclaration: {
  9273. name: string;
  9274. shader: string;
  9275. };
  9276. }
  9277. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9278. /** @hidden */
  9279. export var helperFunctions: {
  9280. name: string;
  9281. shader: string;
  9282. };
  9283. }
  9284. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9285. /** @hidden */
  9286. export var morphTargetsVertex: {
  9287. name: string;
  9288. shader: string;
  9289. };
  9290. }
  9291. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9292. /** @hidden */
  9293. export var instancesVertex: {
  9294. name: string;
  9295. shader: string;
  9296. };
  9297. }
  9298. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9299. /** @hidden */
  9300. export var bonesVertex: {
  9301. name: string;
  9302. shader: string;
  9303. };
  9304. }
  9305. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9306. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9309. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9310. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9312. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9313. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9314. /** @hidden */
  9315. export var shadowMapVertexShader: {
  9316. name: string;
  9317. shader: string;
  9318. };
  9319. }
  9320. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9321. /** @hidden */
  9322. export var depthBoxBlurPixelShader: {
  9323. name: string;
  9324. shader: string;
  9325. };
  9326. }
  9327. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9328. import { Nullable } from "babylonjs/types";
  9329. import { Scene } from "babylonjs/scene";
  9330. import { Matrix } from "babylonjs/Maths/math.vector";
  9331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9333. import { Mesh } from "babylonjs/Meshes/mesh";
  9334. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9335. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9336. import { Effect } from "babylonjs/Materials/effect";
  9337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9338. import "babylonjs/Shaders/shadowMap.fragment";
  9339. import "babylonjs/Shaders/shadowMap.vertex";
  9340. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9341. import { Observable } from "babylonjs/Misc/observable";
  9342. /**
  9343. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9344. */
  9345. export interface ICustomShaderOptions {
  9346. /**
  9347. * Gets or sets the custom shader name to use
  9348. */
  9349. shaderName: string;
  9350. /**
  9351. * The list of attribute names used in the shader
  9352. */
  9353. attributes?: string[];
  9354. /**
  9355. * The list of unifrom names used in the shader
  9356. */
  9357. uniforms?: string[];
  9358. /**
  9359. * The list of sampler names used in the shader
  9360. */
  9361. samplers?: string[];
  9362. /**
  9363. * The list of defines used in the shader
  9364. */
  9365. defines?: string[];
  9366. }
  9367. /**
  9368. * Interface to implement to create a shadow generator compatible with BJS.
  9369. */
  9370. export interface IShadowGenerator {
  9371. /**
  9372. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9373. * @returns The render target texture if present otherwise, null
  9374. */
  9375. getShadowMap(): Nullable<RenderTargetTexture>;
  9376. /**
  9377. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9378. * @returns The render target texture if the shadow map is present otherwise, null
  9379. */
  9380. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9381. /**
  9382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9383. * @param subMesh The submesh we want to render in the shadow map
  9384. * @param useInstances Defines wether will draw in the map using instances
  9385. * @returns true if ready otherwise, false
  9386. */
  9387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9388. /**
  9389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9390. * @param defines Defines of the material we want to update
  9391. * @param lightIndex Index of the light in the enabled light list of the material
  9392. */
  9393. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9394. /**
  9395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9396. * defined in the generator but impacting the effect).
  9397. * It implies the unifroms available on the materials are the standard BJS ones.
  9398. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9399. * @param effect The effect we are binfing the information for
  9400. */
  9401. bindShadowLight(lightIndex: string, effect: Effect): void;
  9402. /**
  9403. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9404. * (eq to shadow prjection matrix * light transform matrix)
  9405. * @returns The transform matrix used to create the shadow map
  9406. */
  9407. getTransformMatrix(): Matrix;
  9408. /**
  9409. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9410. * Cube and 2D textures for instance.
  9411. */
  9412. recreateShadowMap(): void;
  9413. /**
  9414. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9415. * @param onCompiled Callback triggered at the and of the effects compilation
  9416. * @param options Sets of optional options forcing the compilation with different modes
  9417. */
  9418. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9419. useInstances: boolean;
  9420. }>): void;
  9421. /**
  9422. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9423. * @param options Sets of optional options forcing the compilation with different modes
  9424. * @returns A promise that resolves when the compilation completes
  9425. */
  9426. forceCompilationAsync(options?: Partial<{
  9427. useInstances: boolean;
  9428. }>): Promise<void>;
  9429. /**
  9430. * Serializes the shadow generator setup to a json object.
  9431. * @returns The serialized JSON object
  9432. */
  9433. serialize(): any;
  9434. /**
  9435. * Disposes the Shadow map and related Textures and effects.
  9436. */
  9437. dispose(): void;
  9438. }
  9439. /**
  9440. * Default implementation IShadowGenerator.
  9441. * This is the main object responsible of generating shadows in the framework.
  9442. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9443. */
  9444. export class ShadowGenerator implements IShadowGenerator {
  9445. /**
  9446. * Shadow generator mode None: no filtering applied.
  9447. */
  9448. static readonly FILTER_NONE: number;
  9449. /**
  9450. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9451. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9452. */
  9453. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9454. /**
  9455. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9456. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9457. */
  9458. static readonly FILTER_POISSONSAMPLING: number;
  9459. /**
  9460. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9461. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9462. */
  9463. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9464. /**
  9465. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9466. * edge artifacts on steep falloff.
  9467. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9468. */
  9469. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9470. /**
  9471. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9472. * edge artifacts on steep falloff.
  9473. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9474. */
  9475. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9476. /**
  9477. * Shadow generator mode PCF: Percentage Closer Filtering
  9478. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9479. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9480. */
  9481. static readonly FILTER_PCF: number;
  9482. /**
  9483. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9484. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9485. * Contact Hardening
  9486. */
  9487. static readonly FILTER_PCSS: number;
  9488. /**
  9489. * Reserved for PCF and PCSS
  9490. * Highest Quality.
  9491. *
  9492. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9493. *
  9494. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9495. */
  9496. static readonly QUALITY_HIGH: number;
  9497. /**
  9498. * Reserved for PCF and PCSS
  9499. * Good tradeoff for quality/perf cross devices
  9500. *
  9501. * Execute PCF on a 3*3 kernel.
  9502. *
  9503. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9504. */
  9505. static readonly QUALITY_MEDIUM: number;
  9506. /**
  9507. * Reserved for PCF and PCSS
  9508. * The lowest quality but the fastest.
  9509. *
  9510. * Execute PCF on a 1*1 kernel.
  9511. *
  9512. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9513. */
  9514. static readonly QUALITY_LOW: number;
  9515. /** Gets or sets the custom shader name to use */
  9516. customShaderOptions: ICustomShaderOptions;
  9517. /**
  9518. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9519. */
  9520. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9521. /**
  9522. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9523. */
  9524. onAfterShadowMapRenderObservable: Observable<Effect>;
  9525. /**
  9526. * Observable triggered before a mesh is rendered in the shadow map.
  9527. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9528. */
  9529. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9530. /**
  9531. * Observable triggered after a mesh is rendered in the shadow map.
  9532. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9533. */
  9534. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9535. private _bias;
  9536. /**
  9537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9538. */
  9539. /**
  9540. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9541. */
  9542. bias: number;
  9543. private _normalBias;
  9544. /**
  9545. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9546. */
  9547. /**
  9548. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9549. */
  9550. normalBias: number;
  9551. private _blurBoxOffset;
  9552. /**
  9553. * Gets the blur box offset: offset applied during the blur pass.
  9554. * Only useful if useKernelBlur = false
  9555. */
  9556. /**
  9557. * Sets the blur box offset: offset applied during the blur pass.
  9558. * Only useful if useKernelBlur = false
  9559. */
  9560. blurBoxOffset: number;
  9561. private _blurScale;
  9562. /**
  9563. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9564. * 2 means half of the size.
  9565. */
  9566. /**
  9567. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9568. * 2 means half of the size.
  9569. */
  9570. blurScale: number;
  9571. private _blurKernel;
  9572. /**
  9573. * Gets the blur kernel: kernel size of the blur pass.
  9574. * Only useful if useKernelBlur = true
  9575. */
  9576. /**
  9577. * Sets the blur kernel: kernel size of the blur pass.
  9578. * Only useful if useKernelBlur = true
  9579. */
  9580. blurKernel: number;
  9581. private _useKernelBlur;
  9582. /**
  9583. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9584. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9585. */
  9586. /**
  9587. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9588. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9589. */
  9590. useKernelBlur: boolean;
  9591. private _depthScale;
  9592. /**
  9593. * Gets the depth scale used in ESM mode.
  9594. */
  9595. /**
  9596. * Sets the depth scale used in ESM mode.
  9597. * This can override the scale stored on the light.
  9598. */
  9599. depthScale: number;
  9600. private _filter;
  9601. /**
  9602. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9603. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9604. */
  9605. /**
  9606. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9607. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9608. */
  9609. filter: number;
  9610. /**
  9611. * Gets if the current filter is set to Poisson Sampling.
  9612. */
  9613. /**
  9614. * Sets the current filter to Poisson Sampling.
  9615. */
  9616. usePoissonSampling: boolean;
  9617. /**
  9618. * Gets if the current filter is set to ESM.
  9619. */
  9620. /**
  9621. * Sets the current filter is to ESM.
  9622. */
  9623. useExponentialShadowMap: boolean;
  9624. /**
  9625. * Gets if the current filter is set to filtered ESM.
  9626. */
  9627. /**
  9628. * Gets if the current filter is set to filtered ESM.
  9629. */
  9630. useBlurExponentialShadowMap: boolean;
  9631. /**
  9632. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9633. * exponential to prevent steep falloff artifacts).
  9634. */
  9635. /**
  9636. * Sets the current filter to "close ESM" (using the inverse of the
  9637. * exponential to prevent steep falloff artifacts).
  9638. */
  9639. useCloseExponentialShadowMap: boolean;
  9640. /**
  9641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9642. * exponential to prevent steep falloff artifacts).
  9643. */
  9644. /**
  9645. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9646. * exponential to prevent steep falloff artifacts).
  9647. */
  9648. useBlurCloseExponentialShadowMap: boolean;
  9649. /**
  9650. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9651. */
  9652. /**
  9653. * Sets the current filter to "PCF" (percentage closer filtering).
  9654. */
  9655. usePercentageCloserFiltering: boolean;
  9656. private _filteringQuality;
  9657. /**
  9658. * Gets the PCF or PCSS Quality.
  9659. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9660. */
  9661. /**
  9662. * Sets the PCF or PCSS Quality.
  9663. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9664. */
  9665. filteringQuality: number;
  9666. /**
  9667. * Gets if the current filter is set to "PCSS" (contact hardening).
  9668. */
  9669. /**
  9670. * Sets the current filter to "PCSS" (contact hardening).
  9671. */
  9672. useContactHardeningShadow: boolean;
  9673. private _contactHardeningLightSizeUVRatio;
  9674. /**
  9675. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9676. * Using a ratio helps keeping shape stability independently of the map size.
  9677. *
  9678. * It does not account for the light projection as it was having too much
  9679. * instability during the light setup or during light position changes.
  9680. *
  9681. * Only valid if useContactHardeningShadow is true.
  9682. */
  9683. /**
  9684. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9685. * Using a ratio helps keeping shape stability independently of the map size.
  9686. *
  9687. * It does not account for the light projection as it was having too much
  9688. * instability during the light setup or during light position changes.
  9689. *
  9690. * Only valid if useContactHardeningShadow is true.
  9691. */
  9692. contactHardeningLightSizeUVRatio: number;
  9693. private _darkness;
  9694. /** Gets or sets the actual darkness of a shadow */
  9695. darkness: number;
  9696. /**
  9697. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9698. * 0 means strongest and 1 would means no shadow.
  9699. * @returns the darkness.
  9700. */
  9701. getDarkness(): number;
  9702. /**
  9703. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9704. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9705. * @returns the shadow generator allowing fluent coding.
  9706. */
  9707. setDarkness(darkness: number): ShadowGenerator;
  9708. private _transparencyShadow;
  9709. /** Gets or sets the ability to have transparent shadow */
  9710. transparencyShadow: boolean;
  9711. /**
  9712. * Sets the ability to have transparent shadow (boolean).
  9713. * @param transparent True if transparent else False
  9714. * @returns the shadow generator allowing fluent coding
  9715. */
  9716. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9717. private _shadowMap;
  9718. private _shadowMap2;
  9719. /**
  9720. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9721. * @returns The render target texture if present otherwise, null
  9722. */
  9723. getShadowMap(): Nullable<RenderTargetTexture>;
  9724. /**
  9725. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9726. * @returns The render target texture if the shadow map is present otherwise, null
  9727. */
  9728. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9729. /**
  9730. * Gets the class name of that object
  9731. * @returns "ShadowGenerator"
  9732. */
  9733. getClassName(): string;
  9734. /**
  9735. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9736. * @param mesh Mesh to add
  9737. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9738. * @returns the Shadow Generator itself
  9739. */
  9740. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9741. /**
  9742. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9743. * @param mesh Mesh to remove
  9744. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9745. * @returns the Shadow Generator itself
  9746. */
  9747. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9748. /**
  9749. * Controls the extent to which the shadows fade out at the edge of the frustum
  9750. * Used only by directionals and spots
  9751. */
  9752. frustumEdgeFalloff: number;
  9753. private _light;
  9754. /**
  9755. * Returns the associated light object.
  9756. * @returns the light generating the shadow
  9757. */
  9758. getLight(): IShadowLight;
  9759. /**
  9760. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9761. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9762. * It might on the other hand introduce peter panning.
  9763. */
  9764. forceBackFacesOnly: boolean;
  9765. private _scene;
  9766. private _lightDirection;
  9767. private _effect;
  9768. private _viewMatrix;
  9769. private _projectionMatrix;
  9770. private _transformMatrix;
  9771. private _cachedPosition;
  9772. private _cachedDirection;
  9773. private _cachedDefines;
  9774. private _currentRenderID;
  9775. private _boxBlurPostprocess;
  9776. private _kernelBlurXPostprocess;
  9777. private _kernelBlurYPostprocess;
  9778. private _blurPostProcesses;
  9779. private _mapSize;
  9780. private _currentFaceIndex;
  9781. private _currentFaceIndexCache;
  9782. private _textureType;
  9783. private _defaultTextureMatrix;
  9784. private _storedUniqueId;
  9785. /** @hidden */
  9786. static _SceneComponentInitialization: (scene: Scene) => void;
  9787. /**
  9788. * Creates a ShadowGenerator object.
  9789. * A ShadowGenerator is the required tool to use the shadows.
  9790. * Each light casting shadows needs to use its own ShadowGenerator.
  9791. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9792. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9793. * @param light The light object generating the shadows.
  9794. * @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.
  9795. */
  9796. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9797. private _initializeGenerator;
  9798. private _initializeShadowMap;
  9799. private _initializeBlurRTTAndPostProcesses;
  9800. private _renderForShadowMap;
  9801. private _renderSubMeshForShadowMap;
  9802. private _applyFilterValues;
  9803. /**
  9804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9805. * @param onCompiled Callback triggered at the and of the effects compilation
  9806. * @param options Sets of optional options forcing the compilation with different modes
  9807. */
  9808. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9809. useInstances: boolean;
  9810. }>): void;
  9811. /**
  9812. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9813. * @param options Sets of optional options forcing the compilation with different modes
  9814. * @returns A promise that resolves when the compilation completes
  9815. */
  9816. forceCompilationAsync(options?: Partial<{
  9817. useInstances: boolean;
  9818. }>): Promise<void>;
  9819. /**
  9820. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9821. * @param subMesh The submesh we want to render in the shadow map
  9822. * @param useInstances Defines wether will draw in the map using instances
  9823. * @returns true if ready otherwise, false
  9824. */
  9825. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9826. /**
  9827. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9828. * @param defines Defines of the material we want to update
  9829. * @param lightIndex Index of the light in the enabled light list of the material
  9830. */
  9831. prepareDefines(defines: any, lightIndex: number): void;
  9832. /**
  9833. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9834. * defined in the generator but impacting the effect).
  9835. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9836. * @param effect The effect we are binfing the information for
  9837. */
  9838. bindShadowLight(lightIndex: string, effect: Effect): void;
  9839. /**
  9840. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9841. * (eq to shadow prjection matrix * light transform matrix)
  9842. * @returns The transform matrix used to create the shadow map
  9843. */
  9844. getTransformMatrix(): Matrix;
  9845. /**
  9846. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9847. * Cube and 2D textures for instance.
  9848. */
  9849. recreateShadowMap(): void;
  9850. private _disposeBlurPostProcesses;
  9851. private _disposeRTTandPostProcesses;
  9852. /**
  9853. * Disposes the ShadowGenerator.
  9854. * Returns nothing.
  9855. */
  9856. dispose(): void;
  9857. /**
  9858. * Serializes the shadow generator setup to a json object.
  9859. * @returns The serialized JSON object
  9860. */
  9861. serialize(): any;
  9862. /**
  9863. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9864. * @param parsedShadowGenerator The JSON object to parse
  9865. * @param scene The scene to create the shadow map for
  9866. * @returns The parsed shadow generator
  9867. */
  9868. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9869. }
  9870. }
  9871. declare module "babylonjs/Lights/light" {
  9872. import { Nullable } from "babylonjs/types";
  9873. import { Scene } from "babylonjs/scene";
  9874. import { Vector3 } from "babylonjs/Maths/math.vector";
  9875. import { Color3 } from "babylonjs/Maths/math.color";
  9876. import { Node } from "babylonjs/node";
  9877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9878. import { Effect } from "babylonjs/Materials/effect";
  9879. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9880. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9881. /**
  9882. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9883. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9884. * 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.
  9885. */
  9886. export abstract class Light extends Node {
  9887. /**
  9888. * Falloff Default: light is falling off following the material specification:
  9889. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9890. */
  9891. static readonly FALLOFF_DEFAULT: number;
  9892. /**
  9893. * Falloff Physical: light is falling off following the inverse squared distance law.
  9894. */
  9895. static readonly FALLOFF_PHYSICAL: number;
  9896. /**
  9897. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9898. * to enhance interoperability with other engines.
  9899. */
  9900. static readonly FALLOFF_GLTF: number;
  9901. /**
  9902. * Falloff Standard: light is falling off like in the standard material
  9903. * to enhance interoperability with other materials.
  9904. */
  9905. static readonly FALLOFF_STANDARD: number;
  9906. /**
  9907. * If every light affecting the material is in this lightmapMode,
  9908. * material.lightmapTexture adds or multiplies
  9909. * (depends on material.useLightmapAsShadowmap)
  9910. * after every other light calculations.
  9911. */
  9912. static readonly LIGHTMAP_DEFAULT: number;
  9913. /**
  9914. * material.lightmapTexture as only diffuse lighting from this light
  9915. * adds only specular lighting from this light
  9916. * adds dynamic shadows
  9917. */
  9918. static readonly LIGHTMAP_SPECULAR: number;
  9919. /**
  9920. * material.lightmapTexture as only lighting
  9921. * no light calculation from this light
  9922. * only adds dynamic shadows from this light
  9923. */
  9924. static readonly LIGHTMAP_SHADOWSONLY: number;
  9925. /**
  9926. * Each light type uses the default quantity according to its type:
  9927. * point/spot lights use luminous intensity
  9928. * directional lights use illuminance
  9929. */
  9930. static readonly INTENSITYMODE_AUTOMATIC: number;
  9931. /**
  9932. * lumen (lm)
  9933. */
  9934. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9935. /**
  9936. * candela (lm/sr)
  9937. */
  9938. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9939. /**
  9940. * lux (lm/m^2)
  9941. */
  9942. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9943. /**
  9944. * nit (cd/m^2)
  9945. */
  9946. static readonly INTENSITYMODE_LUMINANCE: number;
  9947. /**
  9948. * Light type const id of the point light.
  9949. */
  9950. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9951. /**
  9952. * Light type const id of the directional light.
  9953. */
  9954. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9955. /**
  9956. * Light type const id of the spot light.
  9957. */
  9958. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9959. /**
  9960. * Light type const id of the hemispheric light.
  9961. */
  9962. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9963. /**
  9964. * Diffuse gives the basic color to an object.
  9965. */
  9966. diffuse: Color3;
  9967. /**
  9968. * Specular produces a highlight color on an object.
  9969. * Note: This is note affecting PBR materials.
  9970. */
  9971. specular: Color3;
  9972. /**
  9973. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9974. * falling off base on range or angle.
  9975. * This can be set to any values in Light.FALLOFF_x.
  9976. *
  9977. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9978. * other types of materials.
  9979. */
  9980. falloffType: number;
  9981. /**
  9982. * Strength of the light.
  9983. * Note: By default it is define in the framework own unit.
  9984. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9985. */
  9986. intensity: number;
  9987. private _range;
  9988. protected _inverseSquaredRange: number;
  9989. /**
  9990. * Defines how far from the source the light is impacting in scene units.
  9991. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9992. */
  9993. /**
  9994. * Defines how far from the source the light is impacting in scene units.
  9995. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9996. */
  9997. range: number;
  9998. /**
  9999. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10000. * of light.
  10001. */
  10002. private _photometricScale;
  10003. private _intensityMode;
  10004. /**
  10005. * Gets the photometric scale used to interpret the intensity.
  10006. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10007. */
  10008. /**
  10009. * Sets the photometric scale used to interpret the intensity.
  10010. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10011. */
  10012. intensityMode: number;
  10013. private _radius;
  10014. /**
  10015. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10016. */
  10017. /**
  10018. * sets the light radius used by PBR Materials to simulate soft area lights.
  10019. */
  10020. radius: number;
  10021. private _renderPriority;
  10022. /**
  10023. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10024. * exceeding the number allowed of the materials.
  10025. */
  10026. renderPriority: number;
  10027. private _shadowEnabled;
  10028. /**
  10029. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10030. * the current shadow generator.
  10031. */
  10032. /**
  10033. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10034. * the current shadow generator.
  10035. */
  10036. shadowEnabled: boolean;
  10037. private _includedOnlyMeshes;
  10038. /**
  10039. * Gets the only meshes impacted by this light.
  10040. */
  10041. /**
  10042. * Sets the only meshes impacted by this light.
  10043. */
  10044. includedOnlyMeshes: AbstractMesh[];
  10045. private _excludedMeshes;
  10046. /**
  10047. * Gets the meshes not impacted by this light.
  10048. */
  10049. /**
  10050. * Sets the meshes not impacted by this light.
  10051. */
  10052. excludedMeshes: AbstractMesh[];
  10053. private _excludeWithLayerMask;
  10054. /**
  10055. * Gets the layer id use to find what meshes are not impacted by the light.
  10056. * Inactive if 0
  10057. */
  10058. /**
  10059. * Sets the layer id use to find what meshes are not impacted by the light.
  10060. * Inactive if 0
  10061. */
  10062. excludeWithLayerMask: number;
  10063. private _includeOnlyWithLayerMask;
  10064. /**
  10065. * Gets the layer id use to find what meshes are impacted by the light.
  10066. * Inactive if 0
  10067. */
  10068. /**
  10069. * Sets the layer id use to find what meshes are impacted by the light.
  10070. * Inactive if 0
  10071. */
  10072. includeOnlyWithLayerMask: number;
  10073. private _lightmapMode;
  10074. /**
  10075. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10076. */
  10077. /**
  10078. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10079. */
  10080. lightmapMode: number;
  10081. /**
  10082. * Shadow generator associted to the light.
  10083. * @hidden Internal use only.
  10084. */
  10085. _shadowGenerator: Nullable<IShadowGenerator>;
  10086. /**
  10087. * @hidden Internal use only.
  10088. */
  10089. _excludedMeshesIds: string[];
  10090. /**
  10091. * @hidden Internal use only.
  10092. */
  10093. _includedOnlyMeshesIds: string[];
  10094. /**
  10095. * The current light unifom buffer.
  10096. * @hidden Internal use only.
  10097. */
  10098. _uniformBuffer: UniformBuffer;
  10099. /** @hidden */
  10100. _renderId: number;
  10101. /**
  10102. * Creates a Light object in the scene.
  10103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10104. * @param name The firendly name of the light
  10105. * @param scene The scene the light belongs too
  10106. */
  10107. constructor(name: string, scene: Scene);
  10108. protected abstract _buildUniformLayout(): void;
  10109. /**
  10110. * Sets the passed Effect "effect" with the Light information.
  10111. * @param effect The effect to update
  10112. * @param lightIndex The index of the light in the effect to update
  10113. * @returns The light
  10114. */
  10115. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10116. /**
  10117. * Sets the passed Effect "effect" with the Light information.
  10118. * @param effect The effect to update
  10119. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10120. * @returns The light
  10121. */
  10122. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10123. /**
  10124. * Returns the string "Light".
  10125. * @returns the class name
  10126. */
  10127. getClassName(): string;
  10128. /** @hidden */
  10129. readonly _isLight: boolean;
  10130. /**
  10131. * Converts the light information to a readable string for debug purpose.
  10132. * @param fullDetails Supports for multiple levels of logging within scene loading
  10133. * @returns the human readable light info
  10134. */
  10135. toString(fullDetails?: boolean): string;
  10136. /** @hidden */
  10137. protected _syncParentEnabledState(): void;
  10138. /**
  10139. * Set the enabled state of this node.
  10140. * @param value - the new enabled state
  10141. */
  10142. setEnabled(value: boolean): void;
  10143. /**
  10144. * Returns the Light associated shadow generator if any.
  10145. * @return the associated shadow generator.
  10146. */
  10147. getShadowGenerator(): Nullable<IShadowGenerator>;
  10148. /**
  10149. * Returns a Vector3, the absolute light position in the World.
  10150. * @returns the world space position of the light
  10151. */
  10152. getAbsolutePosition(): Vector3;
  10153. /**
  10154. * Specifies if the light will affect the passed mesh.
  10155. * @param mesh The mesh to test against the light
  10156. * @return true the mesh is affected otherwise, false.
  10157. */
  10158. canAffectMesh(mesh: AbstractMesh): boolean;
  10159. /**
  10160. * Sort function to order lights for rendering.
  10161. * @param a First Light object to compare to second.
  10162. * @param b Second Light object to compare first.
  10163. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10164. */
  10165. static CompareLightsPriority(a: Light, b: Light): number;
  10166. /**
  10167. * Releases resources associated with this node.
  10168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10170. */
  10171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10172. /**
  10173. * Returns the light type ID (integer).
  10174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10175. */
  10176. getTypeID(): number;
  10177. /**
  10178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10179. * @returns the scaled intensity in intensity mode unit
  10180. */
  10181. getScaledIntensity(): number;
  10182. /**
  10183. * Returns a new Light object, named "name", from the current one.
  10184. * @param name The name of the cloned light
  10185. * @returns the new created light
  10186. */
  10187. clone(name: string): Nullable<Light>;
  10188. /**
  10189. * Serializes the current light into a Serialization object.
  10190. * @returns the serialized object.
  10191. */
  10192. serialize(): any;
  10193. /**
  10194. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10195. * This new light is named "name" and added to the passed scene.
  10196. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10197. * @param name The friendly name of the light
  10198. * @param scene The scene the new light will belong to
  10199. * @returns the constructor function
  10200. */
  10201. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10202. /**
  10203. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10204. * @param parsedLight The JSON representation of the light
  10205. * @param scene The scene to create the parsed light in
  10206. * @returns the created light after parsing
  10207. */
  10208. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10209. private _hookArrayForExcluded;
  10210. private _hookArrayForIncludedOnly;
  10211. private _resyncMeshes;
  10212. /**
  10213. * Forces the meshes to update their light related information in their rendering used effects
  10214. * @hidden Internal Use Only
  10215. */
  10216. _markMeshesAsLightDirty(): void;
  10217. /**
  10218. * Recomputes the cached photometric scale if needed.
  10219. */
  10220. private _computePhotometricScale;
  10221. /**
  10222. * Returns the Photometric Scale according to the light type and intensity mode.
  10223. */
  10224. private _getPhotometricScale;
  10225. /**
  10226. * Reorder the light in the scene according to their defined priority.
  10227. * @hidden Internal Use Only
  10228. */
  10229. _reorderLightsInScene(): void;
  10230. /**
  10231. * Prepares the list of defines specific to the light type.
  10232. * @param defines the list of defines
  10233. * @param lightIndex defines the index of the light for the effect
  10234. */
  10235. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10236. }
  10237. }
  10238. declare module "babylonjs/Actions/action" {
  10239. import { Observable } from "babylonjs/Misc/observable";
  10240. import { Condition } from "babylonjs/Actions/condition";
  10241. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10242. import { ActionManager } from "babylonjs/Actions/actionManager";
  10243. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10244. /**
  10245. * Interface used to define Action
  10246. */
  10247. export interface IAction {
  10248. /**
  10249. * Trigger for the action
  10250. */
  10251. trigger: number;
  10252. /** Options of the trigger */
  10253. triggerOptions: any;
  10254. /**
  10255. * Gets the trigger parameters
  10256. * @returns the trigger parameters
  10257. */
  10258. getTriggerParameter(): any;
  10259. /**
  10260. * Internal only - executes current action event
  10261. * @hidden
  10262. */
  10263. _executeCurrent(evt?: ActionEvent): void;
  10264. /**
  10265. * Serialize placeholder for child classes
  10266. * @param parent of child
  10267. * @returns the serialized object
  10268. */
  10269. serialize(parent: any): any;
  10270. /**
  10271. * Internal only
  10272. * @hidden
  10273. */
  10274. _prepare(): void;
  10275. /**
  10276. * Internal only - manager for action
  10277. * @hidden
  10278. */
  10279. _actionManager: AbstractActionManager;
  10280. /**
  10281. * Adds action to chain of actions, may be a DoNothingAction
  10282. * @param action defines the next action to execute
  10283. * @returns The action passed in
  10284. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10285. */
  10286. then(action: IAction): IAction;
  10287. }
  10288. /**
  10289. * The action to be carried out following a trigger
  10290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10291. */
  10292. export class Action implements IAction {
  10293. /** the trigger, with or without parameters, for the action */
  10294. triggerOptions: any;
  10295. /**
  10296. * Trigger for the action
  10297. */
  10298. trigger: number;
  10299. /**
  10300. * Internal only - manager for action
  10301. * @hidden
  10302. */
  10303. _actionManager: ActionManager;
  10304. private _nextActiveAction;
  10305. private _child;
  10306. private _condition?;
  10307. private _triggerParameter;
  10308. /**
  10309. * An event triggered prior to action being executed.
  10310. */
  10311. onBeforeExecuteObservable: Observable<Action>;
  10312. /**
  10313. * Creates a new Action
  10314. * @param triggerOptions the trigger, with or without parameters, for the action
  10315. * @param condition an optional determinant of action
  10316. */
  10317. constructor(
  10318. /** the trigger, with or without parameters, for the action */
  10319. triggerOptions: any, condition?: Condition);
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. _prepare(): void;
  10325. /**
  10326. * Gets the trigger parameters
  10327. * @returns the trigger parameters
  10328. */
  10329. getTriggerParameter(): any;
  10330. /**
  10331. * Internal only - executes current action event
  10332. * @hidden
  10333. */
  10334. _executeCurrent(evt?: ActionEvent): void;
  10335. /**
  10336. * Execute placeholder for child classes
  10337. * @param evt optional action event
  10338. */
  10339. execute(evt?: ActionEvent): void;
  10340. /**
  10341. * Skips to next active action
  10342. */
  10343. skipToNextActiveAction(): void;
  10344. /**
  10345. * Adds action to chain of actions, may be a DoNothingAction
  10346. * @param action defines the next action to execute
  10347. * @returns The action passed in
  10348. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10349. */
  10350. then(action: Action): Action;
  10351. /**
  10352. * Internal only
  10353. * @hidden
  10354. */
  10355. _getProperty(propertyPath: string): string;
  10356. /**
  10357. * Internal only
  10358. * @hidden
  10359. */
  10360. _getEffectiveTarget(target: any, propertyPath: string): any;
  10361. /**
  10362. * Serialize placeholder for child classes
  10363. * @param parent of child
  10364. * @returns the serialized object
  10365. */
  10366. serialize(parent: any): any;
  10367. /**
  10368. * Internal only called by serialize
  10369. * @hidden
  10370. */
  10371. protected _serialize(serializedAction: any, parent?: any): any;
  10372. /**
  10373. * Internal only
  10374. * @hidden
  10375. */
  10376. static _SerializeValueAsString: (value: any) => string;
  10377. /**
  10378. * Internal only
  10379. * @hidden
  10380. */
  10381. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10382. name: string;
  10383. targetType: string;
  10384. value: string;
  10385. };
  10386. }
  10387. }
  10388. declare module "babylonjs/Actions/condition" {
  10389. import { ActionManager } from "babylonjs/Actions/actionManager";
  10390. /**
  10391. * A Condition applied to an Action
  10392. */
  10393. export class Condition {
  10394. /**
  10395. * Internal only - manager for action
  10396. * @hidden
  10397. */
  10398. _actionManager: ActionManager;
  10399. /**
  10400. * Internal only
  10401. * @hidden
  10402. */
  10403. _evaluationId: number;
  10404. /**
  10405. * Internal only
  10406. * @hidden
  10407. */
  10408. _currentResult: boolean;
  10409. /**
  10410. * Creates a new Condition
  10411. * @param actionManager the manager of the action the condition is applied to
  10412. */
  10413. constructor(actionManager: ActionManager);
  10414. /**
  10415. * Check if the current condition is valid
  10416. * @returns a boolean
  10417. */
  10418. isValid(): boolean;
  10419. /**
  10420. * Internal only
  10421. * @hidden
  10422. */
  10423. _getProperty(propertyPath: string): string;
  10424. /**
  10425. * Internal only
  10426. * @hidden
  10427. */
  10428. _getEffectiveTarget(target: any, propertyPath: string): any;
  10429. /**
  10430. * Serialize placeholder for child classes
  10431. * @returns the serialized object
  10432. */
  10433. serialize(): any;
  10434. /**
  10435. * Internal only
  10436. * @hidden
  10437. */
  10438. protected _serialize(serializedCondition: any): any;
  10439. }
  10440. /**
  10441. * Defines specific conditional operators as extensions of Condition
  10442. */
  10443. export class ValueCondition extends Condition {
  10444. /** path to specify the property of the target the conditional operator uses */
  10445. propertyPath: string;
  10446. /** the value compared by the conditional operator against the current value of the property */
  10447. value: any;
  10448. /** the conditional operator, default ValueCondition.IsEqual */
  10449. operator: number;
  10450. /**
  10451. * Internal only
  10452. * @hidden
  10453. */
  10454. private static _IsEqual;
  10455. /**
  10456. * Internal only
  10457. * @hidden
  10458. */
  10459. private static _IsDifferent;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private static _IsGreater;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. private static _IsLesser;
  10470. /**
  10471. * returns the number for IsEqual
  10472. */
  10473. static readonly IsEqual: number;
  10474. /**
  10475. * Returns the number for IsDifferent
  10476. */
  10477. static readonly IsDifferent: number;
  10478. /**
  10479. * Returns the number for IsGreater
  10480. */
  10481. static readonly IsGreater: number;
  10482. /**
  10483. * Returns the number for IsLesser
  10484. */
  10485. static readonly IsLesser: number;
  10486. /**
  10487. * Internal only The action manager for the condition
  10488. * @hidden
  10489. */
  10490. _actionManager: ActionManager;
  10491. /**
  10492. * Internal only
  10493. * @hidden
  10494. */
  10495. private _target;
  10496. /**
  10497. * Internal only
  10498. * @hidden
  10499. */
  10500. private _effectiveTarget;
  10501. /**
  10502. * Internal only
  10503. * @hidden
  10504. */
  10505. private _property;
  10506. /**
  10507. * Creates a new ValueCondition
  10508. * @param actionManager manager for the action the condition applies to
  10509. * @param target for the action
  10510. * @param propertyPath path to specify the property of the target the conditional operator uses
  10511. * @param value the value compared by the conditional operator against the current value of the property
  10512. * @param operator the conditional operator, default ValueCondition.IsEqual
  10513. */
  10514. constructor(actionManager: ActionManager, target: any,
  10515. /** path to specify the property of the target the conditional operator uses */
  10516. propertyPath: string,
  10517. /** the value compared by the conditional operator against the current value of the property */
  10518. value: any,
  10519. /** the conditional operator, default ValueCondition.IsEqual */
  10520. operator?: number);
  10521. /**
  10522. * Compares the given value with the property value for the specified conditional operator
  10523. * @returns the result of the comparison
  10524. */
  10525. isValid(): boolean;
  10526. /**
  10527. * Serialize the ValueCondition into a JSON compatible object
  10528. * @returns serialization object
  10529. */
  10530. serialize(): any;
  10531. /**
  10532. * Gets the name of the conditional operator for the ValueCondition
  10533. * @param operator the conditional operator
  10534. * @returns the name
  10535. */
  10536. static GetOperatorName(operator: number): string;
  10537. }
  10538. /**
  10539. * Defines a predicate condition as an extension of Condition
  10540. */
  10541. export class PredicateCondition extends Condition {
  10542. /** defines the predicate function used to validate the condition */
  10543. predicate: () => boolean;
  10544. /**
  10545. * Internal only - manager for action
  10546. * @hidden
  10547. */
  10548. _actionManager: ActionManager;
  10549. /**
  10550. * Creates a new PredicateCondition
  10551. * @param actionManager manager for the action the condition applies to
  10552. * @param predicate defines the predicate function used to validate the condition
  10553. */
  10554. constructor(actionManager: ActionManager,
  10555. /** defines the predicate function used to validate the condition */
  10556. predicate: () => boolean);
  10557. /**
  10558. * @returns the validity of the predicate condition
  10559. */
  10560. isValid(): boolean;
  10561. }
  10562. /**
  10563. * Defines a state condition as an extension of Condition
  10564. */
  10565. export class StateCondition extends Condition {
  10566. /** Value to compare with target state */
  10567. value: string;
  10568. /**
  10569. * Internal only - manager for action
  10570. * @hidden
  10571. */
  10572. _actionManager: ActionManager;
  10573. /**
  10574. * Internal only
  10575. * @hidden
  10576. */
  10577. private _target;
  10578. /**
  10579. * Creates a new StateCondition
  10580. * @param actionManager manager for the action the condition applies to
  10581. * @param target of the condition
  10582. * @param value to compare with target state
  10583. */
  10584. constructor(actionManager: ActionManager, target: any,
  10585. /** Value to compare with target state */
  10586. value: string);
  10587. /**
  10588. * Gets a boolean indicating if the current condition is met
  10589. * @returns the validity of the state
  10590. */
  10591. isValid(): boolean;
  10592. /**
  10593. * Serialize the StateCondition into a JSON compatible object
  10594. * @returns serialization object
  10595. */
  10596. serialize(): any;
  10597. }
  10598. }
  10599. declare module "babylonjs/Actions/directActions" {
  10600. import { Action } from "babylonjs/Actions/action";
  10601. import { Condition } from "babylonjs/Actions/condition";
  10602. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10603. /**
  10604. * This defines an action responsible to toggle a boolean once triggered.
  10605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10606. */
  10607. export class SwitchBooleanAction extends Action {
  10608. /**
  10609. * The path to the boolean property in the target object
  10610. */
  10611. propertyPath: string;
  10612. private _target;
  10613. private _effectiveTarget;
  10614. private _property;
  10615. /**
  10616. * Instantiate the action
  10617. * @param triggerOptions defines the trigger options
  10618. * @param target defines the object containing the boolean
  10619. * @param propertyPath defines the path to the boolean property in the target object
  10620. * @param condition defines the trigger related conditions
  10621. */
  10622. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10623. /** @hidden */
  10624. _prepare(): void;
  10625. /**
  10626. * Execute the action toggle the boolean value.
  10627. */
  10628. execute(): void;
  10629. /**
  10630. * Serializes the actions and its related information.
  10631. * @param parent defines the object to serialize in
  10632. * @returns the serialized object
  10633. */
  10634. serialize(parent: any): any;
  10635. }
  10636. /**
  10637. * This defines an action responsible to set a the state field of the target
  10638. * to a desired value once triggered.
  10639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10640. */
  10641. export class SetStateAction extends Action {
  10642. /**
  10643. * The value to store in the state field.
  10644. */
  10645. value: string;
  10646. private _target;
  10647. /**
  10648. * Instantiate the action
  10649. * @param triggerOptions defines the trigger options
  10650. * @param target defines the object containing the state property
  10651. * @param value defines the value to store in the state field
  10652. * @param condition defines the trigger related conditions
  10653. */
  10654. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10655. /**
  10656. * Execute the action and store the value on the target state property.
  10657. */
  10658. execute(): void;
  10659. /**
  10660. * Serializes the actions and its related information.
  10661. * @param parent defines the object to serialize in
  10662. * @returns the serialized object
  10663. */
  10664. serialize(parent: any): any;
  10665. }
  10666. /**
  10667. * This defines an action responsible to set a property of the target
  10668. * to a desired value once triggered.
  10669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10670. */
  10671. export class SetValueAction extends Action {
  10672. /**
  10673. * The path of the property to set in the target.
  10674. */
  10675. propertyPath: string;
  10676. /**
  10677. * The value to set in the property
  10678. */
  10679. value: any;
  10680. private _target;
  10681. private _effectiveTarget;
  10682. private _property;
  10683. /**
  10684. * Instantiate the action
  10685. * @param triggerOptions defines the trigger options
  10686. * @param target defines the object containing the property
  10687. * @param propertyPath defines the path of the property to set in the target
  10688. * @param value defines the value to set in the property
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10692. /** @hidden */
  10693. _prepare(): void;
  10694. /**
  10695. * Execute the action and set the targetted property to the desired value.
  10696. */
  10697. execute(): void;
  10698. /**
  10699. * Serializes the actions and its related information.
  10700. * @param parent defines the object to serialize in
  10701. * @returns the serialized object
  10702. */
  10703. serialize(parent: any): any;
  10704. }
  10705. /**
  10706. * This defines an action responsible to increment the target value
  10707. * to a desired value once triggered.
  10708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10709. */
  10710. export class IncrementValueAction extends Action {
  10711. /**
  10712. * The path of the property to increment in the target.
  10713. */
  10714. propertyPath: string;
  10715. /**
  10716. * The value we should increment the property by.
  10717. */
  10718. value: any;
  10719. private _target;
  10720. private _effectiveTarget;
  10721. private _property;
  10722. /**
  10723. * Instantiate the action
  10724. * @param triggerOptions defines the trigger options
  10725. * @param target defines the object containing the property
  10726. * @param propertyPath defines the path of the property to increment in the target
  10727. * @param value defines the value value we should increment the property by
  10728. * @param condition defines the trigger related conditions
  10729. */
  10730. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10731. /** @hidden */
  10732. _prepare(): void;
  10733. /**
  10734. * Execute the action and increment the target of the value amount.
  10735. */
  10736. execute(): void;
  10737. /**
  10738. * Serializes the actions and its related information.
  10739. * @param parent defines the object to serialize in
  10740. * @returns the serialized object
  10741. */
  10742. serialize(parent: any): any;
  10743. }
  10744. /**
  10745. * This defines an action responsible to start an animation once triggered.
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10747. */
  10748. export class PlayAnimationAction extends Action {
  10749. /**
  10750. * Where the animation should start (animation frame)
  10751. */
  10752. from: number;
  10753. /**
  10754. * Where the animation should stop (animation frame)
  10755. */
  10756. to: number;
  10757. /**
  10758. * Define if the animation should loop or stop after the first play.
  10759. */
  10760. loop?: boolean;
  10761. private _target;
  10762. /**
  10763. * Instantiate the action
  10764. * @param triggerOptions defines the trigger options
  10765. * @param target defines the target animation or animation name
  10766. * @param from defines from where the animation should start (animation frame)
  10767. * @param end defines where the animation should stop (animation frame)
  10768. * @param loop defines if the animation should loop or stop after the first play
  10769. * @param condition defines the trigger related conditions
  10770. */
  10771. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10772. /** @hidden */
  10773. _prepare(): void;
  10774. /**
  10775. * Execute the action and play the animation.
  10776. */
  10777. execute(): void;
  10778. /**
  10779. * Serializes the actions and its related information.
  10780. * @param parent defines the object to serialize in
  10781. * @returns the serialized object
  10782. */
  10783. serialize(parent: any): any;
  10784. }
  10785. /**
  10786. * This defines an action responsible to stop an animation once triggered.
  10787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10788. */
  10789. export class StopAnimationAction extends Action {
  10790. private _target;
  10791. /**
  10792. * Instantiate the action
  10793. * @param triggerOptions defines the trigger options
  10794. * @param target defines the target animation or animation name
  10795. * @param condition defines the trigger related conditions
  10796. */
  10797. constructor(triggerOptions: any, target: any, condition?: Condition);
  10798. /** @hidden */
  10799. _prepare(): void;
  10800. /**
  10801. * Execute the action and stop the animation.
  10802. */
  10803. execute(): void;
  10804. /**
  10805. * Serializes the actions and its related information.
  10806. * @param parent defines the object to serialize in
  10807. * @returns the serialized object
  10808. */
  10809. serialize(parent: any): any;
  10810. }
  10811. /**
  10812. * This defines an action responsible that does nothing once triggered.
  10813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10814. */
  10815. export class DoNothingAction extends Action {
  10816. /**
  10817. * Instantiate the action
  10818. * @param triggerOptions defines the trigger options
  10819. * @param condition defines the trigger related conditions
  10820. */
  10821. constructor(triggerOptions?: any, condition?: Condition);
  10822. /**
  10823. * Execute the action and do nothing.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to trigger several actions once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class CombineAction extends Action {
  10838. /**
  10839. * The list of aggregated animations to run.
  10840. */
  10841. children: Action[];
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param children defines the list of aggregated animations to run
  10846. * @param condition defines the trigger related conditions
  10847. */
  10848. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10849. /** @hidden */
  10850. _prepare(): void;
  10851. /**
  10852. * Execute the action and executes all the aggregated actions.
  10853. */
  10854. execute(evt: ActionEvent): void;
  10855. /**
  10856. * Serializes the actions and its related information.
  10857. * @param parent defines the object to serialize in
  10858. * @returns the serialized object
  10859. */
  10860. serialize(parent: any): any;
  10861. }
  10862. /**
  10863. * This defines an action responsible to run code (external event) once triggered.
  10864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10865. */
  10866. export class ExecuteCodeAction extends Action {
  10867. /**
  10868. * The callback function to run.
  10869. */
  10870. func: (evt: ActionEvent) => void;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param func defines the callback function to run
  10875. * @param condition defines the trigger related conditions
  10876. */
  10877. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10878. /**
  10879. * Execute the action and run the attached code.
  10880. */
  10881. execute(evt: ActionEvent): void;
  10882. }
  10883. /**
  10884. * This defines an action responsible to set the parent property of the target once triggered.
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10886. */
  10887. export class SetParentAction extends Action {
  10888. private _parent;
  10889. private _target;
  10890. /**
  10891. * Instantiate the action
  10892. * @param triggerOptions defines the trigger options
  10893. * @param target defines the target containing the parent property
  10894. * @param parent defines from where the animation should start (animation frame)
  10895. * @param condition defines the trigger related conditions
  10896. */
  10897. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10898. /** @hidden */
  10899. _prepare(): void;
  10900. /**
  10901. * Execute the action and set the parent property.
  10902. */
  10903. execute(): void;
  10904. /**
  10905. * Serializes the actions and its related information.
  10906. * @param parent defines the object to serialize in
  10907. * @returns the serialized object
  10908. */
  10909. serialize(parent: any): any;
  10910. }
  10911. }
  10912. declare module "babylonjs/Actions/actionManager" {
  10913. import { Nullable } from "babylonjs/types";
  10914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10915. import { Scene } from "babylonjs/scene";
  10916. import { IAction } from "babylonjs/Actions/action";
  10917. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10918. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10919. /**
  10920. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10921. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class ActionManager extends AbstractActionManager {
  10925. /**
  10926. * Nothing
  10927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10928. */
  10929. static readonly NothingTrigger: number;
  10930. /**
  10931. * On pick
  10932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10933. */
  10934. static readonly OnPickTrigger: number;
  10935. /**
  10936. * On left pick
  10937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10938. */
  10939. static readonly OnLeftPickTrigger: number;
  10940. /**
  10941. * On right pick
  10942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10943. */
  10944. static readonly OnRightPickTrigger: number;
  10945. /**
  10946. * On center pick
  10947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10948. */
  10949. static readonly OnCenterPickTrigger: number;
  10950. /**
  10951. * On pick down
  10952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10953. */
  10954. static readonly OnPickDownTrigger: number;
  10955. /**
  10956. * On double pick
  10957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10958. */
  10959. static readonly OnDoublePickTrigger: number;
  10960. /**
  10961. * On pick up
  10962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10963. */
  10964. static readonly OnPickUpTrigger: number;
  10965. /**
  10966. * On pick out.
  10967. * This trigger will only be raised if you also declared a OnPickDown
  10968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10969. */
  10970. static readonly OnPickOutTrigger: number;
  10971. /**
  10972. * On long press
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10974. */
  10975. static readonly OnLongPressTrigger: number;
  10976. /**
  10977. * On pointer over
  10978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10979. */
  10980. static readonly OnPointerOverTrigger: number;
  10981. /**
  10982. * On pointer out
  10983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10984. */
  10985. static readonly OnPointerOutTrigger: number;
  10986. /**
  10987. * On every frame
  10988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10989. */
  10990. static readonly OnEveryFrameTrigger: number;
  10991. /**
  10992. * On intersection enter
  10993. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10994. */
  10995. static readonly OnIntersectionEnterTrigger: number;
  10996. /**
  10997. * On intersection exit
  10998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10999. */
  11000. static readonly OnIntersectionExitTrigger: number;
  11001. /**
  11002. * On key down
  11003. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11004. */
  11005. static readonly OnKeyDownTrigger: number;
  11006. /**
  11007. * On key up
  11008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11009. */
  11010. static readonly OnKeyUpTrigger: number;
  11011. private _scene;
  11012. /**
  11013. * Creates a new action manager
  11014. * @param scene defines the hosting scene
  11015. */
  11016. constructor(scene: Scene);
  11017. /**
  11018. * Releases all associated resources
  11019. */
  11020. dispose(): void;
  11021. /**
  11022. * Gets hosting scene
  11023. * @returns the hosting scene
  11024. */
  11025. getScene(): Scene;
  11026. /**
  11027. * Does this action manager handles actions of any of the given triggers
  11028. * @param triggers defines the triggers to be tested
  11029. * @return a boolean indicating whether one (or more) of the triggers is handled
  11030. */
  11031. hasSpecificTriggers(triggers: number[]): boolean;
  11032. /**
  11033. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11034. * speed.
  11035. * @param triggerA defines the trigger to be tested
  11036. * @param triggerB defines the trigger to be tested
  11037. * @return a boolean indicating whether one (or more) of the triggers is handled
  11038. */
  11039. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11040. /**
  11041. * Does this action manager handles actions of a given trigger
  11042. * @param trigger defines the trigger to be tested
  11043. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11044. * @return whether the trigger is handled
  11045. */
  11046. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11047. /**
  11048. * Does this action manager has pointer triggers
  11049. */
  11050. readonly hasPointerTriggers: boolean;
  11051. /**
  11052. * Does this action manager has pick triggers
  11053. */
  11054. readonly hasPickTriggers: boolean;
  11055. /**
  11056. * Registers an action to this action manager
  11057. * @param action defines the action to be registered
  11058. * @return the action amended (prepared) after registration
  11059. */
  11060. registerAction(action: IAction): Nullable<IAction>;
  11061. /**
  11062. * Unregisters an action to this action manager
  11063. * @param action defines the action to be unregistered
  11064. * @return a boolean indicating whether the action has been unregistered
  11065. */
  11066. unregisterAction(action: IAction): Boolean;
  11067. /**
  11068. * Process a specific trigger
  11069. * @param trigger defines the trigger to process
  11070. * @param evt defines the event details to be processed
  11071. */
  11072. processTrigger(trigger: number, evt?: IActionEvent): void;
  11073. /** @hidden */
  11074. _getEffectiveTarget(target: any, propertyPath: string): any;
  11075. /** @hidden */
  11076. _getProperty(propertyPath: string): string;
  11077. /**
  11078. * Serialize this manager to a JSON object
  11079. * @param name defines the property name to store this manager
  11080. * @returns a JSON representation of this manager
  11081. */
  11082. serialize(name: string): any;
  11083. /**
  11084. * Creates a new ActionManager from a JSON data
  11085. * @param parsedActions defines the JSON data to read from
  11086. * @param object defines the hosting mesh
  11087. * @param scene defines the hosting scene
  11088. */
  11089. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11090. /**
  11091. * Get a trigger name by index
  11092. * @param trigger defines the trigger index
  11093. * @returns a trigger name
  11094. */
  11095. static GetTriggerName(trigger: number): string;
  11096. }
  11097. }
  11098. declare module "babylonjs/Culling/ray" {
  11099. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11100. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11102. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11103. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11104. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11105. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11106. import { Plane } from "babylonjs/Maths/math.plane";
  11107. /**
  11108. * Class representing a ray with position and direction
  11109. */
  11110. export class Ray {
  11111. /** origin point */
  11112. origin: Vector3;
  11113. /** direction */
  11114. direction: Vector3;
  11115. /** length of the ray */
  11116. length: number;
  11117. private static readonly TmpVector3;
  11118. private _tmpRay;
  11119. /**
  11120. * Creates a new ray
  11121. * @param origin origin point
  11122. * @param direction direction
  11123. * @param length length of the ray
  11124. */
  11125. constructor(
  11126. /** origin point */
  11127. origin: Vector3,
  11128. /** direction */
  11129. direction: Vector3,
  11130. /** length of the ray */
  11131. length?: number);
  11132. /**
  11133. * Checks if the ray intersects a box
  11134. * @param minimum bound of the box
  11135. * @param maximum bound of the box
  11136. * @param intersectionTreshold extra extend to be added to the box in all direction
  11137. * @returns if the box was hit
  11138. */
  11139. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11140. /**
  11141. * Checks if the ray intersects a box
  11142. * @param box the bounding box to check
  11143. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11144. * @returns if the box was hit
  11145. */
  11146. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11147. /**
  11148. * If the ray hits a sphere
  11149. * @param sphere the bounding sphere to check
  11150. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11151. * @returns true if it hits the sphere
  11152. */
  11153. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11154. /**
  11155. * If the ray hits a triange
  11156. * @param vertex0 triangle vertex
  11157. * @param vertex1 triangle vertex
  11158. * @param vertex2 triangle vertex
  11159. * @returns intersection information if hit
  11160. */
  11161. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11162. /**
  11163. * Checks if ray intersects a plane
  11164. * @param plane the plane to check
  11165. * @returns the distance away it was hit
  11166. */
  11167. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11168. /**
  11169. * Calculate the intercept of a ray on a given axis
  11170. * @param axis to check 'x' | 'y' | 'z'
  11171. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11172. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11173. */
  11174. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11175. /**
  11176. * Checks if ray intersects a mesh
  11177. * @param mesh the mesh to check
  11178. * @param fastCheck if only the bounding box should checked
  11179. * @returns picking info of the intersecton
  11180. */
  11181. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11182. /**
  11183. * Checks if ray intersects a mesh
  11184. * @param meshes the meshes to check
  11185. * @param fastCheck if only the bounding box should checked
  11186. * @param results array to store result in
  11187. * @returns Array of picking infos
  11188. */
  11189. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11190. private _comparePickingInfo;
  11191. private static smallnum;
  11192. private static rayl;
  11193. /**
  11194. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11195. * @param sega the first point of the segment to test the intersection against
  11196. * @param segb the second point of the segment to test the intersection against
  11197. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11198. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11199. */
  11200. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11201. /**
  11202. * Update the ray from viewport position
  11203. * @param x position
  11204. * @param y y position
  11205. * @param viewportWidth viewport width
  11206. * @param viewportHeight viewport height
  11207. * @param world world matrix
  11208. * @param view view matrix
  11209. * @param projection projection matrix
  11210. * @returns this ray updated
  11211. */
  11212. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11213. /**
  11214. * Creates a ray with origin and direction of 0,0,0
  11215. * @returns the new ray
  11216. */
  11217. static Zero(): Ray;
  11218. /**
  11219. * Creates a new ray from screen space and viewport
  11220. * @param x position
  11221. * @param y y position
  11222. * @param viewportWidth viewport width
  11223. * @param viewportHeight viewport height
  11224. * @param world world matrix
  11225. * @param view view matrix
  11226. * @param projection projection matrix
  11227. * @returns new ray
  11228. */
  11229. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11230. /**
  11231. * 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
  11232. * transformed to the given world matrix.
  11233. * @param origin The origin point
  11234. * @param end The end point
  11235. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11236. * @returns the new ray
  11237. */
  11238. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11239. /**
  11240. * Transforms a ray by a matrix
  11241. * @param ray ray to transform
  11242. * @param matrix matrix to apply
  11243. * @returns the resulting new ray
  11244. */
  11245. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11246. /**
  11247. * Transforms a ray by a matrix
  11248. * @param ray ray to transform
  11249. * @param matrix matrix to apply
  11250. * @param result ray to store result in
  11251. */
  11252. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11253. /**
  11254. * Unproject a ray from screen space to object space
  11255. * @param sourceX defines the screen space x coordinate to use
  11256. * @param sourceY defines the screen space y coordinate to use
  11257. * @param viewportWidth defines the current width of the viewport
  11258. * @param viewportHeight defines the current height of the viewport
  11259. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11260. * @param view defines the view matrix to use
  11261. * @param projection defines the projection matrix to use
  11262. */
  11263. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11264. }
  11265. /**
  11266. * Type used to define predicate used to select faces when a mesh intersection is detected
  11267. */
  11268. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11269. module "babylonjs/scene" {
  11270. interface Scene {
  11271. /** @hidden */
  11272. _tempPickingRay: Nullable<Ray>;
  11273. /** @hidden */
  11274. _cachedRayForTransform: Ray;
  11275. /** @hidden */
  11276. _pickWithRayInverseMatrix: Matrix;
  11277. /** @hidden */
  11278. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11279. /** @hidden */
  11280. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11281. }
  11282. }
  11283. }
  11284. declare module "babylonjs/sceneComponent" {
  11285. import { Scene } from "babylonjs/scene";
  11286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11287. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11288. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11289. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11290. import { Nullable } from "babylonjs/types";
  11291. import { Camera } from "babylonjs/Cameras/camera";
  11292. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11293. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11294. import { AbstractScene } from "babylonjs/abstractScene";
  11295. import { Mesh } from "babylonjs/Meshes/mesh";
  11296. /**
  11297. * Groups all the scene component constants in one place to ease maintenance.
  11298. * @hidden
  11299. */
  11300. export class SceneComponentConstants {
  11301. static readonly NAME_EFFECTLAYER: string;
  11302. static readonly NAME_LAYER: string;
  11303. static readonly NAME_LENSFLARESYSTEM: string;
  11304. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11305. static readonly NAME_PARTICLESYSTEM: string;
  11306. static readonly NAME_GAMEPAD: string;
  11307. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11308. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11309. static readonly NAME_DEPTHRENDERER: string;
  11310. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11311. static readonly NAME_SPRITE: string;
  11312. static readonly NAME_OUTLINERENDERER: string;
  11313. static readonly NAME_PROCEDURALTEXTURE: string;
  11314. static readonly NAME_SHADOWGENERATOR: string;
  11315. static readonly NAME_OCTREE: string;
  11316. static readonly NAME_PHYSICSENGINE: string;
  11317. static readonly NAME_AUDIO: string;
  11318. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11319. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11320. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11321. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11322. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11323. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11324. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11325. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11326. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11327. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11328. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11329. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11330. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11331. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11332. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11333. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11334. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11335. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11336. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11337. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11338. static readonly STEP_AFTERRENDER_AUDIO: number;
  11339. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11340. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11341. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11342. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11343. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11344. static readonly STEP_POINTERMOVE_SPRITE: number;
  11345. static readonly STEP_POINTERDOWN_SPRITE: number;
  11346. static readonly STEP_POINTERUP_SPRITE: number;
  11347. }
  11348. /**
  11349. * This represents a scene component.
  11350. *
  11351. * This is used to decouple the dependency the scene is having on the different workloads like
  11352. * layers, post processes...
  11353. */
  11354. export interface ISceneComponent {
  11355. /**
  11356. * The name of the component. Each component must have a unique name.
  11357. */
  11358. name: string;
  11359. /**
  11360. * The scene the component belongs to.
  11361. */
  11362. scene: Scene;
  11363. /**
  11364. * Register the component to one instance of a scene.
  11365. */
  11366. register(): void;
  11367. /**
  11368. * Rebuilds the elements related to this component in case of
  11369. * context lost for instance.
  11370. */
  11371. rebuild(): void;
  11372. /**
  11373. * Disposes the component and the associated ressources.
  11374. */
  11375. dispose(): void;
  11376. }
  11377. /**
  11378. * This represents a SERIALIZABLE scene component.
  11379. *
  11380. * This extends Scene Component to add Serialization methods on top.
  11381. */
  11382. export interface ISceneSerializableComponent extends ISceneComponent {
  11383. /**
  11384. * Adds all the elements from the container to the scene
  11385. * @param container the container holding the elements
  11386. */
  11387. addFromContainer(container: AbstractScene): void;
  11388. /**
  11389. * Removes all the elements in the container from the scene
  11390. * @param container contains the elements to remove
  11391. * @param dispose if the removed element should be disposed (default: false)
  11392. */
  11393. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11394. /**
  11395. * Serializes the component data to the specified json object
  11396. * @param serializationObject The object to serialize to
  11397. */
  11398. serialize(serializationObject: any): void;
  11399. }
  11400. /**
  11401. * Strong typing of a Mesh related stage step action
  11402. */
  11403. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11404. /**
  11405. * Strong typing of a Evaluate Sub Mesh related stage step action
  11406. */
  11407. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11408. /**
  11409. * Strong typing of a Active Mesh related stage step action
  11410. */
  11411. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11412. /**
  11413. * Strong typing of a Camera related stage step action
  11414. */
  11415. export type CameraStageAction = (camera: Camera) => void;
  11416. /**
  11417. * Strong typing of a Camera Frame buffer related stage step action
  11418. */
  11419. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11420. /**
  11421. * Strong typing of a Render Target related stage step action
  11422. */
  11423. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11424. /**
  11425. * Strong typing of a RenderingGroup related stage step action
  11426. */
  11427. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11428. /**
  11429. * Strong typing of a Mesh Render related stage step action
  11430. */
  11431. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11432. /**
  11433. * Strong typing of a simple stage step action
  11434. */
  11435. export type SimpleStageAction = () => void;
  11436. /**
  11437. * Strong typing of a render target action.
  11438. */
  11439. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11440. /**
  11441. * Strong typing of a pointer move action.
  11442. */
  11443. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11444. /**
  11445. * Strong typing of a pointer up/down action.
  11446. */
  11447. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11448. /**
  11449. * Representation of a stage in the scene (Basically a list of ordered steps)
  11450. * @hidden
  11451. */
  11452. export class Stage<T extends Function> extends Array<{
  11453. index: number;
  11454. component: ISceneComponent;
  11455. action: T;
  11456. }> {
  11457. /**
  11458. * Hide ctor from the rest of the world.
  11459. * @param items The items to add.
  11460. */
  11461. private constructor();
  11462. /**
  11463. * Creates a new Stage.
  11464. * @returns A new instance of a Stage
  11465. */
  11466. static Create<T extends Function>(): Stage<T>;
  11467. /**
  11468. * Registers a step in an ordered way in the targeted stage.
  11469. * @param index Defines the position to register the step in
  11470. * @param component Defines the component attached to the step
  11471. * @param action Defines the action to launch during the step
  11472. */
  11473. registerStep(index: number, component: ISceneComponent, action: T): void;
  11474. /**
  11475. * Clears all the steps from the stage.
  11476. */
  11477. clear(): void;
  11478. }
  11479. }
  11480. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11481. import { Nullable } from "babylonjs/types";
  11482. import { Observable } from "babylonjs/Misc/observable";
  11483. import { Scene } from "babylonjs/scene";
  11484. import { Sprite } from "babylonjs/Sprites/sprite";
  11485. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11486. import { Ray } from "babylonjs/Culling/ray";
  11487. import { Camera } from "babylonjs/Cameras/camera";
  11488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11489. import { ISceneComponent } from "babylonjs/sceneComponent";
  11490. module "babylonjs/scene" {
  11491. interface Scene {
  11492. /** @hidden */
  11493. _pointerOverSprite: Nullable<Sprite>;
  11494. /** @hidden */
  11495. _pickedDownSprite: Nullable<Sprite>;
  11496. /** @hidden */
  11497. _tempSpritePickingRay: Nullable<Ray>;
  11498. /**
  11499. * All of the sprite managers added to this scene
  11500. * @see http://doc.babylonjs.com/babylon101/sprites
  11501. */
  11502. spriteManagers: Array<ISpriteManager>;
  11503. /**
  11504. * An event triggered when sprites rendering is about to start
  11505. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11506. */
  11507. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11508. /**
  11509. * An event triggered when sprites rendering is done
  11510. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11511. */
  11512. onAfterSpritesRenderingObservable: Observable<Scene>;
  11513. /** @hidden */
  11514. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11515. /** Launch a ray to try to pick a sprite in the scene
  11516. * @param x position on screen
  11517. * @param y position on screen
  11518. * @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
  11519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11520. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11521. * @returns a PickingInfo
  11522. */
  11523. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11524. /** Use the given ray to pick a sprite in the scene
  11525. * @param ray The ray (in world space) to use to pick meshes
  11526. * @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
  11527. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11528. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11529. * @returns a PickingInfo
  11530. */
  11531. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11532. /** @hidden */
  11533. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11534. /** Launch a ray to try to pick sprites in the scene
  11535. * @param x position on screen
  11536. * @param y position on screen
  11537. * @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
  11538. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11539. * @returns a PickingInfo array
  11540. */
  11541. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11542. /** Use the given ray to pick sprites in the scene
  11543. * @param ray The ray (in world space) to use to pick meshes
  11544. * @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
  11545. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11546. * @returns a PickingInfo array
  11547. */
  11548. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11549. /**
  11550. * Force the sprite under the pointer
  11551. * @param sprite defines the sprite to use
  11552. */
  11553. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11554. /**
  11555. * Gets the sprite under the pointer
  11556. * @returns a Sprite or null if no sprite is under the pointer
  11557. */
  11558. getPointerOverSprite(): Nullable<Sprite>;
  11559. }
  11560. }
  11561. /**
  11562. * Defines the sprite scene component responsible to manage sprites
  11563. * in a given scene.
  11564. */
  11565. export class SpriteSceneComponent implements ISceneComponent {
  11566. /**
  11567. * The component name helpfull to identify the component in the list of scene components.
  11568. */
  11569. readonly name: string;
  11570. /**
  11571. * The scene the component belongs to.
  11572. */
  11573. scene: Scene;
  11574. /** @hidden */
  11575. private _spritePredicate;
  11576. /**
  11577. * Creates a new instance of the component for the given scene
  11578. * @param scene Defines the scene to register the component in
  11579. */
  11580. constructor(scene: Scene);
  11581. /**
  11582. * Registers the component in a given scene
  11583. */
  11584. register(): void;
  11585. /**
  11586. * Rebuilds the elements related to this component in case of
  11587. * context lost for instance.
  11588. */
  11589. rebuild(): void;
  11590. /**
  11591. * Disposes the component and the associated ressources.
  11592. */
  11593. dispose(): void;
  11594. private _pickSpriteButKeepRay;
  11595. private _pointerMove;
  11596. private _pointerDown;
  11597. private _pointerUp;
  11598. }
  11599. }
  11600. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11601. /** @hidden */
  11602. export var fogFragmentDeclaration: {
  11603. name: string;
  11604. shader: string;
  11605. };
  11606. }
  11607. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11608. /** @hidden */
  11609. export var fogFragment: {
  11610. name: string;
  11611. shader: string;
  11612. };
  11613. }
  11614. declare module "babylonjs/Shaders/sprites.fragment" {
  11615. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11616. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11617. /** @hidden */
  11618. export var spritesPixelShader: {
  11619. name: string;
  11620. shader: string;
  11621. };
  11622. }
  11623. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11624. /** @hidden */
  11625. export var fogVertexDeclaration: {
  11626. name: string;
  11627. shader: string;
  11628. };
  11629. }
  11630. declare module "babylonjs/Shaders/sprites.vertex" {
  11631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11632. /** @hidden */
  11633. export var spritesVertexShader: {
  11634. name: string;
  11635. shader: string;
  11636. };
  11637. }
  11638. declare module "babylonjs/Sprites/spriteManager" {
  11639. import { IDisposable, Scene } from "babylonjs/scene";
  11640. import { Nullable } from "babylonjs/types";
  11641. import { Observable } from "babylonjs/Misc/observable";
  11642. import { Sprite } from "babylonjs/Sprites/sprite";
  11643. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11644. import { Camera } from "babylonjs/Cameras/camera";
  11645. import { Texture } from "babylonjs/Materials/Textures/texture";
  11646. import "babylonjs/Shaders/sprites.fragment";
  11647. import "babylonjs/Shaders/sprites.vertex";
  11648. import { Ray } from "babylonjs/Culling/ray";
  11649. /**
  11650. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11651. */
  11652. export interface ISpriteManager extends IDisposable {
  11653. /**
  11654. * Restricts the camera to viewing objects with the same layerMask.
  11655. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11656. */
  11657. layerMask: number;
  11658. /**
  11659. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11660. */
  11661. isPickable: boolean;
  11662. /**
  11663. * Specifies the rendering group id for this mesh (0 by default)
  11664. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11665. */
  11666. renderingGroupId: number;
  11667. /**
  11668. * Defines the list of sprites managed by the manager.
  11669. */
  11670. sprites: Array<Sprite>;
  11671. /**
  11672. * Tests the intersection of a sprite with a specific ray.
  11673. * @param ray The ray we are sending to test the collision
  11674. * @param camera The camera space we are sending rays in
  11675. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11676. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11677. * @returns picking info or null.
  11678. */
  11679. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11680. /**
  11681. * Intersects the sprites with a ray
  11682. * @param ray defines the ray to intersect with
  11683. * @param camera defines the current active camera
  11684. * @param predicate defines a predicate used to select candidate sprites
  11685. * @returns null if no hit or a PickingInfo array
  11686. */
  11687. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11688. /**
  11689. * Renders the list of sprites on screen.
  11690. */
  11691. render(): void;
  11692. }
  11693. /**
  11694. * Class used to manage multiple sprites on the same spritesheet
  11695. * @see http://doc.babylonjs.com/babylon101/sprites
  11696. */
  11697. export class SpriteManager implements ISpriteManager {
  11698. /** defines the manager's name */
  11699. name: string;
  11700. /** Gets the list of sprites */
  11701. sprites: Sprite[];
  11702. /** Gets or sets the rendering group id (0 by default) */
  11703. renderingGroupId: number;
  11704. /** Gets or sets camera layer mask */
  11705. layerMask: number;
  11706. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11707. fogEnabled: boolean;
  11708. /** Gets or sets a boolean indicating if the sprites are pickable */
  11709. isPickable: boolean;
  11710. /** Defines the default width of a cell in the spritesheet */
  11711. cellWidth: number;
  11712. /** Defines the default height of a cell in the spritesheet */
  11713. cellHeight: number;
  11714. /** Associative array from JSON sprite data file */
  11715. private _cellData;
  11716. /** Array of sprite names from JSON sprite data file */
  11717. private _spriteMap;
  11718. /** True when packed cell data from JSON file is ready*/
  11719. private _packedAndReady;
  11720. /**
  11721. * An event triggered when the manager is disposed.
  11722. */
  11723. onDisposeObservable: Observable<SpriteManager>;
  11724. private _onDisposeObserver;
  11725. /**
  11726. * Callback called when the manager is disposed
  11727. */
  11728. onDispose: () => void;
  11729. private _capacity;
  11730. private _fromPacked;
  11731. private _spriteTexture;
  11732. private _epsilon;
  11733. private _scene;
  11734. private _vertexData;
  11735. private _buffer;
  11736. private _vertexBuffers;
  11737. private _indexBuffer;
  11738. private _effectBase;
  11739. private _effectFog;
  11740. /**
  11741. * Gets or sets the spritesheet texture
  11742. */
  11743. texture: Texture;
  11744. /**
  11745. * Creates a new sprite manager
  11746. * @param name defines the manager's name
  11747. * @param imgUrl defines the sprite sheet url
  11748. * @param capacity defines the maximum allowed number of sprites
  11749. * @param cellSize defines the size of a sprite cell
  11750. * @param scene defines the hosting scene
  11751. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11752. * @param samplingMode defines the smapling mode to use with spritesheet
  11753. * @param fromPacked set to false; do not alter
  11754. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11755. */
  11756. constructor(
  11757. /** defines the manager's name */
  11758. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11759. private _makePacked;
  11760. private _appendSpriteVertex;
  11761. /**
  11762. * Intersects the sprites with a ray
  11763. * @param ray defines the ray to intersect with
  11764. * @param camera defines the current active camera
  11765. * @param predicate defines a predicate used to select candidate sprites
  11766. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11767. * @returns null if no hit or a PickingInfo
  11768. */
  11769. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11770. /**
  11771. * Intersects the sprites with a ray
  11772. * @param ray defines the ray to intersect with
  11773. * @param camera defines the current active camera
  11774. * @param predicate defines a predicate used to select candidate sprites
  11775. * @returns null if no hit or a PickingInfo array
  11776. */
  11777. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11778. /**
  11779. * Render all child sprites
  11780. */
  11781. render(): void;
  11782. /**
  11783. * Release associated resources
  11784. */
  11785. dispose(): void;
  11786. }
  11787. }
  11788. declare module "babylonjs/Sprites/sprite" {
  11789. import { Vector3 } from "babylonjs/Maths/math.vector";
  11790. import { Nullable } from "babylonjs/types";
  11791. import { ActionManager } from "babylonjs/Actions/actionManager";
  11792. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11793. import { Color4 } from "babylonjs/Maths/math.color";
  11794. /**
  11795. * Class used to represent a sprite
  11796. * @see http://doc.babylonjs.com/babylon101/sprites
  11797. */
  11798. export class Sprite {
  11799. /** defines the name */
  11800. name: string;
  11801. /** Gets or sets the current world position */
  11802. position: Vector3;
  11803. /** Gets or sets the main color */
  11804. color: Color4;
  11805. /** Gets or sets the width */
  11806. width: number;
  11807. /** Gets or sets the height */
  11808. height: number;
  11809. /** Gets or sets rotation angle */
  11810. angle: number;
  11811. /** Gets or sets the cell index in the sprite sheet */
  11812. cellIndex: number;
  11813. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11814. cellRef: string;
  11815. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11816. invertU: number;
  11817. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11818. invertV: number;
  11819. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11820. disposeWhenFinishedAnimating: boolean;
  11821. /** Gets the list of attached animations */
  11822. animations: Animation[];
  11823. /** Gets or sets a boolean indicating if the sprite can be picked */
  11824. isPickable: boolean;
  11825. /**
  11826. * Gets or sets the associated action manager
  11827. */
  11828. actionManager: Nullable<ActionManager>;
  11829. private _animationStarted;
  11830. private _loopAnimation;
  11831. private _fromIndex;
  11832. private _toIndex;
  11833. private _delay;
  11834. private _direction;
  11835. private _manager;
  11836. private _time;
  11837. private _onAnimationEnd;
  11838. /**
  11839. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11840. */
  11841. isVisible: boolean;
  11842. /**
  11843. * Gets or sets the sprite size
  11844. */
  11845. size: number;
  11846. /**
  11847. * Creates a new Sprite
  11848. * @param name defines the name
  11849. * @param manager defines the manager
  11850. */
  11851. constructor(
  11852. /** defines the name */
  11853. name: string, manager: ISpriteManager);
  11854. /**
  11855. * Starts an animation
  11856. * @param from defines the initial key
  11857. * @param to defines the end key
  11858. * @param loop defines if the animation must loop
  11859. * @param delay defines the start delay (in ms)
  11860. * @param onAnimationEnd defines a callback to call when animation ends
  11861. */
  11862. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11863. /** Stops current animation (if any) */
  11864. stopAnimation(): void;
  11865. /** @hidden */
  11866. _animate(deltaTime: number): void;
  11867. /** Release associated resources */
  11868. dispose(): void;
  11869. }
  11870. }
  11871. declare module "babylonjs/Collisions/pickingInfo" {
  11872. import { Nullable } from "babylonjs/types";
  11873. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11875. import { Sprite } from "babylonjs/Sprites/sprite";
  11876. import { Ray } from "babylonjs/Culling/ray";
  11877. /**
  11878. * Information about the result of picking within a scene
  11879. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11880. */
  11881. export class PickingInfo {
  11882. /** @hidden */
  11883. _pickingUnavailable: boolean;
  11884. /**
  11885. * If the pick collided with an object
  11886. */
  11887. hit: boolean;
  11888. /**
  11889. * Distance away where the pick collided
  11890. */
  11891. distance: number;
  11892. /**
  11893. * The location of pick collision
  11894. */
  11895. pickedPoint: Nullable<Vector3>;
  11896. /**
  11897. * The mesh corresponding the the pick collision
  11898. */
  11899. pickedMesh: Nullable<AbstractMesh>;
  11900. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11901. bu: number;
  11902. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11903. bv: number;
  11904. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11905. faceId: number;
  11906. /** Id of the the submesh that was picked */
  11907. subMeshId: number;
  11908. /** If a sprite was picked, this will be the sprite the pick collided with */
  11909. pickedSprite: Nullable<Sprite>;
  11910. /**
  11911. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11912. */
  11913. originMesh: Nullable<AbstractMesh>;
  11914. /**
  11915. * The ray that was used to perform the picking.
  11916. */
  11917. ray: Nullable<Ray>;
  11918. /**
  11919. * Gets the normal correspodning to the face the pick collided with
  11920. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11921. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11922. * @returns The normal correspodning to the face the pick collided with
  11923. */
  11924. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11925. /**
  11926. * Gets the texture coordinates of where the pick occured
  11927. * @returns the vector containing the coordnates of the texture
  11928. */
  11929. getTextureCoordinates(): Nullable<Vector2>;
  11930. }
  11931. }
  11932. declare module "babylonjs/Events/pointerEvents" {
  11933. import { Nullable } from "babylonjs/types";
  11934. import { Vector2 } from "babylonjs/Maths/math.vector";
  11935. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11936. import { Ray } from "babylonjs/Culling/ray";
  11937. /**
  11938. * Gather the list of pointer event types as constants.
  11939. */
  11940. export class PointerEventTypes {
  11941. /**
  11942. * 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.
  11943. */
  11944. static readonly POINTERDOWN: number;
  11945. /**
  11946. * The pointerup event is fired when a pointer is no longer active.
  11947. */
  11948. static readonly POINTERUP: number;
  11949. /**
  11950. * The pointermove event is fired when a pointer changes coordinates.
  11951. */
  11952. static readonly POINTERMOVE: number;
  11953. /**
  11954. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11955. */
  11956. static readonly POINTERWHEEL: number;
  11957. /**
  11958. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11959. */
  11960. static readonly POINTERPICK: number;
  11961. /**
  11962. * The pointertap event is fired when a the object has been touched and released without drag.
  11963. */
  11964. static readonly POINTERTAP: number;
  11965. /**
  11966. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11967. */
  11968. static readonly POINTERDOUBLETAP: number;
  11969. }
  11970. /**
  11971. * Base class of pointer info types.
  11972. */
  11973. export class PointerInfoBase {
  11974. /**
  11975. * Defines the type of event (PointerEventTypes)
  11976. */
  11977. type: number;
  11978. /**
  11979. * Defines the related dom event
  11980. */
  11981. event: PointerEvent | MouseWheelEvent;
  11982. /**
  11983. * Instantiates the base class of pointers info.
  11984. * @param type Defines the type of event (PointerEventTypes)
  11985. * @param event Defines the related dom event
  11986. */
  11987. constructor(
  11988. /**
  11989. * Defines the type of event (PointerEventTypes)
  11990. */
  11991. type: number,
  11992. /**
  11993. * Defines the related dom event
  11994. */
  11995. event: PointerEvent | MouseWheelEvent);
  11996. }
  11997. /**
  11998. * This class is used to store pointer related info for the onPrePointerObservable event.
  11999. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12000. */
  12001. export class PointerInfoPre extends PointerInfoBase {
  12002. /**
  12003. * Ray from a pointer if availible (eg. 6dof controller)
  12004. */
  12005. ray: Nullable<Ray>;
  12006. /**
  12007. * Defines the local position of the pointer on the canvas.
  12008. */
  12009. localPosition: Vector2;
  12010. /**
  12011. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12012. */
  12013. skipOnPointerObservable: boolean;
  12014. /**
  12015. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12016. * @param type Defines the type of event (PointerEventTypes)
  12017. * @param event Defines the related dom event
  12018. * @param localX Defines the local x coordinates of the pointer when the event occured
  12019. * @param localY Defines the local y coordinates of the pointer when the event occured
  12020. */
  12021. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12022. }
  12023. /**
  12024. * This type contains all the data related to a pointer event in Babylon.js.
  12025. * 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.
  12026. */
  12027. export class PointerInfo extends PointerInfoBase {
  12028. /**
  12029. * Defines the picking info associated to the info (if any)\
  12030. */
  12031. pickInfo: Nullable<PickingInfo>;
  12032. /**
  12033. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12034. * @param type Defines the type of event (PointerEventTypes)
  12035. * @param event Defines the related dom event
  12036. * @param pickInfo Defines the picking info associated to the info (if any)\
  12037. */
  12038. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12039. /**
  12040. * Defines the picking info associated to the info (if any)\
  12041. */
  12042. pickInfo: Nullable<PickingInfo>);
  12043. }
  12044. /**
  12045. * Data relating to a touch event on the screen.
  12046. */
  12047. export interface PointerTouch {
  12048. /**
  12049. * X coordinate of touch.
  12050. */
  12051. x: number;
  12052. /**
  12053. * Y coordinate of touch.
  12054. */
  12055. y: number;
  12056. /**
  12057. * Id of touch. Unique for each finger.
  12058. */
  12059. pointerId: number;
  12060. /**
  12061. * Event type passed from DOM.
  12062. */
  12063. type: any;
  12064. }
  12065. }
  12066. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12067. import { Observable } from "babylonjs/Misc/observable";
  12068. import { Nullable } from "babylonjs/types";
  12069. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12070. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12071. /**
  12072. * Manage the mouse inputs to control the movement of a free camera.
  12073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12074. */
  12075. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12076. /**
  12077. * Define if touch is enabled in the mouse input
  12078. */
  12079. touchEnabled: boolean;
  12080. /**
  12081. * Defines the camera the input is attached to.
  12082. */
  12083. camera: FreeCamera;
  12084. /**
  12085. * Defines the buttons associated with the input to handle camera move.
  12086. */
  12087. buttons: number[];
  12088. /**
  12089. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12090. */
  12091. angularSensibility: number;
  12092. private _pointerInput;
  12093. private _onMouseMove;
  12094. private _observer;
  12095. private previousPosition;
  12096. /**
  12097. * Observable for when a pointer move event occurs containing the move offset
  12098. */
  12099. onPointerMovedObservable: Observable<{
  12100. offsetX: number;
  12101. offsetY: number;
  12102. }>;
  12103. /**
  12104. * @hidden
  12105. * If the camera should be rotated automatically based on pointer movement
  12106. */
  12107. _allowCameraRotation: boolean;
  12108. /**
  12109. * Manage the mouse inputs to control the movement of a free camera.
  12110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12111. * @param touchEnabled Defines if touch is enabled or not
  12112. */
  12113. constructor(
  12114. /**
  12115. * Define if touch is enabled in the mouse input
  12116. */
  12117. touchEnabled?: boolean);
  12118. /**
  12119. * Attach the input controls to a specific dom element to get the input from.
  12120. * @param element Defines the element the controls should be listened from
  12121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12122. */
  12123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12124. /**
  12125. * Called on JS contextmenu event.
  12126. * Override this method to provide functionality.
  12127. */
  12128. protected onContextMenu(evt: PointerEvent): void;
  12129. /**
  12130. * Detach the current controls from the specified dom element.
  12131. * @param element Defines the element to stop listening the inputs from
  12132. */
  12133. detachControl(element: Nullable<HTMLElement>): void;
  12134. /**
  12135. * Gets the class name of the current intput.
  12136. * @returns the class name
  12137. */
  12138. getClassName(): string;
  12139. /**
  12140. * Get the friendly name associated with the input class.
  12141. * @returns the input friendly name
  12142. */
  12143. getSimpleName(): string;
  12144. }
  12145. }
  12146. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12147. import { Nullable } from "babylonjs/types";
  12148. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12149. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12150. /**
  12151. * Manage the touch inputs to control the movement of a free camera.
  12152. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12153. */
  12154. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12155. /**
  12156. * Defines the camera the input is attached to.
  12157. */
  12158. camera: FreeCamera;
  12159. /**
  12160. * Defines the touch sensibility for rotation.
  12161. * The higher the faster.
  12162. */
  12163. touchAngularSensibility: number;
  12164. /**
  12165. * Defines the touch sensibility for move.
  12166. * The higher the faster.
  12167. */
  12168. touchMoveSensibility: number;
  12169. private _offsetX;
  12170. private _offsetY;
  12171. private _pointerPressed;
  12172. private _pointerInput;
  12173. private _observer;
  12174. private _onLostFocus;
  12175. /**
  12176. * Attach the input controls to a specific dom element to get the input from.
  12177. * @param element Defines the element the controls should be listened from
  12178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12179. */
  12180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12181. /**
  12182. * Detach the current controls from the specified dom element.
  12183. * @param element Defines the element to stop listening the inputs from
  12184. */
  12185. detachControl(element: Nullable<HTMLElement>): void;
  12186. /**
  12187. * Update the current camera state depending on the inputs that have been used this frame.
  12188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12189. */
  12190. checkInputs(): void;
  12191. /**
  12192. * Gets the class name of the current intput.
  12193. * @returns the class name
  12194. */
  12195. getClassName(): string;
  12196. /**
  12197. * Get the friendly name associated with the input class.
  12198. * @returns the input friendly name
  12199. */
  12200. getSimpleName(): string;
  12201. }
  12202. }
  12203. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12204. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12205. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12206. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12207. import { Nullable } from "babylonjs/types";
  12208. /**
  12209. * Default Inputs manager for the FreeCamera.
  12210. * It groups all the default supported inputs for ease of use.
  12211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12212. */
  12213. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12214. /**
  12215. * @hidden
  12216. */
  12217. _mouseInput: Nullable<FreeCameraMouseInput>;
  12218. /**
  12219. * Instantiates a new FreeCameraInputsManager.
  12220. * @param camera Defines the camera the inputs belong to
  12221. */
  12222. constructor(camera: FreeCamera);
  12223. /**
  12224. * Add keyboard input support to the input manager.
  12225. * @returns the current input manager
  12226. */
  12227. addKeyboard(): FreeCameraInputsManager;
  12228. /**
  12229. * Add mouse input support to the input manager.
  12230. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12231. * @returns the current input manager
  12232. */
  12233. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12234. /**
  12235. * Removes the mouse input support from the manager
  12236. * @returns the current input manager
  12237. */
  12238. removeMouse(): FreeCameraInputsManager;
  12239. /**
  12240. * Add touch input support to the input manager.
  12241. * @returns the current input manager
  12242. */
  12243. addTouch(): FreeCameraInputsManager;
  12244. /**
  12245. * Remove all attached input methods from a camera
  12246. */
  12247. clear(): void;
  12248. }
  12249. }
  12250. declare module "babylonjs/Cameras/freeCamera" {
  12251. import { Vector3 } from "babylonjs/Maths/math.vector";
  12252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12253. import { Scene } from "babylonjs/scene";
  12254. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12255. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12256. /**
  12257. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12258. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12260. */
  12261. export class FreeCamera extends TargetCamera {
  12262. /**
  12263. * Define the collision ellipsoid of the camera.
  12264. * This is helpful to simulate a camera body like the player body around the camera
  12265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12266. */
  12267. ellipsoid: Vector3;
  12268. /**
  12269. * Define an offset for the position of the ellipsoid around the camera.
  12270. * This can be helpful to determine the center of the body near the gravity center of the body
  12271. * instead of its head.
  12272. */
  12273. ellipsoidOffset: Vector3;
  12274. /**
  12275. * Enable or disable collisions of the camera with the rest of the scene objects.
  12276. */
  12277. checkCollisions: boolean;
  12278. /**
  12279. * Enable or disable gravity on the camera.
  12280. */
  12281. applyGravity: boolean;
  12282. /**
  12283. * Define the input manager associated to the camera.
  12284. */
  12285. inputs: FreeCameraInputsManager;
  12286. /**
  12287. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12288. * Higher values reduce sensitivity.
  12289. */
  12290. /**
  12291. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12292. * Higher values reduce sensitivity.
  12293. */
  12294. angularSensibility: number;
  12295. /**
  12296. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12297. */
  12298. keysUp: number[];
  12299. /**
  12300. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12301. */
  12302. keysDown: number[];
  12303. /**
  12304. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12305. */
  12306. keysLeft: number[];
  12307. /**
  12308. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12309. */
  12310. keysRight: number[];
  12311. /**
  12312. * Event raised when the camera collide with a mesh in the scene.
  12313. */
  12314. onCollide: (collidedMesh: AbstractMesh) => void;
  12315. private _collider;
  12316. private _needMoveForGravity;
  12317. private _oldPosition;
  12318. private _diffPosition;
  12319. private _newPosition;
  12320. /** @hidden */
  12321. _localDirection: Vector3;
  12322. /** @hidden */
  12323. _transformedDirection: Vector3;
  12324. /**
  12325. * Instantiates a Free Camera.
  12326. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12327. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12328. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12329. * @param name Define the name of the camera in the scene
  12330. * @param position Define the start position of the camera in the scene
  12331. * @param scene Define the scene the camera belongs to
  12332. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12333. */
  12334. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12335. /**
  12336. * Attached controls to the current camera.
  12337. * @param element Defines the element the controls should be listened from
  12338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12339. */
  12340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12341. /**
  12342. * Detach the current controls from the camera.
  12343. * The camera will stop reacting to inputs.
  12344. * @param element Defines the element to stop listening the inputs from
  12345. */
  12346. detachControl(element: HTMLElement): void;
  12347. private _collisionMask;
  12348. /**
  12349. * Define a collision mask to limit the list of object the camera can collide with
  12350. */
  12351. collisionMask: number;
  12352. /** @hidden */
  12353. _collideWithWorld(displacement: Vector3): void;
  12354. private _onCollisionPositionChange;
  12355. /** @hidden */
  12356. _checkInputs(): void;
  12357. /** @hidden */
  12358. _decideIfNeedsToMove(): boolean;
  12359. /** @hidden */
  12360. _updatePosition(): void;
  12361. /**
  12362. * Destroy the camera and release the current resources hold by it.
  12363. */
  12364. dispose(): void;
  12365. /**
  12366. * Gets the current object class name.
  12367. * @return the class name
  12368. */
  12369. getClassName(): string;
  12370. }
  12371. }
  12372. declare module "babylonjs/Gamepads/gamepad" {
  12373. import { Observable } from "babylonjs/Misc/observable";
  12374. /**
  12375. * Represents a gamepad control stick position
  12376. */
  12377. export class StickValues {
  12378. /**
  12379. * The x component of the control stick
  12380. */
  12381. x: number;
  12382. /**
  12383. * The y component of the control stick
  12384. */
  12385. y: number;
  12386. /**
  12387. * Initializes the gamepad x and y control stick values
  12388. * @param x The x component of the gamepad control stick value
  12389. * @param y The y component of the gamepad control stick value
  12390. */
  12391. constructor(
  12392. /**
  12393. * The x component of the control stick
  12394. */
  12395. x: number,
  12396. /**
  12397. * The y component of the control stick
  12398. */
  12399. y: number);
  12400. }
  12401. /**
  12402. * An interface which manages callbacks for gamepad button changes
  12403. */
  12404. export interface GamepadButtonChanges {
  12405. /**
  12406. * Called when a gamepad has been changed
  12407. */
  12408. changed: boolean;
  12409. /**
  12410. * Called when a gamepad press event has been triggered
  12411. */
  12412. pressChanged: boolean;
  12413. /**
  12414. * Called when a touch event has been triggered
  12415. */
  12416. touchChanged: boolean;
  12417. /**
  12418. * Called when a value has changed
  12419. */
  12420. valueChanged: boolean;
  12421. }
  12422. /**
  12423. * Represents a gamepad
  12424. */
  12425. export class Gamepad {
  12426. /**
  12427. * The id of the gamepad
  12428. */
  12429. id: string;
  12430. /**
  12431. * The index of the gamepad
  12432. */
  12433. index: number;
  12434. /**
  12435. * The browser gamepad
  12436. */
  12437. browserGamepad: any;
  12438. /**
  12439. * Specifies what type of gamepad this represents
  12440. */
  12441. type: number;
  12442. private _leftStick;
  12443. private _rightStick;
  12444. /** @hidden */
  12445. _isConnected: boolean;
  12446. private _leftStickAxisX;
  12447. private _leftStickAxisY;
  12448. private _rightStickAxisX;
  12449. private _rightStickAxisY;
  12450. /**
  12451. * Triggered when the left control stick has been changed
  12452. */
  12453. private _onleftstickchanged;
  12454. /**
  12455. * Triggered when the right control stick has been changed
  12456. */
  12457. private _onrightstickchanged;
  12458. /**
  12459. * Represents a gamepad controller
  12460. */
  12461. static GAMEPAD: number;
  12462. /**
  12463. * Represents a generic controller
  12464. */
  12465. static GENERIC: number;
  12466. /**
  12467. * Represents an XBox controller
  12468. */
  12469. static XBOX: number;
  12470. /**
  12471. * Represents a pose-enabled controller
  12472. */
  12473. static POSE_ENABLED: number;
  12474. /**
  12475. * Represents an Dual Shock controller
  12476. */
  12477. static DUALSHOCK: number;
  12478. /**
  12479. * Specifies whether the left control stick should be Y-inverted
  12480. */
  12481. protected _invertLeftStickY: boolean;
  12482. /**
  12483. * Specifies if the gamepad has been connected
  12484. */
  12485. readonly isConnected: boolean;
  12486. /**
  12487. * Initializes the gamepad
  12488. * @param id The id of the gamepad
  12489. * @param index The index of the gamepad
  12490. * @param browserGamepad The browser gamepad
  12491. * @param leftStickX The x component of the left joystick
  12492. * @param leftStickY The y component of the left joystick
  12493. * @param rightStickX The x component of the right joystick
  12494. * @param rightStickY The y component of the right joystick
  12495. */
  12496. constructor(
  12497. /**
  12498. * The id of the gamepad
  12499. */
  12500. id: string,
  12501. /**
  12502. * The index of the gamepad
  12503. */
  12504. index: number,
  12505. /**
  12506. * The browser gamepad
  12507. */
  12508. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12509. /**
  12510. * Callback triggered when the left joystick has changed
  12511. * @param callback
  12512. */
  12513. onleftstickchanged(callback: (values: StickValues) => void): void;
  12514. /**
  12515. * Callback triggered when the right joystick has changed
  12516. * @param callback
  12517. */
  12518. onrightstickchanged(callback: (values: StickValues) => void): void;
  12519. /**
  12520. * Gets the left joystick
  12521. */
  12522. /**
  12523. * Sets the left joystick values
  12524. */
  12525. leftStick: StickValues;
  12526. /**
  12527. * Gets the right joystick
  12528. */
  12529. /**
  12530. * Sets the right joystick value
  12531. */
  12532. rightStick: StickValues;
  12533. /**
  12534. * Updates the gamepad joystick positions
  12535. */
  12536. update(): void;
  12537. /**
  12538. * Disposes the gamepad
  12539. */
  12540. dispose(): void;
  12541. }
  12542. /**
  12543. * Represents a generic gamepad
  12544. */
  12545. export class GenericPad extends Gamepad {
  12546. private _buttons;
  12547. private _onbuttondown;
  12548. private _onbuttonup;
  12549. /**
  12550. * Observable triggered when a button has been pressed
  12551. */
  12552. onButtonDownObservable: Observable<number>;
  12553. /**
  12554. * Observable triggered when a button has been released
  12555. */
  12556. onButtonUpObservable: Observable<number>;
  12557. /**
  12558. * Callback triggered when a button has been pressed
  12559. * @param callback Called when a button has been pressed
  12560. */
  12561. onbuttondown(callback: (buttonPressed: number) => void): void;
  12562. /**
  12563. * Callback triggered when a button has been released
  12564. * @param callback Called when a button has been released
  12565. */
  12566. onbuttonup(callback: (buttonReleased: number) => void): void;
  12567. /**
  12568. * Initializes the generic gamepad
  12569. * @param id The id of the generic gamepad
  12570. * @param index The index of the generic gamepad
  12571. * @param browserGamepad The browser gamepad
  12572. */
  12573. constructor(id: string, index: number, browserGamepad: any);
  12574. private _setButtonValue;
  12575. /**
  12576. * Updates the generic gamepad
  12577. */
  12578. update(): void;
  12579. /**
  12580. * Disposes the generic gamepad
  12581. */
  12582. dispose(): void;
  12583. }
  12584. }
  12585. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12586. import { Nullable } from "babylonjs/types";
  12587. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12588. import { Scene } from "babylonjs/scene";
  12589. module "babylonjs/Engines/engine" {
  12590. interface Engine {
  12591. /**
  12592. * Creates a raw texture
  12593. * @param data defines the data to store in the texture
  12594. * @param width defines the width of the texture
  12595. * @param height defines the height of the texture
  12596. * @param format defines the format of the data
  12597. * @param generateMipMaps defines if the engine should generate the mip levels
  12598. * @param invertY defines if data must be stored with Y axis inverted
  12599. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12600. * @param compression defines the compression used (null by default)
  12601. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12602. * @returns the raw texture inside an InternalTexture
  12603. */
  12604. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12605. /**
  12606. * Update a raw texture
  12607. * @param texture defines the texture to update
  12608. * @param data defines the data to store in the texture
  12609. * @param format defines the format of the data
  12610. * @param invertY defines if data must be stored with Y axis inverted
  12611. */
  12612. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12613. /**
  12614. * Update a raw texture
  12615. * @param texture defines the texture to update
  12616. * @param data defines the data to store in the texture
  12617. * @param format defines the format of the data
  12618. * @param invertY defines if data must be stored with Y axis inverted
  12619. * @param compression defines the compression used (null by default)
  12620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12621. */
  12622. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12623. /**
  12624. * Creates a new raw cube texture
  12625. * @param data defines the array of data to use to create each face
  12626. * @param size defines the size of the textures
  12627. * @param format defines the format of the data
  12628. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12629. * @param generateMipMaps defines if the engine should generate the mip levels
  12630. * @param invertY defines if data must be stored with Y axis inverted
  12631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12632. * @param compression defines the compression used (null by default)
  12633. * @returns the cube texture as an InternalTexture
  12634. */
  12635. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12636. /**
  12637. * Update a raw cube texture
  12638. * @param texture defines the texture to udpdate
  12639. * @param data defines the data to store
  12640. * @param format defines the data format
  12641. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12642. * @param invertY defines if data must be stored with Y axis inverted
  12643. */
  12644. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12645. /**
  12646. * Update a raw cube texture
  12647. * @param texture defines the texture to udpdate
  12648. * @param data defines the data to store
  12649. * @param format defines the data format
  12650. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12651. * @param invertY defines if data must be stored with Y axis inverted
  12652. * @param compression defines the compression used (null by default)
  12653. */
  12654. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12655. /**
  12656. * Update a raw cube texture
  12657. * @param texture defines the texture to udpdate
  12658. * @param data defines the data to store
  12659. * @param format defines the data format
  12660. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12661. * @param invertY defines if data must be stored with Y axis inverted
  12662. * @param compression defines the compression used (null by default)
  12663. * @param level defines which level of the texture to update
  12664. */
  12665. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12666. /**
  12667. * Creates a new raw cube texture from a specified url
  12668. * @param url defines the url where the data is located
  12669. * @param scene defines the current scene
  12670. * @param size defines the size of the textures
  12671. * @param format defines the format of the data
  12672. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12673. * @param noMipmap defines if the engine should avoid generating the mip levels
  12674. * @param callback defines a callback used to extract texture data from loaded data
  12675. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12676. * @param onLoad defines a callback called when texture is loaded
  12677. * @param onError defines a callback called if there is an error
  12678. * @returns the cube texture as an InternalTexture
  12679. */
  12680. 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;
  12681. /**
  12682. * Creates a new raw cube texture from a specified url
  12683. * @param url defines the url where the data is located
  12684. * @param scene defines the current scene
  12685. * @param size defines the size of the textures
  12686. * @param format defines the format of the data
  12687. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12688. * @param noMipmap defines if the engine should avoid generating the mip levels
  12689. * @param callback defines a callback used to extract texture data from loaded data
  12690. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12691. * @param onLoad defines a callback called when texture is loaded
  12692. * @param onError defines a callback called if there is an error
  12693. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12694. * @param invertY defines if data must be stored with Y axis inverted
  12695. * @returns the cube texture as an InternalTexture
  12696. */
  12697. 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;
  12698. /**
  12699. * Creates a new raw 3D texture
  12700. * @param data defines the data used to create the texture
  12701. * @param width defines the width of the texture
  12702. * @param height defines the height of the texture
  12703. * @param depth defines the depth of the texture
  12704. * @param format defines the format of the texture
  12705. * @param generateMipMaps defines if the engine must generate mip levels
  12706. * @param invertY defines if data must be stored with Y axis inverted
  12707. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12708. * @param compression defines the compressed used (can be null)
  12709. * @param textureType defines the compressed used (can be null)
  12710. * @returns a new raw 3D texture (stored in an InternalTexture)
  12711. */
  12712. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12713. /**
  12714. * Update a raw 3D texture
  12715. * @param texture defines the texture to update
  12716. * @param data defines the data to store
  12717. * @param format defines the data format
  12718. * @param invertY defines if data must be stored with Y axis inverted
  12719. */
  12720. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12721. /**
  12722. * Update a raw 3D texture
  12723. * @param texture defines the texture to update
  12724. * @param data defines the data to store
  12725. * @param format defines the data format
  12726. * @param invertY defines if data must be stored with Y axis inverted
  12727. * @param compression defines the used compression (can be null)
  12728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12729. */
  12730. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12731. }
  12732. }
  12733. }
  12734. declare module "babylonjs/Materials/Textures/rawTexture" {
  12735. import { Scene } from "babylonjs/scene";
  12736. import { Texture } from "babylonjs/Materials/Textures/texture";
  12737. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12738. /**
  12739. * Raw texture can help creating a texture directly from an array of data.
  12740. * This can be super useful if you either get the data from an uncompressed source or
  12741. * if you wish to create your texture pixel by pixel.
  12742. */
  12743. export class RawTexture extends Texture {
  12744. /**
  12745. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12746. */
  12747. format: number;
  12748. private _engine;
  12749. /**
  12750. * Instantiates a new RawTexture.
  12751. * Raw texture can help creating a texture directly from an array of data.
  12752. * This can be super useful if you either get the data from an uncompressed source or
  12753. * if you wish to create your texture pixel by pixel.
  12754. * @param data define the array of data to use to create the texture
  12755. * @param width define the width of the texture
  12756. * @param height define the height of the texture
  12757. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12758. * @param scene define the scene the texture belongs to
  12759. * @param generateMipMaps define whether mip maps should be generated or not
  12760. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12761. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12762. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12763. */
  12764. constructor(data: ArrayBufferView, width: number, height: number,
  12765. /**
  12766. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12767. */
  12768. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12769. /**
  12770. * Updates the texture underlying data.
  12771. * @param data Define the new data of the texture
  12772. */
  12773. update(data: ArrayBufferView): void;
  12774. /**
  12775. * Creates a luminance texture from some data.
  12776. * @param data Define the texture data
  12777. * @param width Define the width of the texture
  12778. * @param height Define the height of the texture
  12779. * @param scene Define the scene the texture belongs to
  12780. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12781. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12782. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12783. * @returns the luminance texture
  12784. */
  12785. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12786. /**
  12787. * Creates a luminance alpha texture from some data.
  12788. * @param data Define the texture data
  12789. * @param width Define the width of the texture
  12790. * @param height Define the height of the texture
  12791. * @param scene Define the scene the texture belongs to
  12792. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12793. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12794. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12795. * @returns the luminance alpha texture
  12796. */
  12797. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12798. /**
  12799. * Creates an alpha texture from some data.
  12800. * @param data Define the texture data
  12801. * @param width Define the width of the texture
  12802. * @param height Define the height of the texture
  12803. * @param scene Define the scene the texture belongs to
  12804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12807. * @returns the alpha texture
  12808. */
  12809. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12810. /**
  12811. * Creates a RGB texture from some data.
  12812. * @param data Define the texture data
  12813. * @param width Define the width of the texture
  12814. * @param height Define the height of the texture
  12815. * @param scene Define the scene the texture belongs to
  12816. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12817. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12818. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12819. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12820. * @returns the RGB alpha texture
  12821. */
  12822. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12823. /**
  12824. * Creates a RGBA texture from some data.
  12825. * @param data Define the texture data
  12826. * @param width Define the width of the texture
  12827. * @param height Define the height of the texture
  12828. * @param scene Define the scene the texture belongs to
  12829. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12830. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12831. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12832. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12833. * @returns the RGBA texture
  12834. */
  12835. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12836. /**
  12837. * Creates a R texture from some data.
  12838. * @param data Define the texture data
  12839. * @param width Define the width of the texture
  12840. * @param height Define the height of the texture
  12841. * @param scene Define the scene the texture belongs to
  12842. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12843. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12844. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12845. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12846. * @returns the R texture
  12847. */
  12848. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12849. }
  12850. }
  12851. declare module "babylonjs/Maths/math.size" {
  12852. /**
  12853. * Interface for the size containing width and height
  12854. */
  12855. export interface ISize {
  12856. /**
  12857. * Width
  12858. */
  12859. width: number;
  12860. /**
  12861. * Heighht
  12862. */
  12863. height: number;
  12864. }
  12865. /**
  12866. * Size containing widht and height
  12867. */
  12868. export class Size implements ISize {
  12869. /**
  12870. * Width
  12871. */
  12872. width: number;
  12873. /**
  12874. * Height
  12875. */
  12876. height: number;
  12877. /**
  12878. * Creates a Size object from the given width and height (floats).
  12879. * @param width width of the new size
  12880. * @param height height of the new size
  12881. */
  12882. constructor(width: number, height: number);
  12883. /**
  12884. * Returns a string with the Size width and height
  12885. * @returns a string with the Size width and height
  12886. */
  12887. toString(): string;
  12888. /**
  12889. * "Size"
  12890. * @returns the string "Size"
  12891. */
  12892. getClassName(): string;
  12893. /**
  12894. * Returns the Size hash code.
  12895. * @returns a hash code for a unique width and height
  12896. */
  12897. getHashCode(): number;
  12898. /**
  12899. * Updates the current size from the given one.
  12900. * @param src the given size
  12901. */
  12902. copyFrom(src: Size): void;
  12903. /**
  12904. * Updates in place the current Size from the given floats.
  12905. * @param width width of the new size
  12906. * @param height height of the new size
  12907. * @returns the updated Size.
  12908. */
  12909. copyFromFloats(width: number, height: number): Size;
  12910. /**
  12911. * Updates in place the current Size from the given floats.
  12912. * @param width width to set
  12913. * @param height height to set
  12914. * @returns the updated Size.
  12915. */
  12916. set(width: number, height: number): Size;
  12917. /**
  12918. * Multiplies the width and height by numbers
  12919. * @param w factor to multiple the width by
  12920. * @param h factor to multiple the height by
  12921. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12922. */
  12923. multiplyByFloats(w: number, h: number): Size;
  12924. /**
  12925. * Clones the size
  12926. * @returns a new Size copied from the given one.
  12927. */
  12928. clone(): Size;
  12929. /**
  12930. * True if the current Size and the given one width and height are strictly equal.
  12931. * @param other the other size to compare against
  12932. * @returns True if the current Size and the given one width and height are strictly equal.
  12933. */
  12934. equals(other: Size): boolean;
  12935. /**
  12936. * The surface of the Size : width * height (float).
  12937. */
  12938. readonly surface: number;
  12939. /**
  12940. * Create a new size of zero
  12941. * @returns a new Size set to (0.0, 0.0)
  12942. */
  12943. static Zero(): Size;
  12944. /**
  12945. * Sums the width and height of two sizes
  12946. * @param otherSize size to add to this size
  12947. * @returns a new Size set as the addition result of the current Size and the given one.
  12948. */
  12949. add(otherSize: Size): Size;
  12950. /**
  12951. * Subtracts the width and height of two
  12952. * @param otherSize size to subtract to this size
  12953. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12954. */
  12955. subtract(otherSize: Size): Size;
  12956. /**
  12957. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12958. * @param start starting size to lerp between
  12959. * @param end end size to lerp between
  12960. * @param amount amount to lerp between the start and end values
  12961. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12962. */
  12963. static Lerp(start: Size, end: Size, amount: number): Size;
  12964. }
  12965. }
  12966. declare module "babylonjs/Animations/runtimeAnimation" {
  12967. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12968. import { Animatable } from "babylonjs/Animations/animatable";
  12969. import { Scene } from "babylonjs/scene";
  12970. /**
  12971. * Defines a runtime animation
  12972. */
  12973. export class RuntimeAnimation {
  12974. private _events;
  12975. /**
  12976. * The current frame of the runtime animation
  12977. */
  12978. private _currentFrame;
  12979. /**
  12980. * The animation used by the runtime animation
  12981. */
  12982. private _animation;
  12983. /**
  12984. * The target of the runtime animation
  12985. */
  12986. private _target;
  12987. /**
  12988. * The initiating animatable
  12989. */
  12990. private _host;
  12991. /**
  12992. * The original value of the runtime animation
  12993. */
  12994. private _originalValue;
  12995. /**
  12996. * The original blend value of the runtime animation
  12997. */
  12998. private _originalBlendValue;
  12999. /**
  13000. * The offsets cache of the runtime animation
  13001. */
  13002. private _offsetsCache;
  13003. /**
  13004. * The high limits cache of the runtime animation
  13005. */
  13006. private _highLimitsCache;
  13007. /**
  13008. * Specifies if the runtime animation has been stopped
  13009. */
  13010. private _stopped;
  13011. /**
  13012. * The blending factor of the runtime animation
  13013. */
  13014. private _blendingFactor;
  13015. /**
  13016. * The BabylonJS scene
  13017. */
  13018. private _scene;
  13019. /**
  13020. * The current value of the runtime animation
  13021. */
  13022. private _currentValue;
  13023. /** @hidden */
  13024. _animationState: _IAnimationState;
  13025. /**
  13026. * The active target of the runtime animation
  13027. */
  13028. private _activeTargets;
  13029. private _currentActiveTarget;
  13030. private _directTarget;
  13031. /**
  13032. * The target path of the runtime animation
  13033. */
  13034. private _targetPath;
  13035. /**
  13036. * The weight of the runtime animation
  13037. */
  13038. private _weight;
  13039. /**
  13040. * The ratio offset of the runtime animation
  13041. */
  13042. private _ratioOffset;
  13043. /**
  13044. * The previous delay of the runtime animation
  13045. */
  13046. private _previousDelay;
  13047. /**
  13048. * The previous ratio of the runtime animation
  13049. */
  13050. private _previousRatio;
  13051. private _enableBlending;
  13052. private _keys;
  13053. private _minFrame;
  13054. private _maxFrame;
  13055. private _minValue;
  13056. private _maxValue;
  13057. private _targetIsArray;
  13058. /**
  13059. * Gets the current frame of the runtime animation
  13060. */
  13061. readonly currentFrame: number;
  13062. /**
  13063. * Gets the weight of the runtime animation
  13064. */
  13065. readonly weight: number;
  13066. /**
  13067. * Gets the current value of the runtime animation
  13068. */
  13069. readonly currentValue: any;
  13070. /**
  13071. * Gets the target path of the runtime animation
  13072. */
  13073. readonly targetPath: string;
  13074. /**
  13075. * Gets the actual target of the runtime animation
  13076. */
  13077. readonly target: any;
  13078. /** @hidden */
  13079. _onLoop: () => void;
  13080. /**
  13081. * Create a new RuntimeAnimation object
  13082. * @param target defines the target of the animation
  13083. * @param animation defines the source animation object
  13084. * @param scene defines the hosting scene
  13085. * @param host defines the initiating Animatable
  13086. */
  13087. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13088. private _preparePath;
  13089. /**
  13090. * Gets the animation from the runtime animation
  13091. */
  13092. readonly animation: Animation;
  13093. /**
  13094. * Resets the runtime animation to the beginning
  13095. * @param restoreOriginal defines whether to restore the target property to the original value
  13096. */
  13097. reset(restoreOriginal?: boolean): void;
  13098. /**
  13099. * Specifies if the runtime animation is stopped
  13100. * @returns Boolean specifying if the runtime animation is stopped
  13101. */
  13102. isStopped(): boolean;
  13103. /**
  13104. * Disposes of the runtime animation
  13105. */
  13106. dispose(): void;
  13107. /**
  13108. * Apply the interpolated value to the target
  13109. * @param currentValue defines the value computed by the animation
  13110. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13111. */
  13112. setValue(currentValue: any, weight: number): void;
  13113. private _getOriginalValues;
  13114. private _setValue;
  13115. /**
  13116. * Gets the loop pmode of the runtime animation
  13117. * @returns Loop Mode
  13118. */
  13119. private _getCorrectLoopMode;
  13120. /**
  13121. * Move the current animation to a given frame
  13122. * @param frame defines the frame to move to
  13123. */
  13124. goToFrame(frame: number): void;
  13125. /**
  13126. * @hidden Internal use only
  13127. */
  13128. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13129. /**
  13130. * Execute the current animation
  13131. * @param delay defines the delay to add to the current frame
  13132. * @param from defines the lower bound of the animation range
  13133. * @param to defines the upper bound of the animation range
  13134. * @param loop defines if the current animation must loop
  13135. * @param speedRatio defines the current speed ratio
  13136. * @param weight defines the weight of the animation (default is -1 so no weight)
  13137. * @param onLoop optional callback called when animation loops
  13138. * @returns a boolean indicating if the animation is running
  13139. */
  13140. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13141. }
  13142. }
  13143. declare module "babylonjs/Animations/animatable" {
  13144. import { Animation } from "babylonjs/Animations/animation";
  13145. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13146. import { Nullable } from "babylonjs/types";
  13147. import { Observable } from "babylonjs/Misc/observable";
  13148. import { Scene } from "babylonjs/scene";
  13149. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13150. import { Node } from "babylonjs/node";
  13151. /**
  13152. * Class used to store an actual running animation
  13153. */
  13154. export class Animatable {
  13155. /** defines the target object */
  13156. target: any;
  13157. /** defines the starting frame number (default is 0) */
  13158. fromFrame: number;
  13159. /** defines the ending frame number (default is 100) */
  13160. toFrame: number;
  13161. /** defines if the animation must loop (default is false) */
  13162. loopAnimation: boolean;
  13163. /** defines a callback to call when animation ends if it is not looping */
  13164. onAnimationEnd?: (() => void) | null | undefined;
  13165. /** defines a callback to call when animation loops */
  13166. onAnimationLoop?: (() => void) | null | undefined;
  13167. private _localDelayOffset;
  13168. private _pausedDelay;
  13169. private _runtimeAnimations;
  13170. private _paused;
  13171. private _scene;
  13172. private _speedRatio;
  13173. private _weight;
  13174. private _syncRoot;
  13175. /**
  13176. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13177. * This will only apply for non looping animation (default is true)
  13178. */
  13179. disposeOnEnd: boolean;
  13180. /**
  13181. * Gets a boolean indicating if the animation has started
  13182. */
  13183. animationStarted: boolean;
  13184. /**
  13185. * Observer raised when the animation ends
  13186. */
  13187. onAnimationEndObservable: Observable<Animatable>;
  13188. /**
  13189. * Observer raised when the animation loops
  13190. */
  13191. onAnimationLoopObservable: Observable<Animatable>;
  13192. /**
  13193. * Gets the root Animatable used to synchronize and normalize animations
  13194. */
  13195. readonly syncRoot: Nullable<Animatable>;
  13196. /**
  13197. * Gets the current frame of the first RuntimeAnimation
  13198. * Used to synchronize Animatables
  13199. */
  13200. readonly masterFrame: number;
  13201. /**
  13202. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13203. */
  13204. weight: number;
  13205. /**
  13206. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13207. */
  13208. speedRatio: number;
  13209. /**
  13210. * Creates a new Animatable
  13211. * @param scene defines the hosting scene
  13212. * @param target defines the target object
  13213. * @param fromFrame defines the starting frame number (default is 0)
  13214. * @param toFrame defines the ending frame number (default is 100)
  13215. * @param loopAnimation defines if the animation must loop (default is false)
  13216. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13217. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13218. * @param animations defines a group of animation to add to the new Animatable
  13219. * @param onAnimationLoop defines a callback to call when animation loops
  13220. */
  13221. constructor(scene: Scene,
  13222. /** defines the target object */
  13223. target: any,
  13224. /** defines the starting frame number (default is 0) */
  13225. fromFrame?: number,
  13226. /** defines the ending frame number (default is 100) */
  13227. toFrame?: number,
  13228. /** defines if the animation must loop (default is false) */
  13229. loopAnimation?: boolean, speedRatio?: number,
  13230. /** defines a callback to call when animation ends if it is not looping */
  13231. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13232. /** defines a callback to call when animation loops */
  13233. onAnimationLoop?: (() => void) | null | undefined);
  13234. /**
  13235. * Synchronize and normalize current Animatable with a source Animatable
  13236. * This is useful when using animation weights and when animations are not of the same length
  13237. * @param root defines the root Animatable to synchronize with
  13238. * @returns the current Animatable
  13239. */
  13240. syncWith(root: Animatable): Animatable;
  13241. /**
  13242. * Gets the list of runtime animations
  13243. * @returns an array of RuntimeAnimation
  13244. */
  13245. getAnimations(): RuntimeAnimation[];
  13246. /**
  13247. * Adds more animations to the current animatable
  13248. * @param target defines the target of the animations
  13249. * @param animations defines the new animations to add
  13250. */
  13251. appendAnimations(target: any, animations: Animation[]): void;
  13252. /**
  13253. * Gets the source animation for a specific property
  13254. * @param property defines the propertyu to look for
  13255. * @returns null or the source animation for the given property
  13256. */
  13257. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13258. /**
  13259. * Gets the runtime animation for a specific property
  13260. * @param property defines the propertyu to look for
  13261. * @returns null or the runtime animation for the given property
  13262. */
  13263. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13264. /**
  13265. * Resets the animatable to its original state
  13266. */
  13267. reset(): void;
  13268. /**
  13269. * Allows the animatable to blend with current running animations
  13270. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13271. * @param blendingSpeed defines the blending speed to use
  13272. */
  13273. enableBlending(blendingSpeed: number): void;
  13274. /**
  13275. * Disable animation blending
  13276. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13277. */
  13278. disableBlending(): void;
  13279. /**
  13280. * Jump directly to a given frame
  13281. * @param frame defines the frame to jump to
  13282. */
  13283. goToFrame(frame: number): void;
  13284. /**
  13285. * Pause the animation
  13286. */
  13287. pause(): void;
  13288. /**
  13289. * Restart the animation
  13290. */
  13291. restart(): void;
  13292. private _raiseOnAnimationEnd;
  13293. /**
  13294. * Stop and delete the current animation
  13295. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13296. * @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)
  13297. */
  13298. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13299. /**
  13300. * Wait asynchronously for the animation to end
  13301. * @returns a promise which will be fullfilled when the animation ends
  13302. */
  13303. waitAsync(): Promise<Animatable>;
  13304. /** @hidden */
  13305. _animate(delay: number): boolean;
  13306. }
  13307. module "babylonjs/scene" {
  13308. interface Scene {
  13309. /** @hidden */
  13310. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13311. /** @hidden */
  13312. _processLateAnimationBindingsForMatrices(holder: {
  13313. totalWeight: number;
  13314. animations: RuntimeAnimation[];
  13315. originalValue: Matrix;
  13316. }): any;
  13317. /** @hidden */
  13318. _processLateAnimationBindingsForQuaternions(holder: {
  13319. totalWeight: number;
  13320. animations: RuntimeAnimation[];
  13321. originalValue: Quaternion;
  13322. }, refQuaternion: Quaternion): Quaternion;
  13323. /** @hidden */
  13324. _processLateAnimationBindings(): void;
  13325. /**
  13326. * Will start the animation sequence of a given target
  13327. * @param target defines the target
  13328. * @param from defines from which frame should animation start
  13329. * @param to defines until which frame should animation run.
  13330. * @param weight defines the weight to apply to the animation (1.0 by default)
  13331. * @param loop defines if the animation loops
  13332. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13333. * @param onAnimationEnd defines the function to be executed when the animation ends
  13334. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13335. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13336. * @param onAnimationLoop defines the callback to call when an animation loops
  13337. * @returns the animatable object created for this animation
  13338. */
  13339. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13340. /**
  13341. * Will start the animation sequence of a given target
  13342. * @param target defines the target
  13343. * @param from defines from which frame should animation start
  13344. * @param to defines until which frame should animation run.
  13345. * @param loop defines if the animation loops
  13346. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13347. * @param onAnimationEnd defines the function to be executed when the animation ends
  13348. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13349. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13350. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13351. * @param onAnimationLoop defines the callback to call when an animation loops
  13352. * @returns the animatable object created for this animation
  13353. */
  13354. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13355. /**
  13356. * Will start the animation sequence of a given target and its hierarchy
  13357. * @param target defines the target
  13358. * @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.
  13359. * @param from defines from which frame should animation start
  13360. * @param to defines until which frame should animation run.
  13361. * @param loop defines if the animation loops
  13362. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13363. * @param onAnimationEnd defines the function to be executed when the animation ends
  13364. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13365. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13366. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13367. * @param onAnimationLoop defines the callback to call when an animation loops
  13368. * @returns the list of created animatables
  13369. */
  13370. 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[];
  13371. /**
  13372. * Begin a new animation on a given node
  13373. * @param target defines the target where the animation will take place
  13374. * @param animations defines the list of animations to start
  13375. * @param from defines the initial value
  13376. * @param to defines the final value
  13377. * @param loop defines if you want animation to loop (off by default)
  13378. * @param speedRatio defines the speed ratio to apply to all animations
  13379. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13380. * @param onAnimationLoop defines the callback to call when an animation loops
  13381. * @returns the list of created animatables
  13382. */
  13383. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13384. /**
  13385. * Begin a new animation on a given node and its hierarchy
  13386. * @param target defines the root node where the animation will take place
  13387. * @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.
  13388. * @param animations defines the list of animations to start
  13389. * @param from defines the initial value
  13390. * @param to defines the final value
  13391. * @param loop defines if you want animation to loop (off by default)
  13392. * @param speedRatio defines the speed ratio to apply to all animations
  13393. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13394. * @param onAnimationLoop defines the callback to call when an animation loops
  13395. * @returns the list of animatables created for all nodes
  13396. */
  13397. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13398. /**
  13399. * Gets the animatable associated with a specific target
  13400. * @param target defines the target of the animatable
  13401. * @returns the required animatable if found
  13402. */
  13403. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13404. /**
  13405. * Gets all animatables associated with a given target
  13406. * @param target defines the target to look animatables for
  13407. * @returns an array of Animatables
  13408. */
  13409. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13410. /**
  13411. * Stops and removes all animations that have been applied to the scene
  13412. */
  13413. stopAllAnimations(): void;
  13414. /**
  13415. * Gets the current delta time used by animation engine
  13416. */
  13417. deltaTime: number;
  13418. }
  13419. }
  13420. module "babylonjs/Bones/bone" {
  13421. interface Bone {
  13422. /**
  13423. * Copy an animation range from another bone
  13424. * @param source defines the source bone
  13425. * @param rangeName defines the range name to copy
  13426. * @param frameOffset defines the frame offset
  13427. * @param rescaleAsRequired defines if rescaling must be applied if required
  13428. * @param skelDimensionsRatio defines the scaling ratio
  13429. * @returns true if operation was successful
  13430. */
  13431. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13432. }
  13433. }
  13434. }
  13435. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13436. /**
  13437. * Class used to override all child animations of a given target
  13438. */
  13439. export class AnimationPropertiesOverride {
  13440. /**
  13441. * Gets or sets a value indicating if animation blending must be used
  13442. */
  13443. enableBlending: boolean;
  13444. /**
  13445. * Gets or sets the blending speed to use when enableBlending is true
  13446. */
  13447. blendingSpeed: number;
  13448. /**
  13449. * Gets or sets the default loop mode to use
  13450. */
  13451. loopMode: number;
  13452. }
  13453. }
  13454. declare module "babylonjs/Bones/skeleton" {
  13455. import { Bone } from "babylonjs/Bones/bone";
  13456. import { Observable } from "babylonjs/Misc/observable";
  13457. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13458. import { Scene } from "babylonjs/scene";
  13459. import { Nullable } from "babylonjs/types";
  13460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13461. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13462. import { Animatable } from "babylonjs/Animations/animatable";
  13463. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13464. import { Animation } from "babylonjs/Animations/animation";
  13465. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13466. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13467. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13468. /**
  13469. * Class used to handle skinning animations
  13470. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13471. */
  13472. export class Skeleton implements IAnimatable {
  13473. /** defines the skeleton name */
  13474. name: string;
  13475. /** defines the skeleton Id */
  13476. id: string;
  13477. /**
  13478. * Defines the list of child bones
  13479. */
  13480. bones: Bone[];
  13481. /**
  13482. * Defines an estimate of the dimension of the skeleton at rest
  13483. */
  13484. dimensionsAtRest: Vector3;
  13485. /**
  13486. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13487. */
  13488. needInitialSkinMatrix: boolean;
  13489. /**
  13490. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13491. */
  13492. overrideMesh: Nullable<AbstractMesh>;
  13493. /**
  13494. * Gets the list of animations attached to this skeleton
  13495. */
  13496. animations: Array<Animation>;
  13497. private _scene;
  13498. private _isDirty;
  13499. private _transformMatrices;
  13500. private _transformMatrixTexture;
  13501. private _meshesWithPoseMatrix;
  13502. private _animatables;
  13503. private _identity;
  13504. private _synchronizedWithMesh;
  13505. private _ranges;
  13506. private _lastAbsoluteTransformsUpdateId;
  13507. private _canUseTextureForBones;
  13508. private _uniqueId;
  13509. /** @hidden */
  13510. _numBonesWithLinkedTransformNode: number;
  13511. /** @hidden */
  13512. _hasWaitingData: Nullable<boolean>;
  13513. /**
  13514. * Specifies if the skeleton should be serialized
  13515. */
  13516. doNotSerialize: boolean;
  13517. private _useTextureToStoreBoneMatrices;
  13518. /**
  13519. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13520. * Please note that this option is not available if the hardware does not support it
  13521. */
  13522. useTextureToStoreBoneMatrices: boolean;
  13523. private _animationPropertiesOverride;
  13524. /**
  13525. * Gets or sets the animation properties override
  13526. */
  13527. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13528. /**
  13529. * List of inspectable custom properties (used by the Inspector)
  13530. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13531. */
  13532. inspectableCustomProperties: IInspectable[];
  13533. /**
  13534. * An observable triggered before computing the skeleton's matrices
  13535. */
  13536. onBeforeComputeObservable: Observable<Skeleton>;
  13537. /**
  13538. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13539. */
  13540. readonly isUsingTextureForMatrices: boolean;
  13541. /**
  13542. * Gets the unique ID of this skeleton
  13543. */
  13544. readonly uniqueId: number;
  13545. /**
  13546. * Creates a new skeleton
  13547. * @param name defines the skeleton name
  13548. * @param id defines the skeleton Id
  13549. * @param scene defines the hosting scene
  13550. */
  13551. constructor(
  13552. /** defines the skeleton name */
  13553. name: string,
  13554. /** defines the skeleton Id */
  13555. id: string, scene: Scene);
  13556. /**
  13557. * Gets the current object class name.
  13558. * @return the class name
  13559. */
  13560. getClassName(): string;
  13561. /**
  13562. * Returns an array containing the root bones
  13563. * @returns an array containing the root bones
  13564. */
  13565. getChildren(): Array<Bone>;
  13566. /**
  13567. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13568. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13569. * @returns a Float32Array containing matrices data
  13570. */
  13571. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13572. /**
  13573. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13574. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13575. * @returns a raw texture containing the data
  13576. */
  13577. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13578. /**
  13579. * Gets the current hosting scene
  13580. * @returns a scene object
  13581. */
  13582. getScene(): Scene;
  13583. /**
  13584. * Gets a string representing the current skeleton data
  13585. * @param fullDetails defines a boolean indicating if we want a verbose version
  13586. * @returns a string representing the current skeleton data
  13587. */
  13588. toString(fullDetails?: boolean): string;
  13589. /**
  13590. * Get bone's index searching by name
  13591. * @param name defines bone's name to search for
  13592. * @return the indice of the bone. Returns -1 if not found
  13593. */
  13594. getBoneIndexByName(name: string): number;
  13595. /**
  13596. * Creater a new animation range
  13597. * @param name defines the name of the range
  13598. * @param from defines the start key
  13599. * @param to defines the end key
  13600. */
  13601. createAnimationRange(name: string, from: number, to: number): void;
  13602. /**
  13603. * Delete a specific animation range
  13604. * @param name defines the name of the range
  13605. * @param deleteFrames defines if frames must be removed as well
  13606. */
  13607. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13608. /**
  13609. * Gets a specific animation range
  13610. * @param name defines the name of the range to look for
  13611. * @returns the requested animation range or null if not found
  13612. */
  13613. getAnimationRange(name: string): Nullable<AnimationRange>;
  13614. /**
  13615. * Gets the list of all animation ranges defined on this skeleton
  13616. * @returns an array
  13617. */
  13618. getAnimationRanges(): Nullable<AnimationRange>[];
  13619. /**
  13620. * Copy animation range from a source skeleton.
  13621. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13622. * @param source defines the source skeleton
  13623. * @param name defines the name of the range to copy
  13624. * @param rescaleAsRequired defines if rescaling must be applied if required
  13625. * @returns true if operation was successful
  13626. */
  13627. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13628. /**
  13629. * Forces the skeleton to go to rest pose
  13630. */
  13631. returnToRest(): void;
  13632. private _getHighestAnimationFrame;
  13633. /**
  13634. * Begin a specific animation range
  13635. * @param name defines the name of the range to start
  13636. * @param loop defines if looping must be turned on (false by default)
  13637. * @param speedRatio defines the speed ratio to apply (1 by default)
  13638. * @param onAnimationEnd defines a callback which will be called when animation will end
  13639. * @returns a new animatable
  13640. */
  13641. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13642. /** @hidden */
  13643. _markAsDirty(): void;
  13644. /** @hidden */
  13645. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13646. /** @hidden */
  13647. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13648. private _computeTransformMatrices;
  13649. /**
  13650. * Build all resources required to render a skeleton
  13651. */
  13652. prepare(): void;
  13653. /**
  13654. * Gets the list of animatables currently running for this skeleton
  13655. * @returns an array of animatables
  13656. */
  13657. getAnimatables(): IAnimatable[];
  13658. /**
  13659. * Clone the current skeleton
  13660. * @param name defines the name of the new skeleton
  13661. * @param id defines the id of the new skeleton
  13662. * @returns the new skeleton
  13663. */
  13664. clone(name: string, id?: string): Skeleton;
  13665. /**
  13666. * Enable animation blending for this skeleton
  13667. * @param blendingSpeed defines the blending speed to apply
  13668. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13669. */
  13670. enableBlending(blendingSpeed?: number): void;
  13671. /**
  13672. * Releases all resources associated with the current skeleton
  13673. */
  13674. dispose(): void;
  13675. /**
  13676. * Serialize the skeleton in a JSON object
  13677. * @returns a JSON object
  13678. */
  13679. serialize(): any;
  13680. /**
  13681. * Creates a new skeleton from serialized data
  13682. * @param parsedSkeleton defines the serialized data
  13683. * @param scene defines the hosting scene
  13684. * @returns a new skeleton
  13685. */
  13686. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13687. /**
  13688. * Compute all node absolute transforms
  13689. * @param forceUpdate defines if computation must be done even if cache is up to date
  13690. */
  13691. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13692. /**
  13693. * Gets the root pose matrix
  13694. * @returns a matrix
  13695. */
  13696. getPoseMatrix(): Nullable<Matrix>;
  13697. /**
  13698. * Sorts bones per internal index
  13699. */
  13700. sortBones(): void;
  13701. private _sortBones;
  13702. }
  13703. }
  13704. declare module "babylonjs/Bones/bone" {
  13705. import { Skeleton } from "babylonjs/Bones/skeleton";
  13706. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13707. import { Nullable } from "babylonjs/types";
  13708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13710. import { Node } from "babylonjs/node";
  13711. import { Space } from "babylonjs/Maths/math.axis";
  13712. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13713. /**
  13714. * Class used to store bone information
  13715. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13716. */
  13717. export class Bone extends Node {
  13718. /**
  13719. * defines the bone name
  13720. */
  13721. name: string;
  13722. private static _tmpVecs;
  13723. private static _tmpQuat;
  13724. private static _tmpMats;
  13725. /**
  13726. * Gets the list of child bones
  13727. */
  13728. children: Bone[];
  13729. /** Gets the animations associated with this bone */
  13730. animations: import("babylonjs/Animations/animation").Animation[];
  13731. /**
  13732. * Gets or sets bone length
  13733. */
  13734. length: number;
  13735. /**
  13736. * @hidden Internal only
  13737. * Set this value to map this bone to a different index in the transform matrices
  13738. * Set this value to -1 to exclude the bone from the transform matrices
  13739. */
  13740. _index: Nullable<number>;
  13741. private _skeleton;
  13742. private _localMatrix;
  13743. private _restPose;
  13744. private _baseMatrix;
  13745. private _absoluteTransform;
  13746. private _invertedAbsoluteTransform;
  13747. private _parent;
  13748. private _scalingDeterminant;
  13749. private _worldTransform;
  13750. private _localScaling;
  13751. private _localRotation;
  13752. private _localPosition;
  13753. private _needToDecompose;
  13754. private _needToCompose;
  13755. /** @hidden */
  13756. _linkedTransformNode: Nullable<TransformNode>;
  13757. /** @hidden */
  13758. _waitingTransformNodeId: Nullable<string>;
  13759. /** @hidden */
  13760. /** @hidden */
  13761. _matrix: Matrix;
  13762. /**
  13763. * Create a new bone
  13764. * @param name defines the bone name
  13765. * @param skeleton defines the parent skeleton
  13766. * @param parentBone defines the parent (can be null if the bone is the root)
  13767. * @param localMatrix defines the local matrix
  13768. * @param restPose defines the rest pose matrix
  13769. * @param baseMatrix defines the base matrix
  13770. * @param index defines index of the bone in the hiearchy
  13771. */
  13772. constructor(
  13773. /**
  13774. * defines the bone name
  13775. */
  13776. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13777. /**
  13778. * Gets the current object class name.
  13779. * @return the class name
  13780. */
  13781. getClassName(): string;
  13782. /**
  13783. * Gets the parent skeleton
  13784. * @returns a skeleton
  13785. */
  13786. getSkeleton(): Skeleton;
  13787. /**
  13788. * Gets parent bone
  13789. * @returns a bone or null if the bone is the root of the bone hierarchy
  13790. */
  13791. getParent(): Nullable<Bone>;
  13792. /**
  13793. * Returns an array containing the root bones
  13794. * @returns an array containing the root bones
  13795. */
  13796. getChildren(): Array<Bone>;
  13797. /**
  13798. * Gets the node index in matrix array generated for rendering
  13799. * @returns the node index
  13800. */
  13801. getIndex(): number;
  13802. /**
  13803. * Sets the parent bone
  13804. * @param parent defines the parent (can be null if the bone is the root)
  13805. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13806. */
  13807. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13808. /**
  13809. * Gets the local matrix
  13810. * @returns a matrix
  13811. */
  13812. getLocalMatrix(): Matrix;
  13813. /**
  13814. * Gets the base matrix (initial matrix which remains unchanged)
  13815. * @returns a matrix
  13816. */
  13817. getBaseMatrix(): Matrix;
  13818. /**
  13819. * Gets the rest pose matrix
  13820. * @returns a matrix
  13821. */
  13822. getRestPose(): Matrix;
  13823. /**
  13824. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13825. */
  13826. getWorldMatrix(): Matrix;
  13827. /**
  13828. * Sets the local matrix to rest pose matrix
  13829. */
  13830. returnToRest(): void;
  13831. /**
  13832. * Gets the inverse of the absolute transform matrix.
  13833. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13834. * @returns a matrix
  13835. */
  13836. getInvertedAbsoluteTransform(): Matrix;
  13837. /**
  13838. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13839. * @returns a matrix
  13840. */
  13841. getAbsoluteTransform(): Matrix;
  13842. /**
  13843. * Links with the given transform node.
  13844. * The local matrix of this bone is copied from the transform node every frame.
  13845. * @param transformNode defines the transform node to link to
  13846. */
  13847. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13848. /**
  13849. * Gets the node used to drive the bone's transformation
  13850. * @returns a transform node or null
  13851. */
  13852. getTransformNode(): Nullable<TransformNode>;
  13853. /** Gets or sets current position (in local space) */
  13854. position: Vector3;
  13855. /** Gets or sets current rotation (in local space) */
  13856. rotation: Vector3;
  13857. /** Gets or sets current rotation quaternion (in local space) */
  13858. rotationQuaternion: Quaternion;
  13859. /** Gets or sets current scaling (in local space) */
  13860. scaling: Vector3;
  13861. /**
  13862. * Gets the animation properties override
  13863. */
  13864. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13865. private _decompose;
  13866. private _compose;
  13867. /**
  13868. * Update the base and local matrices
  13869. * @param matrix defines the new base or local matrix
  13870. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13871. * @param updateLocalMatrix defines if the local matrix should be updated
  13872. */
  13873. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13874. /** @hidden */
  13875. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13876. /**
  13877. * Flag the bone as dirty (Forcing it to update everything)
  13878. */
  13879. markAsDirty(): void;
  13880. /** @hidden */
  13881. _markAsDirtyAndCompose(): void;
  13882. private _markAsDirtyAndDecompose;
  13883. /**
  13884. * Translate the bone in local or world space
  13885. * @param vec The amount to translate the bone
  13886. * @param space The space that the translation is in
  13887. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13888. */
  13889. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13890. /**
  13891. * Set the postion of the bone in local or world space
  13892. * @param position The position to set the bone
  13893. * @param space The space that the position is in
  13894. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13895. */
  13896. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13897. /**
  13898. * Set the absolute position of the bone (world space)
  13899. * @param position The position to set the bone
  13900. * @param mesh The mesh that this bone is attached to
  13901. */
  13902. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13903. /**
  13904. * Scale the bone on the x, y and z axes (in local space)
  13905. * @param x The amount to scale the bone on the x axis
  13906. * @param y The amount to scale the bone on the y axis
  13907. * @param z The amount to scale the bone on the z axis
  13908. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13909. */
  13910. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13911. /**
  13912. * Set the bone scaling in local space
  13913. * @param scale defines the scaling vector
  13914. */
  13915. setScale(scale: Vector3): void;
  13916. /**
  13917. * Gets the current scaling in local space
  13918. * @returns the current scaling vector
  13919. */
  13920. getScale(): Vector3;
  13921. /**
  13922. * Gets the current scaling in local space and stores it in a target vector
  13923. * @param result defines the target vector
  13924. */
  13925. getScaleToRef(result: Vector3): void;
  13926. /**
  13927. * Set the yaw, pitch, and roll of the bone in local or world space
  13928. * @param yaw The rotation of the bone on the y axis
  13929. * @param pitch The rotation of the bone on the x axis
  13930. * @param roll The rotation of the bone on the z axis
  13931. * @param space The space that the axes of rotation are in
  13932. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13933. */
  13934. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13935. /**
  13936. * Add a rotation to the bone on an axis in local or world space
  13937. * @param axis The axis to rotate the bone on
  13938. * @param amount The amount to rotate the bone
  13939. * @param space The space that the axis is in
  13940. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13941. */
  13942. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13943. /**
  13944. * Set the rotation of the bone to a particular axis angle in local or world space
  13945. * @param axis The axis to rotate the bone on
  13946. * @param angle The angle that the bone should be rotated to
  13947. * @param space The space that the axis is in
  13948. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13949. */
  13950. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13951. /**
  13952. * Set the euler rotation of the bone in local of world space
  13953. * @param rotation The euler rotation that the bone should be set to
  13954. * @param space The space that the rotation is in
  13955. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13956. */
  13957. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13958. /**
  13959. * Set the quaternion rotation of the bone in local of world space
  13960. * @param quat The quaternion rotation that the bone should be set to
  13961. * @param space The space that the rotation is in
  13962. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13963. */
  13964. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13965. /**
  13966. * Set the rotation matrix of the bone in local of world space
  13967. * @param rotMat The rotation matrix that the bone should be set to
  13968. * @param space The space that the rotation is in
  13969. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13970. */
  13971. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13972. private _rotateWithMatrix;
  13973. private _getNegativeRotationToRef;
  13974. /**
  13975. * Get the position of the bone in local or world space
  13976. * @param space The space that the returned position is in
  13977. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13978. * @returns The position of the bone
  13979. */
  13980. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13981. /**
  13982. * Copy the position of the bone to a vector3 in local or world space
  13983. * @param space The space that the returned position is in
  13984. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13985. * @param result The vector3 to copy the position to
  13986. */
  13987. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13988. /**
  13989. * Get the absolute position of the bone (world space)
  13990. * @param mesh The mesh that this bone is attached to
  13991. * @returns The absolute position of the bone
  13992. */
  13993. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13994. /**
  13995. * Copy the absolute position of the bone (world space) to the result param
  13996. * @param mesh The mesh that this bone is attached to
  13997. * @param result The vector3 to copy the absolute position to
  13998. */
  13999. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14000. /**
  14001. * Compute the absolute transforms of this bone and its children
  14002. */
  14003. computeAbsoluteTransforms(): void;
  14004. /**
  14005. * Get the world direction from an axis that is in the local space of the bone
  14006. * @param localAxis The local direction that is used to compute the world direction
  14007. * @param mesh The mesh that this bone is attached to
  14008. * @returns The world direction
  14009. */
  14010. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14011. /**
  14012. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14013. * @param localAxis The local direction that is used to compute the world direction
  14014. * @param mesh The mesh that this bone is attached to
  14015. * @param result The vector3 that the world direction will be copied to
  14016. */
  14017. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14018. /**
  14019. * Get the euler rotation of the bone in local or world space
  14020. * @param space The space that the rotation should be in
  14021. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14022. * @returns The euler rotation
  14023. */
  14024. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14025. /**
  14026. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14027. * @param space The space that the rotation should be in
  14028. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14029. * @param result The vector3 that the rotation should be copied to
  14030. */
  14031. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14032. /**
  14033. * Get the quaternion rotation of the bone in either local or world space
  14034. * @param space The space that the rotation should be in
  14035. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14036. * @returns The quaternion rotation
  14037. */
  14038. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14039. /**
  14040. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14041. * @param space The space that the rotation should be in
  14042. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14043. * @param result The quaternion that the rotation should be copied to
  14044. */
  14045. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14046. /**
  14047. * Get the rotation matrix of the bone in local or world space
  14048. * @param space The space that the rotation should be in
  14049. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14050. * @returns The rotation matrix
  14051. */
  14052. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14053. /**
  14054. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14055. * @param space The space that the rotation should be in
  14056. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14057. * @param result The quaternion that the rotation should be copied to
  14058. */
  14059. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14060. /**
  14061. * Get the world position of a point that is in the local space of the bone
  14062. * @param position The local position
  14063. * @param mesh The mesh that this bone is attached to
  14064. * @returns The world position
  14065. */
  14066. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14067. /**
  14068. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14069. * @param position The local position
  14070. * @param mesh The mesh that this bone is attached to
  14071. * @param result The vector3 that the world position should be copied to
  14072. */
  14073. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14074. /**
  14075. * Get the local position of a point that is in world space
  14076. * @param position The world position
  14077. * @param mesh The mesh that this bone is attached to
  14078. * @returns The local position
  14079. */
  14080. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14081. /**
  14082. * Get the local position of a point that is in world space and copy it to the result param
  14083. * @param position The world position
  14084. * @param mesh The mesh that this bone is attached to
  14085. * @param result The vector3 that the local position should be copied to
  14086. */
  14087. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14088. }
  14089. }
  14090. declare module "babylonjs/Meshes/transformNode" {
  14091. import { DeepImmutable } from "babylonjs/types";
  14092. import { Observable } from "babylonjs/Misc/observable";
  14093. import { Nullable } from "babylonjs/types";
  14094. import { Camera } from "babylonjs/Cameras/camera";
  14095. import { Scene } from "babylonjs/scene";
  14096. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14097. import { Node } from "babylonjs/node";
  14098. import { Bone } from "babylonjs/Bones/bone";
  14099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14100. import { Space } from "babylonjs/Maths/math.axis";
  14101. /**
  14102. * 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.
  14103. * @see https://doc.babylonjs.com/how_to/transformnode
  14104. */
  14105. export class TransformNode extends Node {
  14106. /**
  14107. * Object will not rotate to face the camera
  14108. */
  14109. static BILLBOARDMODE_NONE: number;
  14110. /**
  14111. * Object will rotate to face the camera but only on the x axis
  14112. */
  14113. static BILLBOARDMODE_X: number;
  14114. /**
  14115. * Object will rotate to face the camera but only on the y axis
  14116. */
  14117. static BILLBOARDMODE_Y: number;
  14118. /**
  14119. * Object will rotate to face the camera but only on the z axis
  14120. */
  14121. static BILLBOARDMODE_Z: number;
  14122. /**
  14123. * Object will rotate to face the camera
  14124. */
  14125. static BILLBOARDMODE_ALL: number;
  14126. /**
  14127. * Object will rotate to face the camera's position instead of orientation
  14128. */
  14129. static BILLBOARDMODE_USE_POSITION: number;
  14130. private _forward;
  14131. private _forwardInverted;
  14132. private _up;
  14133. private _right;
  14134. private _rightInverted;
  14135. private _position;
  14136. private _rotation;
  14137. private _rotationQuaternion;
  14138. protected _scaling: Vector3;
  14139. protected _isDirty: boolean;
  14140. private _transformToBoneReferal;
  14141. private _isAbsoluteSynced;
  14142. private _billboardMode;
  14143. /**
  14144. * Gets or sets the billboard mode. Default is 0.
  14145. *
  14146. * | Value | Type | Description |
  14147. * | --- | --- | --- |
  14148. * | 0 | BILLBOARDMODE_NONE | |
  14149. * | 1 | BILLBOARDMODE_X | |
  14150. * | 2 | BILLBOARDMODE_Y | |
  14151. * | 4 | BILLBOARDMODE_Z | |
  14152. * | 7 | BILLBOARDMODE_ALL | |
  14153. *
  14154. */
  14155. billboardMode: number;
  14156. private _preserveParentRotationForBillboard;
  14157. /**
  14158. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14159. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14160. */
  14161. preserveParentRotationForBillboard: boolean;
  14162. /**
  14163. * 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
  14164. */
  14165. scalingDeterminant: number;
  14166. private _infiniteDistance;
  14167. /**
  14168. * Gets or sets the distance of the object to max, often used by skybox
  14169. */
  14170. infiniteDistance: boolean;
  14171. /**
  14172. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14173. * By default the system will update normals to compensate
  14174. */
  14175. ignoreNonUniformScaling: boolean;
  14176. /**
  14177. * 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
  14178. */
  14179. reIntegrateRotationIntoRotationQuaternion: boolean;
  14180. /** @hidden */
  14181. _poseMatrix: Nullable<Matrix>;
  14182. /** @hidden */
  14183. _localMatrix: Matrix;
  14184. private _usePivotMatrix;
  14185. private _absolutePosition;
  14186. private _absoluteScaling;
  14187. private _absoluteRotationQuaternion;
  14188. private _pivotMatrix;
  14189. private _pivotMatrixInverse;
  14190. protected _postMultiplyPivotMatrix: boolean;
  14191. protected _isWorldMatrixFrozen: boolean;
  14192. /** @hidden */
  14193. _indexInSceneTransformNodesArray: number;
  14194. /**
  14195. * An event triggered after the world matrix is updated
  14196. */
  14197. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14198. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14199. /**
  14200. * Gets a string identifying the name of the class
  14201. * @returns "TransformNode" string
  14202. */
  14203. getClassName(): string;
  14204. /**
  14205. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14206. */
  14207. position: Vector3;
  14208. /**
  14209. * 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)).
  14210. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14211. */
  14212. rotation: Vector3;
  14213. /**
  14214. * 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)).
  14215. */
  14216. scaling: Vector3;
  14217. /**
  14218. * 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).
  14219. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14220. */
  14221. rotationQuaternion: Nullable<Quaternion>;
  14222. /**
  14223. * The forward direction of that transform in world space.
  14224. */
  14225. readonly forward: Vector3;
  14226. /**
  14227. * The up direction of that transform in world space.
  14228. */
  14229. readonly up: Vector3;
  14230. /**
  14231. * The right direction of that transform in world space.
  14232. */
  14233. readonly right: Vector3;
  14234. /**
  14235. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14236. * @param matrix the matrix to copy the pose from
  14237. * @returns this TransformNode.
  14238. */
  14239. updatePoseMatrix(matrix: Matrix): TransformNode;
  14240. /**
  14241. * Returns the mesh Pose matrix.
  14242. * @returns the pose matrix
  14243. */
  14244. getPoseMatrix(): Matrix;
  14245. /** @hidden */
  14246. _isSynchronized(): boolean;
  14247. /** @hidden */
  14248. _initCache(): void;
  14249. /**
  14250. * Flag the transform node as dirty (Forcing it to update everything)
  14251. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14252. * @returns this transform node
  14253. */
  14254. markAsDirty(property: string): TransformNode;
  14255. /**
  14256. * Returns the current mesh absolute position.
  14257. * Returns a Vector3.
  14258. */
  14259. readonly absolutePosition: Vector3;
  14260. /**
  14261. * Returns the current mesh absolute scaling.
  14262. * Returns a Vector3.
  14263. */
  14264. readonly absoluteScaling: Vector3;
  14265. /**
  14266. * Returns the current mesh absolute rotation.
  14267. * Returns a Quaternion.
  14268. */
  14269. readonly absoluteRotationQuaternion: Quaternion;
  14270. /**
  14271. * Sets a new matrix to apply before all other transformation
  14272. * @param matrix defines the transform matrix
  14273. * @returns the current TransformNode
  14274. */
  14275. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14276. /**
  14277. * Sets a new pivot matrix to the current node
  14278. * @param matrix defines the new pivot matrix to use
  14279. * @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
  14280. * @returns the current TransformNode
  14281. */
  14282. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14283. /**
  14284. * Returns the mesh pivot matrix.
  14285. * Default : Identity.
  14286. * @returns the matrix
  14287. */
  14288. getPivotMatrix(): Matrix;
  14289. /**
  14290. * Instantiate (when possible) or clone that node with its hierarchy
  14291. * @param newParent defines the new parent to use for the instance (or clone)
  14292. * @param options defines options to configure how copy is done
  14293. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14294. * @returns an instance (or a clone) of the current node with its hiearchy
  14295. */
  14296. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14297. doNotInstantiate: boolean;
  14298. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14299. /**
  14300. * Prevents the World matrix to be computed any longer
  14301. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14302. * @returns the TransformNode.
  14303. */
  14304. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14305. /**
  14306. * Allows back the World matrix computation.
  14307. * @returns the TransformNode.
  14308. */
  14309. unfreezeWorldMatrix(): this;
  14310. /**
  14311. * True if the World matrix has been frozen.
  14312. */
  14313. readonly isWorldMatrixFrozen: boolean;
  14314. /**
  14315. * Retuns the mesh absolute position in the World.
  14316. * @returns a Vector3.
  14317. */
  14318. getAbsolutePosition(): Vector3;
  14319. /**
  14320. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14321. * @param absolutePosition the absolute position to set
  14322. * @returns the TransformNode.
  14323. */
  14324. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14325. /**
  14326. * Sets the mesh position in its local space.
  14327. * @param vector3 the position to set in localspace
  14328. * @returns the TransformNode.
  14329. */
  14330. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14331. /**
  14332. * Returns the mesh position in the local space from the current World matrix values.
  14333. * @returns a new Vector3.
  14334. */
  14335. getPositionExpressedInLocalSpace(): Vector3;
  14336. /**
  14337. * Translates the mesh along the passed Vector3 in its local space.
  14338. * @param vector3 the distance to translate in localspace
  14339. * @returns the TransformNode.
  14340. */
  14341. locallyTranslate(vector3: Vector3): TransformNode;
  14342. private static _lookAtVectorCache;
  14343. /**
  14344. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14345. * @param targetPoint the position (must be in same space as current mesh) to look at
  14346. * @param yawCor optional yaw (y-axis) correction in radians
  14347. * @param pitchCor optional pitch (x-axis) correction in radians
  14348. * @param rollCor optional roll (z-axis) correction in radians
  14349. * @param space the choosen space of the target
  14350. * @returns the TransformNode.
  14351. */
  14352. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14353. /**
  14354. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14355. * This Vector3 is expressed in the World space.
  14356. * @param localAxis axis to rotate
  14357. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14358. */
  14359. getDirection(localAxis: Vector3): Vector3;
  14360. /**
  14361. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14362. * localAxis is expressed in the mesh local space.
  14363. * result is computed in the Wordl space from the mesh World matrix.
  14364. * @param localAxis axis to rotate
  14365. * @param result the resulting transformnode
  14366. * @returns this TransformNode.
  14367. */
  14368. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14369. /**
  14370. * Sets this transform node rotation to the given local axis.
  14371. * @param localAxis the axis in local space
  14372. * @param yawCor optional yaw (y-axis) correction in radians
  14373. * @param pitchCor optional pitch (x-axis) correction in radians
  14374. * @param rollCor optional roll (z-axis) correction in radians
  14375. * @returns this TransformNode
  14376. */
  14377. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14378. /**
  14379. * Sets a new pivot point to the current node
  14380. * @param point defines the new pivot point to use
  14381. * @param space defines if the point is in world or local space (local by default)
  14382. * @returns the current TransformNode
  14383. */
  14384. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14385. /**
  14386. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14387. * @returns the pivot point
  14388. */
  14389. getPivotPoint(): Vector3;
  14390. /**
  14391. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14392. * @param result the vector3 to store the result
  14393. * @returns this TransformNode.
  14394. */
  14395. getPivotPointToRef(result: Vector3): TransformNode;
  14396. /**
  14397. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14398. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14399. */
  14400. getAbsolutePivotPoint(): Vector3;
  14401. /**
  14402. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14403. * @param result vector3 to store the result
  14404. * @returns this TransformNode.
  14405. */
  14406. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14407. /**
  14408. * Defines the passed node as the parent of the current node.
  14409. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14410. * @see https://doc.babylonjs.com/how_to/parenting
  14411. * @param node the node ot set as the parent
  14412. * @returns this TransformNode.
  14413. */
  14414. setParent(node: Nullable<Node>): TransformNode;
  14415. private _nonUniformScaling;
  14416. /**
  14417. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14418. */
  14419. readonly nonUniformScaling: boolean;
  14420. /** @hidden */
  14421. _updateNonUniformScalingState(value: boolean): boolean;
  14422. /**
  14423. * Attach the current TransformNode to another TransformNode associated with a bone
  14424. * @param bone Bone affecting the TransformNode
  14425. * @param affectedTransformNode TransformNode associated with the bone
  14426. * @returns this object
  14427. */
  14428. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14429. /**
  14430. * Detach the transform node if its associated with a bone
  14431. * @returns this object
  14432. */
  14433. detachFromBone(): TransformNode;
  14434. private static _rotationAxisCache;
  14435. /**
  14436. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14437. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14438. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14439. * The passed axis is also normalized.
  14440. * @param axis the axis to rotate around
  14441. * @param amount the amount to rotate in radians
  14442. * @param space Space to rotate in (Default: local)
  14443. * @returns the TransformNode.
  14444. */
  14445. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14446. /**
  14447. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14448. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14449. * The passed axis is also normalized. .
  14450. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14451. * @param point the point to rotate around
  14452. * @param axis the axis to rotate around
  14453. * @param amount the amount to rotate in radians
  14454. * @returns the TransformNode
  14455. */
  14456. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14457. /**
  14458. * Translates the mesh along the axis vector for the passed distance in the given space.
  14459. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14460. * @param axis the axis to translate in
  14461. * @param distance the distance to translate
  14462. * @param space Space to rotate in (Default: local)
  14463. * @returns the TransformNode.
  14464. */
  14465. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14466. /**
  14467. * Adds a rotation step to the mesh current rotation.
  14468. * x, y, z are Euler angles expressed in radians.
  14469. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14470. * This means this rotation is made in the mesh local space only.
  14471. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14472. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14473. * ```javascript
  14474. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14475. * ```
  14476. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14477. * 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.
  14478. * @param x Rotation to add
  14479. * @param y Rotation to add
  14480. * @param z Rotation to add
  14481. * @returns the TransformNode.
  14482. */
  14483. addRotation(x: number, y: number, z: number): TransformNode;
  14484. /**
  14485. * @hidden
  14486. */
  14487. protected _getEffectiveParent(): Nullable<Node>;
  14488. /**
  14489. * Computes the world matrix of the node
  14490. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14491. * @returns the world matrix
  14492. */
  14493. computeWorldMatrix(force?: boolean): Matrix;
  14494. protected _afterComputeWorldMatrix(): void;
  14495. /**
  14496. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14497. * @param func callback function to add
  14498. *
  14499. * @returns the TransformNode.
  14500. */
  14501. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14502. /**
  14503. * Removes a registered callback function.
  14504. * @param func callback function to remove
  14505. * @returns the TransformNode.
  14506. */
  14507. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14508. /**
  14509. * Gets the position of the current mesh in camera space
  14510. * @param camera defines the camera to use
  14511. * @returns a position
  14512. */
  14513. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14514. /**
  14515. * Returns the distance from the mesh to the active camera
  14516. * @param camera defines the camera to use
  14517. * @returns the distance
  14518. */
  14519. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14520. /**
  14521. * Clone the current transform node
  14522. * @param name Name of the new clone
  14523. * @param newParent New parent for the clone
  14524. * @param doNotCloneChildren Do not clone children hierarchy
  14525. * @returns the new transform node
  14526. */
  14527. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14528. /**
  14529. * Serializes the objects information.
  14530. * @param currentSerializationObject defines the object to serialize in
  14531. * @returns the serialized object
  14532. */
  14533. serialize(currentSerializationObject?: any): any;
  14534. /**
  14535. * Returns a new TransformNode object parsed from the source provided.
  14536. * @param parsedTransformNode is the source.
  14537. * @param scene the scne the object belongs to
  14538. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14539. * @returns a new TransformNode object parsed from the source provided.
  14540. */
  14541. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14542. /**
  14543. * Get all child-transformNodes of this node
  14544. * @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
  14545. * @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
  14546. * @returns an array of TransformNode
  14547. */
  14548. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14549. /**
  14550. * Releases resources associated with this transform node.
  14551. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14552. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14553. */
  14554. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14555. /**
  14556. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14557. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14558. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14559. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14560. * @returns the current mesh
  14561. */
  14562. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14563. private _syncAbsoluteScalingAndRotation;
  14564. }
  14565. }
  14566. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14567. import { Observable } from "babylonjs/Misc/observable";
  14568. import { Nullable } from "babylonjs/types";
  14569. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14570. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14572. import { Ray } from "babylonjs/Culling/ray";
  14573. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14574. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14575. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14576. /**
  14577. * Defines the types of pose enabled controllers that are supported
  14578. */
  14579. export enum PoseEnabledControllerType {
  14580. /**
  14581. * HTC Vive
  14582. */
  14583. VIVE = 0,
  14584. /**
  14585. * Oculus Rift
  14586. */
  14587. OCULUS = 1,
  14588. /**
  14589. * Windows mixed reality
  14590. */
  14591. WINDOWS = 2,
  14592. /**
  14593. * Samsung gear VR
  14594. */
  14595. GEAR_VR = 3,
  14596. /**
  14597. * Google Daydream
  14598. */
  14599. DAYDREAM = 4,
  14600. /**
  14601. * Generic
  14602. */
  14603. GENERIC = 5
  14604. }
  14605. /**
  14606. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14607. */
  14608. export interface MutableGamepadButton {
  14609. /**
  14610. * Value of the button/trigger
  14611. */
  14612. value: number;
  14613. /**
  14614. * If the button/trigger is currently touched
  14615. */
  14616. touched: boolean;
  14617. /**
  14618. * If the button/trigger is currently pressed
  14619. */
  14620. pressed: boolean;
  14621. }
  14622. /**
  14623. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14624. * @hidden
  14625. */
  14626. export interface ExtendedGamepadButton extends GamepadButton {
  14627. /**
  14628. * If the button/trigger is currently pressed
  14629. */
  14630. readonly pressed: boolean;
  14631. /**
  14632. * If the button/trigger is currently touched
  14633. */
  14634. readonly touched: boolean;
  14635. /**
  14636. * Value of the button/trigger
  14637. */
  14638. readonly value: number;
  14639. }
  14640. /** @hidden */
  14641. export interface _GamePadFactory {
  14642. /**
  14643. * Returns wether or not the current gamepad can be created for this type of controller.
  14644. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14645. * @returns true if it can be created, otherwise false
  14646. */
  14647. canCreate(gamepadInfo: any): boolean;
  14648. /**
  14649. * Creates a new instance of the Gamepad.
  14650. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14651. * @returns the new gamepad instance
  14652. */
  14653. create(gamepadInfo: any): Gamepad;
  14654. }
  14655. /**
  14656. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14657. */
  14658. export class PoseEnabledControllerHelper {
  14659. /** @hidden */
  14660. static _ControllerFactories: _GamePadFactory[];
  14661. /** @hidden */
  14662. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14663. /**
  14664. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14665. * @param vrGamepad the gamepad to initialized
  14666. * @returns a vr controller of the type the gamepad identified as
  14667. */
  14668. static InitiateController(vrGamepad: any): Gamepad;
  14669. }
  14670. /**
  14671. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14672. */
  14673. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14674. /**
  14675. * If the controller is used in a webXR session
  14676. */
  14677. isXR: boolean;
  14678. private _deviceRoomPosition;
  14679. private _deviceRoomRotationQuaternion;
  14680. /**
  14681. * The device position in babylon space
  14682. */
  14683. devicePosition: Vector3;
  14684. /**
  14685. * The device rotation in babylon space
  14686. */
  14687. deviceRotationQuaternion: Quaternion;
  14688. /**
  14689. * The scale factor of the device in babylon space
  14690. */
  14691. deviceScaleFactor: number;
  14692. /**
  14693. * (Likely devicePosition should be used instead) The device position in its room space
  14694. */
  14695. position: Vector3;
  14696. /**
  14697. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14698. */
  14699. rotationQuaternion: Quaternion;
  14700. /**
  14701. * The type of controller (Eg. Windows mixed reality)
  14702. */
  14703. controllerType: PoseEnabledControllerType;
  14704. protected _calculatedPosition: Vector3;
  14705. private _calculatedRotation;
  14706. /**
  14707. * The raw pose from the device
  14708. */
  14709. rawPose: DevicePose;
  14710. private _trackPosition;
  14711. private _maxRotationDistFromHeadset;
  14712. private _draggedRoomRotation;
  14713. /**
  14714. * @hidden
  14715. */
  14716. _disableTrackPosition(fixedPosition: Vector3): void;
  14717. /**
  14718. * Internal, the mesh attached to the controller
  14719. * @hidden
  14720. */
  14721. _mesh: Nullable<AbstractMesh>;
  14722. private _poseControlledCamera;
  14723. private _leftHandSystemQuaternion;
  14724. /**
  14725. * Internal, matrix used to convert room space to babylon space
  14726. * @hidden
  14727. */
  14728. _deviceToWorld: Matrix;
  14729. /**
  14730. * Node to be used when casting a ray from the controller
  14731. * @hidden
  14732. */
  14733. _pointingPoseNode: Nullable<TransformNode>;
  14734. /**
  14735. * Name of the child mesh that can be used to cast a ray from the controller
  14736. */
  14737. static readonly POINTING_POSE: string;
  14738. /**
  14739. * Creates a new PoseEnabledController from a gamepad
  14740. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14741. */
  14742. constructor(browserGamepad: any);
  14743. private _workingMatrix;
  14744. /**
  14745. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14746. */
  14747. update(): void;
  14748. /**
  14749. * Updates only the pose device and mesh without doing any button event checking
  14750. */
  14751. protected _updatePoseAndMesh(): void;
  14752. /**
  14753. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14754. * @param poseData raw pose fromthe device
  14755. */
  14756. updateFromDevice(poseData: DevicePose): void;
  14757. /**
  14758. * @hidden
  14759. */
  14760. _meshAttachedObservable: Observable<AbstractMesh>;
  14761. /**
  14762. * Attaches a mesh to the controller
  14763. * @param mesh the mesh to be attached
  14764. */
  14765. attachToMesh(mesh: AbstractMesh): void;
  14766. /**
  14767. * Attaches the controllers mesh to a camera
  14768. * @param camera the camera the mesh should be attached to
  14769. */
  14770. attachToPoseControlledCamera(camera: TargetCamera): void;
  14771. /**
  14772. * Disposes of the controller
  14773. */
  14774. dispose(): void;
  14775. /**
  14776. * The mesh that is attached to the controller
  14777. */
  14778. readonly mesh: Nullable<AbstractMesh>;
  14779. /**
  14780. * Gets the ray of the controller in the direction the controller is pointing
  14781. * @param length the length the resulting ray should be
  14782. * @returns a ray in the direction the controller is pointing
  14783. */
  14784. getForwardRay(length?: number): Ray;
  14785. }
  14786. }
  14787. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14788. import { Observable } from "babylonjs/Misc/observable";
  14789. import { Scene } from "babylonjs/scene";
  14790. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14791. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14792. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14793. import { Nullable } from "babylonjs/types";
  14794. /**
  14795. * Defines the WebVRController object that represents controllers tracked in 3D space
  14796. */
  14797. export abstract class WebVRController extends PoseEnabledController {
  14798. /**
  14799. * Internal, the default controller model for the controller
  14800. */
  14801. protected _defaultModel: Nullable<AbstractMesh>;
  14802. /**
  14803. * Fired when the trigger state has changed
  14804. */
  14805. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14806. /**
  14807. * Fired when the main button state has changed
  14808. */
  14809. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14810. /**
  14811. * Fired when the secondary button state has changed
  14812. */
  14813. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14814. /**
  14815. * Fired when the pad state has changed
  14816. */
  14817. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14818. /**
  14819. * Fired when controllers stick values have changed
  14820. */
  14821. onPadValuesChangedObservable: Observable<StickValues>;
  14822. /**
  14823. * Array of button availible on the controller
  14824. */
  14825. protected _buttons: Array<MutableGamepadButton>;
  14826. private _onButtonStateChange;
  14827. /**
  14828. * Fired when a controller button's state has changed
  14829. * @param callback the callback containing the button that was modified
  14830. */
  14831. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14832. /**
  14833. * X and Y axis corresponding to the controllers joystick
  14834. */
  14835. pad: StickValues;
  14836. /**
  14837. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14838. */
  14839. hand: string;
  14840. /**
  14841. * The default controller model for the controller
  14842. */
  14843. readonly defaultModel: Nullable<AbstractMesh>;
  14844. /**
  14845. * Creates a new WebVRController from a gamepad
  14846. * @param vrGamepad the gamepad that the WebVRController should be created from
  14847. */
  14848. constructor(vrGamepad: any);
  14849. /**
  14850. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14851. */
  14852. update(): void;
  14853. /**
  14854. * Function to be called when a button is modified
  14855. */
  14856. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14857. /**
  14858. * Loads a mesh and attaches it to the controller
  14859. * @param scene the scene the mesh should be added to
  14860. * @param meshLoaded callback for when the mesh has been loaded
  14861. */
  14862. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14863. private _setButtonValue;
  14864. private _changes;
  14865. private _checkChanges;
  14866. /**
  14867. * Disposes of th webVRCOntroller
  14868. */
  14869. dispose(): void;
  14870. }
  14871. }
  14872. declare module "babylonjs/Lights/hemisphericLight" {
  14873. import { Nullable } from "babylonjs/types";
  14874. import { Scene } from "babylonjs/scene";
  14875. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14876. import { Color3 } from "babylonjs/Maths/math.color";
  14877. import { Effect } from "babylonjs/Materials/effect";
  14878. import { Light } from "babylonjs/Lights/light";
  14879. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14880. /**
  14881. * The HemisphericLight simulates the ambient environment light,
  14882. * so the passed direction is the light reflection direction, not the incoming direction.
  14883. */
  14884. export class HemisphericLight extends Light {
  14885. /**
  14886. * The groundColor is the light in the opposite direction to the one specified during creation.
  14887. * 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.
  14888. */
  14889. groundColor: Color3;
  14890. /**
  14891. * The light reflection direction, not the incoming direction.
  14892. */
  14893. direction: Vector3;
  14894. /**
  14895. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14896. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14897. * The HemisphericLight can't cast shadows.
  14898. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14899. * @param name The friendly name of the light
  14900. * @param direction The direction of the light reflection
  14901. * @param scene The scene the light belongs to
  14902. */
  14903. constructor(name: string, direction: Vector3, scene: Scene);
  14904. protected _buildUniformLayout(): void;
  14905. /**
  14906. * Returns the string "HemisphericLight".
  14907. * @return The class name
  14908. */
  14909. getClassName(): string;
  14910. /**
  14911. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14912. * Returns the updated direction.
  14913. * @param target The target the direction should point to
  14914. * @return The computed direction
  14915. */
  14916. setDirectionToTarget(target: Vector3): Vector3;
  14917. /**
  14918. * Returns the shadow generator associated to the light.
  14919. * @returns Always null for hemispheric lights because it does not support shadows.
  14920. */
  14921. getShadowGenerator(): Nullable<IShadowGenerator>;
  14922. /**
  14923. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14924. * @param effect The effect to update
  14925. * @param lightIndex The index of the light in the effect to update
  14926. * @returns The hemispheric light
  14927. */
  14928. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14929. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14930. /**
  14931. * Computes the world matrix of the node
  14932. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14933. * @param useWasUpdatedFlag defines a reserved property
  14934. * @returns the world matrix
  14935. */
  14936. computeWorldMatrix(): Matrix;
  14937. /**
  14938. * Returns the integer 3.
  14939. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14940. */
  14941. getTypeID(): number;
  14942. /**
  14943. * Prepares the list of defines specific to the light type.
  14944. * @param defines the list of defines
  14945. * @param lightIndex defines the index of the light for the effect
  14946. */
  14947. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14948. }
  14949. }
  14950. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14951. /** @hidden */
  14952. export var vrMultiviewToSingleviewPixelShader: {
  14953. name: string;
  14954. shader: string;
  14955. };
  14956. }
  14957. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14958. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14959. import { Scene } from "babylonjs/scene";
  14960. /**
  14961. * Renders to multiple views with a single draw call
  14962. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14963. */
  14964. export class MultiviewRenderTarget extends RenderTargetTexture {
  14965. /**
  14966. * Creates a multiview render target
  14967. * @param scene scene used with the render target
  14968. * @param size the size of the render target (used for each view)
  14969. */
  14970. constructor(scene: Scene, size?: number | {
  14971. width: number;
  14972. height: number;
  14973. } | {
  14974. ratio: number;
  14975. });
  14976. /**
  14977. * @hidden
  14978. * @param faceIndex the face index, if its a cube texture
  14979. */
  14980. _bindFrameBuffer(faceIndex?: number): void;
  14981. /**
  14982. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14983. * @returns the view count
  14984. */
  14985. getViewCount(): number;
  14986. }
  14987. }
  14988. declare module "babylonjs/Maths/math.frustum" {
  14989. import { Matrix } from "babylonjs/Maths/math.vector";
  14990. import { DeepImmutable } from "babylonjs/types";
  14991. import { Plane } from "babylonjs/Maths/math.plane";
  14992. /**
  14993. * Represents a camera frustum
  14994. */
  14995. export class Frustum {
  14996. /**
  14997. * Gets the planes representing the frustum
  14998. * @param transform matrix to be applied to the returned planes
  14999. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15000. */
  15001. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15002. /**
  15003. * Gets the near frustum plane transformed by the transform matrix
  15004. * @param transform transformation matrix to be applied to the resulting frustum plane
  15005. * @param frustumPlane the resuling frustum plane
  15006. */
  15007. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15008. /**
  15009. * Gets the far frustum plane transformed by the transform matrix
  15010. * @param transform transformation matrix to be applied to the resulting frustum plane
  15011. * @param frustumPlane the resuling frustum plane
  15012. */
  15013. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15014. /**
  15015. * Gets the left frustum plane transformed by the transform matrix
  15016. * @param transform transformation matrix to be applied to the resulting frustum plane
  15017. * @param frustumPlane the resuling frustum plane
  15018. */
  15019. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15020. /**
  15021. * Gets the right frustum plane transformed by the transform matrix
  15022. * @param transform transformation matrix to be applied to the resulting frustum plane
  15023. * @param frustumPlane the resuling frustum plane
  15024. */
  15025. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15026. /**
  15027. * Gets the top frustum plane transformed by the transform matrix
  15028. * @param transform transformation matrix to be applied to the resulting frustum plane
  15029. * @param frustumPlane the resuling frustum plane
  15030. */
  15031. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15032. /**
  15033. * Gets the bottom frustum plane transformed by the transform matrix
  15034. * @param transform transformation matrix to be applied to the resulting frustum plane
  15035. * @param frustumPlane the resuling frustum plane
  15036. */
  15037. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15038. /**
  15039. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15040. * @param transform transformation matrix to be applied to the resulting frustum planes
  15041. * @param frustumPlanes the resuling frustum planes
  15042. */
  15043. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15044. }
  15045. }
  15046. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15047. import { Camera } from "babylonjs/Cameras/camera";
  15048. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15049. import { Nullable } from "babylonjs/types";
  15050. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15051. import { Matrix } from "babylonjs/Maths/math.vector";
  15052. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15053. module "babylonjs/Engines/engine" {
  15054. interface Engine {
  15055. /**
  15056. * Creates a new multiview render target
  15057. * @param width defines the width of the texture
  15058. * @param height defines the height of the texture
  15059. * @returns the created multiview texture
  15060. */
  15061. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15062. /**
  15063. * Binds a multiview framebuffer to be drawn to
  15064. * @param multiviewTexture texture to bind
  15065. */
  15066. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15067. }
  15068. }
  15069. module "babylonjs/Cameras/camera" {
  15070. interface Camera {
  15071. /**
  15072. * @hidden
  15073. * 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)
  15074. */
  15075. _useMultiviewToSingleView: boolean;
  15076. /**
  15077. * @hidden
  15078. * 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)
  15079. */
  15080. _multiviewTexture: Nullable<RenderTargetTexture>;
  15081. /**
  15082. * @hidden
  15083. * ensures the multiview texture of the camera exists and has the specified width/height
  15084. * @param width height to set on the multiview texture
  15085. * @param height width to set on the multiview texture
  15086. */
  15087. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15088. }
  15089. }
  15090. module "babylonjs/scene" {
  15091. interface Scene {
  15092. /** @hidden */
  15093. _transformMatrixR: Matrix;
  15094. /** @hidden */
  15095. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15096. /** @hidden */
  15097. _createMultiviewUbo(): void;
  15098. /** @hidden */
  15099. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15100. /** @hidden */
  15101. _renderMultiviewToSingleView(camera: Camera): void;
  15102. }
  15103. }
  15104. }
  15105. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15106. import { Camera } from "babylonjs/Cameras/camera";
  15107. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15108. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15109. import "babylonjs/Engines/Extensions/engine.multiview";
  15110. /**
  15111. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15112. * This will not be used for webXR as it supports displaying texture arrays directly
  15113. */
  15114. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15115. /**
  15116. * Initializes a VRMultiviewToSingleview
  15117. * @param name name of the post process
  15118. * @param camera camera to be applied to
  15119. * @param scaleFactor scaling factor to the size of the output texture
  15120. */
  15121. constructor(name: string, camera: Camera, scaleFactor: number);
  15122. }
  15123. }
  15124. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15125. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15126. import { Nullable } from "babylonjs/types";
  15127. import { Size } from "babylonjs/Maths/math.size";
  15128. import { Observable } from "babylonjs/Misc/observable";
  15129. /**
  15130. * Interface used to define additional presentation attributes
  15131. */
  15132. export interface IVRPresentationAttributes {
  15133. /**
  15134. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15135. */
  15136. highRefreshRate: boolean;
  15137. /**
  15138. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15139. */
  15140. foveationLevel: number;
  15141. }
  15142. module "babylonjs/Engines/engine" {
  15143. interface Engine {
  15144. /** @hidden */
  15145. _vrDisplay: any;
  15146. /** @hidden */
  15147. _vrSupported: boolean;
  15148. /** @hidden */
  15149. _oldSize: Size;
  15150. /** @hidden */
  15151. _oldHardwareScaleFactor: number;
  15152. /** @hidden */
  15153. _vrExclusivePointerMode: boolean;
  15154. /** @hidden */
  15155. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15156. /** @hidden */
  15157. _onVRDisplayPointerRestricted: () => void;
  15158. /** @hidden */
  15159. _onVRDisplayPointerUnrestricted: () => void;
  15160. /** @hidden */
  15161. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15162. /** @hidden */
  15163. _onVrDisplayDisconnect: Nullable<() => void>;
  15164. /** @hidden */
  15165. _onVrDisplayPresentChange: Nullable<() => void>;
  15166. /**
  15167. * Observable signaled when VR display mode changes
  15168. */
  15169. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15170. /**
  15171. * Observable signaled when VR request present is complete
  15172. */
  15173. onVRRequestPresentComplete: Observable<boolean>;
  15174. /**
  15175. * Observable signaled when VR request present starts
  15176. */
  15177. onVRRequestPresentStart: Observable<Engine>;
  15178. /**
  15179. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15180. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15181. */
  15182. isInVRExclusivePointerMode: boolean;
  15183. /**
  15184. * Gets a boolean indicating if a webVR device was detected
  15185. * @returns true if a webVR device was detected
  15186. */
  15187. isVRDevicePresent(): boolean;
  15188. /**
  15189. * Gets the current webVR device
  15190. * @returns the current webVR device (or null)
  15191. */
  15192. getVRDevice(): any;
  15193. /**
  15194. * Initializes a webVR display and starts listening to display change events
  15195. * The onVRDisplayChangedObservable will be notified upon these changes
  15196. * @returns A promise containing a VRDisplay and if vr is supported
  15197. */
  15198. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15199. /** @hidden */
  15200. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15201. /**
  15202. * Gets or sets the presentation attributes used to configure VR rendering
  15203. */
  15204. vrPresentationAttributes?: IVRPresentationAttributes;
  15205. /**
  15206. * Call this function to switch to webVR mode
  15207. * Will do nothing if webVR is not supported or if there is no webVR device
  15208. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15209. */
  15210. enableVR(): void;
  15211. /** @hidden */
  15212. _onVRFullScreenTriggered(): void;
  15213. }
  15214. }
  15215. }
  15216. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15217. import { Nullable } from "babylonjs/types";
  15218. import { Observable } from "babylonjs/Misc/observable";
  15219. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15220. import { Scene } from "babylonjs/scene";
  15221. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15222. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15223. import { Node } from "babylonjs/node";
  15224. import { Ray } from "babylonjs/Culling/ray";
  15225. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15226. import "babylonjs/Engines/Extensions/engine.webVR";
  15227. /**
  15228. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15229. * IMPORTANT!! The data is right-hand data.
  15230. * @export
  15231. * @interface DevicePose
  15232. */
  15233. export interface DevicePose {
  15234. /**
  15235. * The position of the device, values in array are [x,y,z].
  15236. */
  15237. readonly position: Nullable<Float32Array>;
  15238. /**
  15239. * The linearVelocity of the device, values in array are [x,y,z].
  15240. */
  15241. readonly linearVelocity: Nullable<Float32Array>;
  15242. /**
  15243. * The linearAcceleration of the device, values in array are [x,y,z].
  15244. */
  15245. readonly linearAcceleration: Nullable<Float32Array>;
  15246. /**
  15247. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15248. */
  15249. readonly orientation: Nullable<Float32Array>;
  15250. /**
  15251. * The angularVelocity of the device, values in array are [x,y,z].
  15252. */
  15253. readonly angularVelocity: Nullable<Float32Array>;
  15254. /**
  15255. * The angularAcceleration of the device, values in array are [x,y,z].
  15256. */
  15257. readonly angularAcceleration: Nullable<Float32Array>;
  15258. }
  15259. /**
  15260. * Interface representing a pose controlled object in Babylon.
  15261. * A pose controlled object has both regular pose values as well as pose values
  15262. * from an external device such as a VR head mounted display
  15263. */
  15264. export interface PoseControlled {
  15265. /**
  15266. * The position of the object in babylon space.
  15267. */
  15268. position: Vector3;
  15269. /**
  15270. * The rotation quaternion of the object in babylon space.
  15271. */
  15272. rotationQuaternion: Quaternion;
  15273. /**
  15274. * The position of the device in babylon space.
  15275. */
  15276. devicePosition?: Vector3;
  15277. /**
  15278. * The rotation quaternion of the device in babylon space.
  15279. */
  15280. deviceRotationQuaternion: Quaternion;
  15281. /**
  15282. * The raw pose coming from the device.
  15283. */
  15284. rawPose: Nullable<DevicePose>;
  15285. /**
  15286. * The scale of the device to be used when translating from device space to babylon space.
  15287. */
  15288. deviceScaleFactor: number;
  15289. /**
  15290. * Updates the poseControlled values based on the input device pose.
  15291. * @param poseData the pose data to update the object with
  15292. */
  15293. updateFromDevice(poseData: DevicePose): void;
  15294. }
  15295. /**
  15296. * Set of options to customize the webVRCamera
  15297. */
  15298. export interface WebVROptions {
  15299. /**
  15300. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15301. */
  15302. trackPosition?: boolean;
  15303. /**
  15304. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15305. */
  15306. positionScale?: number;
  15307. /**
  15308. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15309. */
  15310. displayName?: string;
  15311. /**
  15312. * Should the native controller meshes be initialized. (default: true)
  15313. */
  15314. controllerMeshes?: boolean;
  15315. /**
  15316. * Creating a default HemiLight only on controllers. (default: true)
  15317. */
  15318. defaultLightingOnControllers?: boolean;
  15319. /**
  15320. * If you don't want to use the default VR button of the helper. (default: false)
  15321. */
  15322. useCustomVRButton?: boolean;
  15323. /**
  15324. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15325. */
  15326. customVRButton?: HTMLButtonElement;
  15327. /**
  15328. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15329. */
  15330. rayLength?: number;
  15331. /**
  15332. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15333. */
  15334. defaultHeight?: number;
  15335. /**
  15336. * If multiview should be used if availible (default: false)
  15337. */
  15338. useMultiview?: boolean;
  15339. }
  15340. /**
  15341. * This represents a WebVR camera.
  15342. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15343. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15344. */
  15345. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15346. private webVROptions;
  15347. /**
  15348. * @hidden
  15349. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15350. */
  15351. _vrDevice: any;
  15352. /**
  15353. * The rawPose of the vrDevice.
  15354. */
  15355. rawPose: Nullable<DevicePose>;
  15356. private _onVREnabled;
  15357. private _specsVersion;
  15358. private _attached;
  15359. private _frameData;
  15360. protected _descendants: Array<Node>;
  15361. private _deviceRoomPosition;
  15362. /** @hidden */
  15363. _deviceRoomRotationQuaternion: Quaternion;
  15364. private _standingMatrix;
  15365. /**
  15366. * Represents device position in babylon space.
  15367. */
  15368. devicePosition: Vector3;
  15369. /**
  15370. * Represents device rotation in babylon space.
  15371. */
  15372. deviceRotationQuaternion: Quaternion;
  15373. /**
  15374. * The scale of the device to be used when translating from device space to babylon space.
  15375. */
  15376. deviceScaleFactor: number;
  15377. private _deviceToWorld;
  15378. private _worldToDevice;
  15379. /**
  15380. * References to the webVR controllers for the vrDevice.
  15381. */
  15382. controllers: Array<WebVRController>;
  15383. /**
  15384. * Emits an event when a controller is attached.
  15385. */
  15386. onControllersAttachedObservable: Observable<WebVRController[]>;
  15387. /**
  15388. * Emits an event when a controller's mesh has been loaded;
  15389. */
  15390. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15391. /**
  15392. * Emits an event when the HMD's pose has been updated.
  15393. */
  15394. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15395. private _poseSet;
  15396. /**
  15397. * If the rig cameras be used as parent instead of this camera.
  15398. */
  15399. rigParenting: boolean;
  15400. private _lightOnControllers;
  15401. private _defaultHeight?;
  15402. /**
  15403. * Instantiates a WebVRFreeCamera.
  15404. * @param name The name of the WebVRFreeCamera
  15405. * @param position The starting anchor position for the camera
  15406. * @param scene The scene the camera belongs to
  15407. * @param webVROptions a set of customizable options for the webVRCamera
  15408. */
  15409. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15410. /**
  15411. * Gets the device distance from the ground in meters.
  15412. * @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.
  15413. */
  15414. deviceDistanceToRoomGround(): number;
  15415. /**
  15416. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15417. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15418. */
  15419. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15420. /**
  15421. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15422. * @returns A promise with a boolean set to if the standing matrix is supported.
  15423. */
  15424. useStandingMatrixAsync(): Promise<boolean>;
  15425. /**
  15426. * Disposes the camera
  15427. */
  15428. dispose(): void;
  15429. /**
  15430. * Gets a vrController by name.
  15431. * @param name The name of the controller to retreive
  15432. * @returns the controller matching the name specified or null if not found
  15433. */
  15434. getControllerByName(name: string): Nullable<WebVRController>;
  15435. private _leftController;
  15436. /**
  15437. * The controller corresponding to the users left hand.
  15438. */
  15439. readonly leftController: Nullable<WebVRController>;
  15440. private _rightController;
  15441. /**
  15442. * The controller corresponding to the users right hand.
  15443. */
  15444. readonly rightController: Nullable<WebVRController>;
  15445. /**
  15446. * Casts a ray forward from the vrCamera's gaze.
  15447. * @param length Length of the ray (default: 100)
  15448. * @returns the ray corresponding to the gaze
  15449. */
  15450. getForwardRay(length?: number): Ray;
  15451. /**
  15452. * @hidden
  15453. * Updates the camera based on device's frame data
  15454. */
  15455. _checkInputs(): void;
  15456. /**
  15457. * Updates the poseControlled values based on the input device pose.
  15458. * @param poseData Pose coming from the device
  15459. */
  15460. updateFromDevice(poseData: DevicePose): void;
  15461. private _htmlElementAttached;
  15462. private _detachIfAttached;
  15463. /**
  15464. * WebVR's attach control will start broadcasting frames to the device.
  15465. * Note that in certain browsers (chrome for example) this function must be called
  15466. * within a user-interaction callback. Example:
  15467. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15468. *
  15469. * @param element html element to attach the vrDevice to
  15470. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15471. */
  15472. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15473. /**
  15474. * Detaches the camera from the html element and disables VR
  15475. *
  15476. * @param element html element to detach from
  15477. */
  15478. detachControl(element: HTMLElement): void;
  15479. /**
  15480. * @returns the name of this class
  15481. */
  15482. getClassName(): string;
  15483. /**
  15484. * Calls resetPose on the vrDisplay
  15485. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15486. */
  15487. resetToCurrentRotation(): void;
  15488. /**
  15489. * @hidden
  15490. * Updates the rig cameras (left and right eye)
  15491. */
  15492. _updateRigCameras(): void;
  15493. private _workingVector;
  15494. private _oneVector;
  15495. private _workingMatrix;
  15496. private updateCacheCalled;
  15497. private _correctPositionIfNotTrackPosition;
  15498. /**
  15499. * @hidden
  15500. * Updates the cached values of the camera
  15501. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15502. */
  15503. _updateCache(ignoreParentClass?: boolean): void;
  15504. /**
  15505. * @hidden
  15506. * Get current device position in babylon world
  15507. */
  15508. _computeDevicePosition(): void;
  15509. /**
  15510. * Updates the current device position and rotation in the babylon world
  15511. */
  15512. update(): void;
  15513. /**
  15514. * @hidden
  15515. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15516. * @returns an identity matrix
  15517. */
  15518. _getViewMatrix(): Matrix;
  15519. private _tmpMatrix;
  15520. /**
  15521. * This function is called by the two RIG cameras.
  15522. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15523. * @hidden
  15524. */
  15525. _getWebVRViewMatrix(): Matrix;
  15526. /** @hidden */
  15527. _getWebVRProjectionMatrix(): Matrix;
  15528. private _onGamepadConnectedObserver;
  15529. private _onGamepadDisconnectedObserver;
  15530. private _updateCacheWhenTrackingDisabledObserver;
  15531. /**
  15532. * Initializes the controllers and their meshes
  15533. */
  15534. initControllers(): void;
  15535. }
  15536. }
  15537. declare module "babylonjs/PostProcesses/postProcess" {
  15538. import { Nullable } from "babylonjs/types";
  15539. import { SmartArray } from "babylonjs/Misc/smartArray";
  15540. import { Observable } from "babylonjs/Misc/observable";
  15541. import { Vector2 } from "babylonjs/Maths/math.vector";
  15542. import { Camera } from "babylonjs/Cameras/camera";
  15543. import { Effect } from "babylonjs/Materials/effect";
  15544. import "babylonjs/Shaders/postprocess.vertex";
  15545. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15546. import { Engine } from "babylonjs/Engines/engine";
  15547. import { Color4 } from "babylonjs/Maths/math.color";
  15548. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15549. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15550. /**
  15551. * Size options for a post process
  15552. */
  15553. export type PostProcessOptions = {
  15554. width: number;
  15555. height: number;
  15556. };
  15557. /**
  15558. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15559. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15560. */
  15561. export class PostProcess {
  15562. /** Name of the PostProcess. */
  15563. name: string;
  15564. /**
  15565. * Gets or sets the unique id of the post process
  15566. */
  15567. uniqueId: number;
  15568. /**
  15569. * Width of the texture to apply the post process on
  15570. */
  15571. width: number;
  15572. /**
  15573. * Height of the texture to apply the post process on
  15574. */
  15575. height: number;
  15576. /**
  15577. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15578. * @hidden
  15579. */
  15580. _outputTexture: Nullable<InternalTexture>;
  15581. /**
  15582. * Sampling mode used by the shader
  15583. * See https://doc.babylonjs.com/classes/3.1/texture
  15584. */
  15585. renderTargetSamplingMode: number;
  15586. /**
  15587. * Clear color to use when screen clearing
  15588. */
  15589. clearColor: Color4;
  15590. /**
  15591. * If the buffer needs to be cleared before applying the post process. (default: true)
  15592. * Should be set to false if shader will overwrite all previous pixels.
  15593. */
  15594. autoClear: boolean;
  15595. /**
  15596. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15597. */
  15598. alphaMode: number;
  15599. /**
  15600. * Sets the setAlphaBlendConstants of the babylon engine
  15601. */
  15602. alphaConstants: Color4;
  15603. /**
  15604. * Animations to be used for the post processing
  15605. */
  15606. animations: import("babylonjs/Animations/animation").Animation[];
  15607. /**
  15608. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15609. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15610. */
  15611. enablePixelPerfectMode: boolean;
  15612. /**
  15613. * Force the postprocess to be applied without taking in account viewport
  15614. */
  15615. forceFullscreenViewport: boolean;
  15616. /**
  15617. * List of inspectable custom properties (used by the Inspector)
  15618. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15619. */
  15620. inspectableCustomProperties: IInspectable[];
  15621. /**
  15622. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15623. *
  15624. * | Value | Type | Description |
  15625. * | ----- | ----------------------------------- | ----------- |
  15626. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15627. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15628. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15629. *
  15630. */
  15631. scaleMode: number;
  15632. /**
  15633. * Force textures to be a power of two (default: false)
  15634. */
  15635. alwaysForcePOT: boolean;
  15636. private _samples;
  15637. /**
  15638. * Number of sample textures (default: 1)
  15639. */
  15640. samples: number;
  15641. /**
  15642. * Modify the scale of the post process to be the same as the viewport (default: false)
  15643. */
  15644. adaptScaleToCurrentViewport: boolean;
  15645. private _camera;
  15646. private _scene;
  15647. private _engine;
  15648. private _options;
  15649. private _reusable;
  15650. private _textureType;
  15651. /**
  15652. * Smart array of input and output textures for the post process.
  15653. * @hidden
  15654. */
  15655. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15656. /**
  15657. * The index in _textures that corresponds to the output texture.
  15658. * @hidden
  15659. */
  15660. _currentRenderTextureInd: number;
  15661. private _effect;
  15662. private _samplers;
  15663. private _fragmentUrl;
  15664. private _vertexUrl;
  15665. private _parameters;
  15666. private _scaleRatio;
  15667. protected _indexParameters: any;
  15668. private _shareOutputWithPostProcess;
  15669. private _texelSize;
  15670. private _forcedOutputTexture;
  15671. /**
  15672. * Returns the fragment url or shader name used in the post process.
  15673. * @returns the fragment url or name in the shader store.
  15674. */
  15675. getEffectName(): string;
  15676. /**
  15677. * An event triggered when the postprocess is activated.
  15678. */
  15679. onActivateObservable: Observable<Camera>;
  15680. private _onActivateObserver;
  15681. /**
  15682. * A function that is added to the onActivateObservable
  15683. */
  15684. onActivate: Nullable<(camera: Camera) => void>;
  15685. /**
  15686. * An event triggered when the postprocess changes its size.
  15687. */
  15688. onSizeChangedObservable: Observable<PostProcess>;
  15689. private _onSizeChangedObserver;
  15690. /**
  15691. * A function that is added to the onSizeChangedObservable
  15692. */
  15693. onSizeChanged: (postProcess: PostProcess) => void;
  15694. /**
  15695. * An event triggered when the postprocess applies its effect.
  15696. */
  15697. onApplyObservable: Observable<Effect>;
  15698. private _onApplyObserver;
  15699. /**
  15700. * A function that is added to the onApplyObservable
  15701. */
  15702. onApply: (effect: Effect) => void;
  15703. /**
  15704. * An event triggered before rendering the postprocess
  15705. */
  15706. onBeforeRenderObservable: Observable<Effect>;
  15707. private _onBeforeRenderObserver;
  15708. /**
  15709. * A function that is added to the onBeforeRenderObservable
  15710. */
  15711. onBeforeRender: (effect: Effect) => void;
  15712. /**
  15713. * An event triggered after rendering the postprocess
  15714. */
  15715. onAfterRenderObservable: Observable<Effect>;
  15716. private _onAfterRenderObserver;
  15717. /**
  15718. * A function that is added to the onAfterRenderObservable
  15719. */
  15720. onAfterRender: (efect: Effect) => void;
  15721. /**
  15722. * 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
  15723. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15724. */
  15725. inputTexture: InternalTexture;
  15726. /**
  15727. * Gets the camera which post process is applied to.
  15728. * @returns The camera the post process is applied to.
  15729. */
  15730. getCamera(): Camera;
  15731. /**
  15732. * Gets the texel size of the postprocess.
  15733. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15734. */
  15735. readonly texelSize: Vector2;
  15736. /**
  15737. * Creates a new instance PostProcess
  15738. * @param name The name of the PostProcess.
  15739. * @param fragmentUrl The url of the fragment shader to be used.
  15740. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15741. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15742. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15743. * @param camera The camera to apply the render pass to.
  15744. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15745. * @param engine The engine which the post process will be applied. (default: current engine)
  15746. * @param reusable If the post process can be reused on the same frame. (default: false)
  15747. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15748. * @param textureType Type of textures used when performing the post process. (default: 0)
  15749. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15750. * @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
  15751. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15752. */
  15753. constructor(
  15754. /** Name of the PostProcess. */
  15755. 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);
  15756. /**
  15757. * Gets a string idenfifying the name of the class
  15758. * @returns "PostProcess" string
  15759. */
  15760. getClassName(): string;
  15761. /**
  15762. * Gets the engine which this post process belongs to.
  15763. * @returns The engine the post process was enabled with.
  15764. */
  15765. getEngine(): Engine;
  15766. /**
  15767. * The effect that is created when initializing the post process.
  15768. * @returns The created effect corresponding the the postprocess.
  15769. */
  15770. getEffect(): Effect;
  15771. /**
  15772. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15773. * @param postProcess The post process to share the output with.
  15774. * @returns This post process.
  15775. */
  15776. shareOutputWith(postProcess: PostProcess): PostProcess;
  15777. /**
  15778. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15779. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15780. */
  15781. useOwnOutput(): void;
  15782. /**
  15783. * Updates the effect with the current post process compile time values and recompiles the shader.
  15784. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15785. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15786. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15787. * @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
  15788. * @param onCompiled Called when the shader has been compiled.
  15789. * @param onError Called if there is an error when compiling a shader.
  15790. */
  15791. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15792. /**
  15793. * The post process is reusable if it can be used multiple times within one frame.
  15794. * @returns If the post process is reusable
  15795. */
  15796. isReusable(): boolean;
  15797. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15798. markTextureDirty(): void;
  15799. /**
  15800. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15801. * 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.
  15802. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15803. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15804. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15805. * @returns The target texture that was bound to be written to.
  15806. */
  15807. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15808. /**
  15809. * If the post process is supported.
  15810. */
  15811. readonly isSupported: boolean;
  15812. /**
  15813. * The aspect ratio of the output texture.
  15814. */
  15815. readonly aspectRatio: number;
  15816. /**
  15817. * Get a value indicating if the post-process is ready to be used
  15818. * @returns true if the post-process is ready (shader is compiled)
  15819. */
  15820. isReady(): boolean;
  15821. /**
  15822. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15823. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15824. */
  15825. apply(): Nullable<Effect>;
  15826. private _disposeTextures;
  15827. /**
  15828. * Disposes the post process.
  15829. * @param camera The camera to dispose the post process on.
  15830. */
  15831. dispose(camera?: Camera): void;
  15832. }
  15833. }
  15834. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15835. /** @hidden */
  15836. export var kernelBlurVaryingDeclaration: {
  15837. name: string;
  15838. shader: string;
  15839. };
  15840. }
  15841. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15842. /** @hidden */
  15843. export var kernelBlurFragment: {
  15844. name: string;
  15845. shader: string;
  15846. };
  15847. }
  15848. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15849. /** @hidden */
  15850. export var kernelBlurFragment2: {
  15851. name: string;
  15852. shader: string;
  15853. };
  15854. }
  15855. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15856. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15857. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15858. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15859. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15860. /** @hidden */
  15861. export var kernelBlurPixelShader: {
  15862. name: string;
  15863. shader: string;
  15864. };
  15865. }
  15866. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15867. /** @hidden */
  15868. export var kernelBlurVertex: {
  15869. name: string;
  15870. shader: string;
  15871. };
  15872. }
  15873. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15874. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15875. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15876. /** @hidden */
  15877. export var kernelBlurVertexShader: {
  15878. name: string;
  15879. shader: string;
  15880. };
  15881. }
  15882. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15883. import { Vector2 } from "babylonjs/Maths/math.vector";
  15884. import { Nullable } from "babylonjs/types";
  15885. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15886. import { Camera } from "babylonjs/Cameras/camera";
  15887. import { Effect } from "babylonjs/Materials/effect";
  15888. import { Engine } from "babylonjs/Engines/engine";
  15889. import "babylonjs/Shaders/kernelBlur.fragment";
  15890. import "babylonjs/Shaders/kernelBlur.vertex";
  15891. /**
  15892. * The Blur Post Process which blurs an image based on a kernel and direction.
  15893. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15894. */
  15895. export class BlurPostProcess extends PostProcess {
  15896. /** The direction in which to blur the image. */
  15897. direction: Vector2;
  15898. private blockCompilation;
  15899. protected _kernel: number;
  15900. protected _idealKernel: number;
  15901. protected _packedFloat: boolean;
  15902. private _staticDefines;
  15903. /**
  15904. * Sets the length in pixels of the blur sample region
  15905. */
  15906. /**
  15907. * Gets the length in pixels of the blur sample region
  15908. */
  15909. kernel: number;
  15910. /**
  15911. * Sets wether or not the blur needs to unpack/repack floats
  15912. */
  15913. /**
  15914. * Gets wether or not the blur is unpacking/repacking floats
  15915. */
  15916. packedFloat: boolean;
  15917. /**
  15918. * Creates a new instance BlurPostProcess
  15919. * @param name The name of the effect.
  15920. * @param direction The direction in which to blur the image.
  15921. * @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.
  15922. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15923. * @param camera The camera to apply the render pass to.
  15924. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15925. * @param engine The engine which the post process will be applied. (default: current engine)
  15926. * @param reusable If the post process can be reused on the same frame. (default: false)
  15927. * @param textureType Type of textures used when performing the post process. (default: 0)
  15928. * @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)
  15929. */
  15930. constructor(name: string,
  15931. /** The direction in which to blur the image. */
  15932. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15933. /**
  15934. * Updates the effect with the current post process compile time values and recompiles the shader.
  15935. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15936. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15937. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15938. * @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
  15939. * @param onCompiled Called when the shader has been compiled.
  15940. * @param onError Called if there is an error when compiling a shader.
  15941. */
  15942. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15943. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15944. /**
  15945. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15946. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15947. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15948. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15949. * The gaps between physical kernels are compensated for in the weighting of the samples
  15950. * @param idealKernel Ideal blur kernel.
  15951. * @return Nearest best kernel.
  15952. */
  15953. protected _nearestBestKernel(idealKernel: number): number;
  15954. /**
  15955. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15956. * @param x The point on the Gaussian distribution to sample.
  15957. * @return the value of the Gaussian function at x.
  15958. */
  15959. protected _gaussianWeight(x: number): number;
  15960. /**
  15961. * Generates a string that can be used as a floating point number in GLSL.
  15962. * @param x Value to print.
  15963. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15964. * @return GLSL float string.
  15965. */
  15966. protected _glslFloat(x: number, decimalFigures?: number): string;
  15967. }
  15968. }
  15969. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15970. import { Scene } from "babylonjs/scene";
  15971. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15972. import { Plane } from "babylonjs/Maths/math.plane";
  15973. /**
  15974. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15975. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15976. * You can then easily use it as a reflectionTexture on a flat surface.
  15977. * In case the surface is not a plane, please consider relying on reflection probes.
  15978. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15979. */
  15980. export class MirrorTexture extends RenderTargetTexture {
  15981. private scene;
  15982. /**
  15983. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15984. * 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.
  15985. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15986. */
  15987. mirrorPlane: Plane;
  15988. /**
  15989. * Define the blur ratio used to blur the reflection if needed.
  15990. */
  15991. blurRatio: number;
  15992. /**
  15993. * Define the adaptive blur kernel used to blur the reflection if needed.
  15994. * This will autocompute the closest best match for the `blurKernel`
  15995. */
  15996. adaptiveBlurKernel: number;
  15997. /**
  15998. * Define the blur kernel used to blur the reflection if needed.
  15999. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16000. */
  16001. blurKernel: number;
  16002. /**
  16003. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16004. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16005. */
  16006. blurKernelX: number;
  16007. /**
  16008. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16009. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16010. */
  16011. blurKernelY: number;
  16012. private _autoComputeBlurKernel;
  16013. protected _onRatioRescale(): void;
  16014. private _updateGammaSpace;
  16015. private _imageProcessingConfigChangeObserver;
  16016. private _transformMatrix;
  16017. private _mirrorMatrix;
  16018. private _savedViewMatrix;
  16019. private _blurX;
  16020. private _blurY;
  16021. private _adaptiveBlurKernel;
  16022. private _blurKernelX;
  16023. private _blurKernelY;
  16024. private _blurRatio;
  16025. /**
  16026. * Instantiates a Mirror Texture.
  16027. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16028. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16029. * You can then easily use it as a reflectionTexture on a flat surface.
  16030. * In case the surface is not a plane, please consider relying on reflection probes.
  16031. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16032. * @param name
  16033. * @param size
  16034. * @param scene
  16035. * @param generateMipMaps
  16036. * @param type
  16037. * @param samplingMode
  16038. * @param generateDepthBuffer
  16039. */
  16040. constructor(name: string, size: number | {
  16041. width: number;
  16042. height: number;
  16043. } | {
  16044. ratio: number;
  16045. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16046. private _preparePostProcesses;
  16047. /**
  16048. * Clone the mirror texture.
  16049. * @returns the cloned texture
  16050. */
  16051. clone(): MirrorTexture;
  16052. /**
  16053. * Serialize the texture to a JSON representation you could use in Parse later on
  16054. * @returns the serialized JSON representation
  16055. */
  16056. serialize(): any;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. }
  16062. }
  16063. declare module "babylonjs/Materials/Textures/texture" {
  16064. import { Observable } from "babylonjs/Misc/observable";
  16065. import { Nullable } from "babylonjs/types";
  16066. import { Matrix } from "babylonjs/Maths/math.vector";
  16067. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16068. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16069. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16070. import { Scene } from "babylonjs/scene";
  16071. /**
  16072. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16073. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16074. */
  16075. export class Texture extends BaseTexture {
  16076. /**
  16077. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16078. */
  16079. static SerializeBuffers: boolean;
  16080. /** @hidden */
  16081. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16082. /** @hidden */
  16083. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16084. /** @hidden */
  16085. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16086. /** nearest is mag = nearest and min = nearest and mip = linear */
  16087. static readonly NEAREST_SAMPLINGMODE: number;
  16088. /** nearest is mag = nearest and min = nearest and mip = linear */
  16089. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16090. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16091. static readonly BILINEAR_SAMPLINGMODE: number;
  16092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16093. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16094. /** Trilinear is mag = linear and min = linear and mip = linear */
  16095. static readonly TRILINEAR_SAMPLINGMODE: number;
  16096. /** Trilinear is mag = linear and min = linear and mip = linear */
  16097. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16098. /** mag = nearest and min = nearest and mip = nearest */
  16099. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16100. /** mag = nearest and min = linear and mip = nearest */
  16101. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16102. /** mag = nearest and min = linear and mip = linear */
  16103. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16104. /** mag = nearest and min = linear and mip = none */
  16105. static readonly NEAREST_LINEAR: number;
  16106. /** mag = nearest and min = nearest and mip = none */
  16107. static readonly NEAREST_NEAREST: number;
  16108. /** mag = linear and min = nearest and mip = nearest */
  16109. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16110. /** mag = linear and min = nearest and mip = linear */
  16111. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16112. /** mag = linear and min = linear and mip = none */
  16113. static readonly LINEAR_LINEAR: number;
  16114. /** mag = linear and min = nearest and mip = none */
  16115. static readonly LINEAR_NEAREST: number;
  16116. /** Explicit coordinates mode */
  16117. static readonly EXPLICIT_MODE: number;
  16118. /** Spherical coordinates mode */
  16119. static readonly SPHERICAL_MODE: number;
  16120. /** Planar coordinates mode */
  16121. static readonly PLANAR_MODE: number;
  16122. /** Cubic coordinates mode */
  16123. static readonly CUBIC_MODE: number;
  16124. /** Projection coordinates mode */
  16125. static readonly PROJECTION_MODE: number;
  16126. /** Inverse Cubic coordinates mode */
  16127. static readonly SKYBOX_MODE: number;
  16128. /** Inverse Cubic coordinates mode */
  16129. static readonly INVCUBIC_MODE: number;
  16130. /** Equirectangular coordinates mode */
  16131. static readonly EQUIRECTANGULAR_MODE: number;
  16132. /** Equirectangular Fixed coordinates mode */
  16133. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16134. /** Equirectangular Fixed Mirrored coordinates mode */
  16135. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16136. /** Texture is not repeating outside of 0..1 UVs */
  16137. static readonly CLAMP_ADDRESSMODE: number;
  16138. /** Texture is repeating outside of 0..1 UVs */
  16139. static readonly WRAP_ADDRESSMODE: number;
  16140. /** Texture is repeating and mirrored */
  16141. static readonly MIRROR_ADDRESSMODE: number;
  16142. /**
  16143. * 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
  16144. */
  16145. static UseSerializedUrlIfAny: boolean;
  16146. /**
  16147. * Define the url of the texture.
  16148. */
  16149. url: Nullable<string>;
  16150. /**
  16151. * Define an offset on the texture to offset the u coordinates of the UVs
  16152. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16153. */
  16154. uOffset: number;
  16155. /**
  16156. * Define an offset on the texture to offset the v coordinates of the UVs
  16157. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16158. */
  16159. vOffset: number;
  16160. /**
  16161. * Define an offset on the texture to scale the u coordinates of the UVs
  16162. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16163. */
  16164. uScale: number;
  16165. /**
  16166. * Define an offset on the texture to scale the v coordinates of the UVs
  16167. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16168. */
  16169. vScale: number;
  16170. /**
  16171. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16172. * @see http://doc.babylonjs.com/how_to/more_materials
  16173. */
  16174. uAng: number;
  16175. /**
  16176. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16177. * @see http://doc.babylonjs.com/how_to/more_materials
  16178. */
  16179. vAng: number;
  16180. /**
  16181. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16182. * @see http://doc.babylonjs.com/how_to/more_materials
  16183. */
  16184. wAng: number;
  16185. /**
  16186. * Defines the center of rotation (U)
  16187. */
  16188. uRotationCenter: number;
  16189. /**
  16190. * Defines the center of rotation (V)
  16191. */
  16192. vRotationCenter: number;
  16193. /**
  16194. * Defines the center of rotation (W)
  16195. */
  16196. wRotationCenter: number;
  16197. /**
  16198. * Are mip maps generated for this texture or not.
  16199. */
  16200. readonly noMipmap: boolean;
  16201. /**
  16202. * List of inspectable custom properties (used by the Inspector)
  16203. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16204. */
  16205. inspectableCustomProperties: Nullable<IInspectable[]>;
  16206. private _noMipmap;
  16207. /** @hidden */
  16208. _invertY: boolean;
  16209. private _rowGenerationMatrix;
  16210. private _cachedTextureMatrix;
  16211. private _projectionModeMatrix;
  16212. private _t0;
  16213. private _t1;
  16214. private _t2;
  16215. private _cachedUOffset;
  16216. private _cachedVOffset;
  16217. private _cachedUScale;
  16218. private _cachedVScale;
  16219. private _cachedUAng;
  16220. private _cachedVAng;
  16221. private _cachedWAng;
  16222. private _cachedProjectionMatrixId;
  16223. private _cachedCoordinatesMode;
  16224. /** @hidden */
  16225. protected _initialSamplingMode: number;
  16226. /** @hidden */
  16227. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16228. private _deleteBuffer;
  16229. protected _format: Nullable<number>;
  16230. private _delayedOnLoad;
  16231. private _delayedOnError;
  16232. private _mimeType?;
  16233. /**
  16234. * Observable triggered once the texture has been loaded.
  16235. */
  16236. onLoadObservable: Observable<Texture>;
  16237. protected _isBlocking: boolean;
  16238. /**
  16239. * Is the texture preventing material to render while loading.
  16240. * If false, a default texture will be used instead of the loading one during the preparation step.
  16241. */
  16242. isBlocking: boolean;
  16243. /**
  16244. * Get the current sampling mode associated with the texture.
  16245. */
  16246. readonly samplingMode: number;
  16247. /**
  16248. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16249. */
  16250. readonly invertY: boolean;
  16251. /**
  16252. * Instantiates a new texture.
  16253. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16254. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16255. * @param url defines the url of the picture to load as a texture
  16256. * @param scene defines the scene or engine the texture will belong to
  16257. * @param noMipmap defines if the texture will require mip maps or not
  16258. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16259. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16260. * @param onLoad defines a callback triggered when the texture has been loaded
  16261. * @param onError defines a callback triggered when an error occurred during the loading session
  16262. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16263. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16264. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16265. * @param mimeType defines an optional mime type information
  16266. */
  16267. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16268. /**
  16269. * Update the url (and optional buffer) of this texture if url was null during construction.
  16270. * @param url the url of the texture
  16271. * @param buffer the buffer of the texture (defaults to null)
  16272. * @param onLoad callback called when the texture is loaded (defaults to null)
  16273. */
  16274. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16275. /**
  16276. * Finish the loading sequence of a texture flagged as delayed load.
  16277. * @hidden
  16278. */
  16279. delayLoad(): void;
  16280. private _prepareRowForTextureGeneration;
  16281. /**
  16282. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16283. * @returns the transform matrix of the texture.
  16284. */
  16285. getTextureMatrix(): Matrix;
  16286. /**
  16287. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16288. * @returns The reflection texture transform
  16289. */
  16290. getReflectionTextureMatrix(): Matrix;
  16291. /**
  16292. * Clones the texture.
  16293. * @returns the cloned texture
  16294. */
  16295. clone(): Texture;
  16296. /**
  16297. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16298. * @returns The JSON representation of the texture
  16299. */
  16300. serialize(): any;
  16301. /**
  16302. * Get the current class name of the texture useful for serialization or dynamic coding.
  16303. * @returns "Texture"
  16304. */
  16305. getClassName(): string;
  16306. /**
  16307. * Dispose the texture and release its associated resources.
  16308. */
  16309. dispose(): void;
  16310. /**
  16311. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16312. * @param parsedTexture Define the JSON representation of the texture
  16313. * @param scene Define the scene the parsed texture should be instantiated in
  16314. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16315. * @returns The parsed texture if successful
  16316. */
  16317. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16318. /**
  16319. * Creates a texture from its base 64 representation.
  16320. * @param data Define the base64 payload without the data: prefix
  16321. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16322. * @param scene Define the scene the texture should belong to
  16323. * @param noMipmap Forces the texture to not create mip map information if true
  16324. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16325. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16326. * @param onLoad define a callback triggered when the texture has been loaded
  16327. * @param onError define a callback triggered when an error occurred during the loading session
  16328. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16329. * @returns the created texture
  16330. */
  16331. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16332. /**
  16333. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16334. * @param data Define the base64 payload without the data: prefix
  16335. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16336. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16337. * @param scene Define the scene the texture should belong to
  16338. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16339. * @param noMipmap Forces the texture to not create mip map information if true
  16340. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16341. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16342. * @param onLoad define a callback triggered when the texture has been loaded
  16343. * @param onError define a callback triggered when an error occurred during the loading session
  16344. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16345. * @returns the created texture
  16346. */
  16347. 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;
  16348. }
  16349. }
  16350. declare module "babylonjs/PostProcesses/postProcessManager" {
  16351. import { Nullable } from "babylonjs/types";
  16352. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16353. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16354. import { Scene } from "babylonjs/scene";
  16355. /**
  16356. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16357. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16358. */
  16359. export class PostProcessManager {
  16360. private _scene;
  16361. private _indexBuffer;
  16362. private _vertexBuffers;
  16363. /**
  16364. * Creates a new instance PostProcess
  16365. * @param scene The scene that the post process is associated with.
  16366. */
  16367. constructor(scene: Scene);
  16368. private _prepareBuffers;
  16369. private _buildIndexBuffer;
  16370. /**
  16371. * Rebuilds the vertex buffers of the manager.
  16372. * @hidden
  16373. */
  16374. _rebuild(): void;
  16375. /**
  16376. * Prepares a frame to be run through a post process.
  16377. * @param sourceTexture The input texture to the post procesess. (default: null)
  16378. * @param postProcesses An array of post processes to be run. (default: null)
  16379. * @returns True if the post processes were able to be run.
  16380. * @hidden
  16381. */
  16382. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16383. /**
  16384. * Manually render a set of post processes to a texture.
  16385. * @param postProcesses An array of post processes to be run.
  16386. * @param targetTexture The target texture to render to.
  16387. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16388. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16389. * @param lodLevel defines which lod of the texture to render to
  16390. */
  16391. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16392. /**
  16393. * Finalize the result of the output of the postprocesses.
  16394. * @param doNotPresent If true the result will not be displayed to the screen.
  16395. * @param targetTexture The target texture to render to.
  16396. * @param faceIndex The index of the face to bind the target texture to.
  16397. * @param postProcesses The array of post processes to render.
  16398. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16399. * @hidden
  16400. */
  16401. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16402. /**
  16403. * Disposes of the post process manager.
  16404. */
  16405. dispose(): void;
  16406. }
  16407. }
  16408. declare module "babylonjs/Misc/gradients" {
  16409. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16410. /** Interface used by value gradients (color, factor, ...) */
  16411. export interface IValueGradient {
  16412. /**
  16413. * Gets or sets the gradient value (between 0 and 1)
  16414. */
  16415. gradient: number;
  16416. }
  16417. /** Class used to store color4 gradient */
  16418. export class ColorGradient implements IValueGradient {
  16419. /**
  16420. * Gets or sets the gradient value (between 0 and 1)
  16421. */
  16422. gradient: number;
  16423. /**
  16424. * Gets or sets first associated color
  16425. */
  16426. color1: Color4;
  16427. /**
  16428. * Gets or sets second associated color
  16429. */
  16430. color2?: Color4;
  16431. /**
  16432. * Will get a color picked randomly between color1 and color2.
  16433. * If color2 is undefined then color1 will be used
  16434. * @param result defines the target Color4 to store the result in
  16435. */
  16436. getColorToRef(result: Color4): void;
  16437. }
  16438. /** Class used to store color 3 gradient */
  16439. export class Color3Gradient implements IValueGradient {
  16440. /**
  16441. * Gets or sets the gradient value (between 0 and 1)
  16442. */
  16443. gradient: number;
  16444. /**
  16445. * Gets or sets the associated color
  16446. */
  16447. color: Color3;
  16448. }
  16449. /** Class used to store factor gradient */
  16450. export class FactorGradient implements IValueGradient {
  16451. /**
  16452. * Gets or sets the gradient value (between 0 and 1)
  16453. */
  16454. gradient: number;
  16455. /**
  16456. * Gets or sets first associated factor
  16457. */
  16458. factor1: number;
  16459. /**
  16460. * Gets or sets second associated factor
  16461. */
  16462. factor2?: number;
  16463. /**
  16464. * Will get a number picked randomly between factor1 and factor2.
  16465. * If factor2 is undefined then factor1 will be used
  16466. * @returns the picked number
  16467. */
  16468. getFactor(): number;
  16469. }
  16470. /**
  16471. * Helper used to simplify some generic gradient tasks
  16472. */
  16473. export class GradientHelper {
  16474. /**
  16475. * Gets the current gradient from an array of IValueGradient
  16476. * @param ratio defines the current ratio to get
  16477. * @param gradients defines the array of IValueGradient
  16478. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16479. */
  16480. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16481. }
  16482. }
  16483. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16484. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16485. import { Nullable } from "babylonjs/types";
  16486. module "babylonjs/Engines/thinEngine" {
  16487. interface ThinEngine {
  16488. /**
  16489. * Creates a dynamic texture
  16490. * @param width defines the width of the texture
  16491. * @param height defines the height of the texture
  16492. * @param generateMipMaps defines if the engine should generate the mip levels
  16493. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16494. * @returns the dynamic texture inside an InternalTexture
  16495. */
  16496. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16497. /**
  16498. * Update the content of a dynamic texture
  16499. * @param texture defines the texture to update
  16500. * @param canvas defines the canvas containing the source
  16501. * @param invertY defines if data must be stored with Y axis inverted
  16502. * @param premulAlpha defines if alpha is stored as premultiplied
  16503. * @param format defines the format of the data
  16504. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16505. */
  16506. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16507. }
  16508. }
  16509. }
  16510. declare module "babylonjs/Misc/canvasGenerator" {
  16511. /**
  16512. * Helper class used to generate a canvas to manipulate images
  16513. */
  16514. export class CanvasGenerator {
  16515. /**
  16516. * Create a new canvas (or offscreen canvas depending on the context)
  16517. * @param width defines the expected width
  16518. * @param height defines the expected height
  16519. * @return a new canvas or offscreen canvas
  16520. */
  16521. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16522. }
  16523. }
  16524. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16525. import { Scene } from "babylonjs/scene";
  16526. import { Texture } from "babylonjs/Materials/Textures/texture";
  16527. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16528. /**
  16529. * A class extending Texture allowing drawing on a texture
  16530. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16531. */
  16532. export class DynamicTexture extends Texture {
  16533. private _generateMipMaps;
  16534. private _canvas;
  16535. private _context;
  16536. private _engine;
  16537. /**
  16538. * Creates a DynamicTexture
  16539. * @param name defines the name of the texture
  16540. * @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
  16541. * @param scene defines the scene where you want the texture
  16542. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16543. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16544. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16545. */
  16546. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16547. /**
  16548. * Get the current class name of the texture useful for serialization or dynamic coding.
  16549. * @returns "DynamicTexture"
  16550. */
  16551. getClassName(): string;
  16552. /**
  16553. * Gets the current state of canRescale
  16554. */
  16555. readonly canRescale: boolean;
  16556. private _recreate;
  16557. /**
  16558. * Scales the texture
  16559. * @param ratio the scale factor to apply to both width and height
  16560. */
  16561. scale(ratio: number): void;
  16562. /**
  16563. * Resizes the texture
  16564. * @param width the new width
  16565. * @param height the new height
  16566. */
  16567. scaleTo(width: number, height: number): void;
  16568. /**
  16569. * Gets the context of the canvas used by the texture
  16570. * @returns the canvas context of the dynamic texture
  16571. */
  16572. getContext(): CanvasRenderingContext2D;
  16573. /**
  16574. * Clears the texture
  16575. */
  16576. clear(): void;
  16577. /**
  16578. * Updates the texture
  16579. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16580. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16581. */
  16582. update(invertY?: boolean, premulAlpha?: boolean): void;
  16583. /**
  16584. * Draws text onto the texture
  16585. * @param text defines the text to be drawn
  16586. * @param x defines the placement of the text from the left
  16587. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16588. * @param font defines the font to be used with font-style, font-size, font-name
  16589. * @param color defines the color used for the text
  16590. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16591. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16592. * @param update defines whether texture is immediately update (default is true)
  16593. */
  16594. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16595. /**
  16596. * Clones the texture
  16597. * @returns the clone of the texture.
  16598. */
  16599. clone(): DynamicTexture;
  16600. /**
  16601. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16602. * @returns a serialized dynamic texture object
  16603. */
  16604. serialize(): any;
  16605. /** @hidden */
  16606. _rebuild(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16610. import { Scene } from "babylonjs/scene";
  16611. import { ISceneComponent } from "babylonjs/sceneComponent";
  16612. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16613. module "babylonjs/abstractScene" {
  16614. interface AbstractScene {
  16615. /**
  16616. * The list of procedural textures added to the scene
  16617. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16618. */
  16619. proceduralTextures: Array<ProceduralTexture>;
  16620. }
  16621. }
  16622. /**
  16623. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16624. * in a given scene.
  16625. */
  16626. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16627. /**
  16628. * The component name helpfull to identify the component in the list of scene components.
  16629. */
  16630. readonly name: string;
  16631. /**
  16632. * The scene the component belongs to.
  16633. */
  16634. scene: Scene;
  16635. /**
  16636. * Creates a new instance of the component for the given scene
  16637. * @param scene Defines the scene to register the component in
  16638. */
  16639. constructor(scene: Scene);
  16640. /**
  16641. * Registers the component in a given scene
  16642. */
  16643. register(): void;
  16644. /**
  16645. * Rebuilds the elements related to this component in case of
  16646. * context lost for instance.
  16647. */
  16648. rebuild(): void;
  16649. /**
  16650. * Disposes the component and the associated ressources.
  16651. */
  16652. dispose(): void;
  16653. private _beforeClear;
  16654. }
  16655. }
  16656. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16657. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16658. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16659. module "babylonjs/Engines/thinEngine" {
  16660. interface ThinEngine {
  16661. /**
  16662. * Creates a new render target cube texture
  16663. * @param size defines the size of the texture
  16664. * @param options defines the options used to create the texture
  16665. * @returns a new render target cube texture stored in an InternalTexture
  16666. */
  16667. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16668. }
  16669. }
  16670. }
  16671. declare module "babylonjs/Shaders/procedural.vertex" {
  16672. /** @hidden */
  16673. export var proceduralVertexShader: {
  16674. name: string;
  16675. shader: string;
  16676. };
  16677. }
  16678. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16679. import { Observable } from "babylonjs/Misc/observable";
  16680. import { Nullable } from "babylonjs/types";
  16681. import { Scene } from "babylonjs/scene";
  16682. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16683. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16684. import { Effect } from "babylonjs/Materials/effect";
  16685. import { Texture } from "babylonjs/Materials/Textures/texture";
  16686. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16687. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16688. import "babylonjs/Shaders/procedural.vertex";
  16689. /**
  16690. * 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.
  16691. * This is the base class of any Procedural texture and contains most of the shareable code.
  16692. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16693. */
  16694. export class ProceduralTexture extends Texture {
  16695. isCube: boolean;
  16696. /**
  16697. * Define if the texture is enabled or not (disabled texture will not render)
  16698. */
  16699. isEnabled: boolean;
  16700. /**
  16701. * Define if the texture must be cleared before rendering (default is true)
  16702. */
  16703. autoClear: boolean;
  16704. /**
  16705. * Callback called when the texture is generated
  16706. */
  16707. onGenerated: () => void;
  16708. /**
  16709. * Event raised when the texture is generated
  16710. */
  16711. onGeneratedObservable: Observable<ProceduralTexture>;
  16712. /** @hidden */
  16713. _generateMipMaps: boolean;
  16714. /** @hidden **/
  16715. _effect: Effect;
  16716. /** @hidden */
  16717. _textures: {
  16718. [key: string]: Texture;
  16719. };
  16720. private _size;
  16721. private _currentRefreshId;
  16722. private _refreshRate;
  16723. private _vertexBuffers;
  16724. private _indexBuffer;
  16725. private _uniforms;
  16726. private _samplers;
  16727. private _fragment;
  16728. private _floats;
  16729. private _ints;
  16730. private _floatsArrays;
  16731. private _colors3;
  16732. private _colors4;
  16733. private _vectors2;
  16734. private _vectors3;
  16735. private _matrices;
  16736. private _fallbackTexture;
  16737. private _fallbackTextureUsed;
  16738. private _engine;
  16739. private _cachedDefines;
  16740. private _contentUpdateId;
  16741. private _contentData;
  16742. /**
  16743. * Instantiates a new procedural texture.
  16744. * 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.
  16745. * This is the base class of any Procedural texture and contains most of the shareable code.
  16746. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16747. * @param name Define the name of the texture
  16748. * @param size Define the size of the texture to create
  16749. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16750. * @param scene Define the scene the texture belongs to
  16751. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16752. * @param generateMipMaps Define if the texture should creates mip maps or not
  16753. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16754. */
  16755. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16756. /**
  16757. * The effect that is created when initializing the post process.
  16758. * @returns The created effect corresponding the the postprocess.
  16759. */
  16760. getEffect(): Effect;
  16761. /**
  16762. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16763. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16764. */
  16765. getContent(): Nullable<ArrayBufferView>;
  16766. private _createIndexBuffer;
  16767. /** @hidden */
  16768. _rebuild(): void;
  16769. /**
  16770. * Resets the texture in order to recreate its associated resources.
  16771. * This can be called in case of context loss
  16772. */
  16773. reset(): void;
  16774. protected _getDefines(): string;
  16775. /**
  16776. * Is the texture ready to be used ? (rendered at least once)
  16777. * @returns true if ready, otherwise, false.
  16778. */
  16779. isReady(): boolean;
  16780. /**
  16781. * Resets the refresh counter of the texture and start bak from scratch.
  16782. * Could be useful to regenerate the texture if it is setup to render only once.
  16783. */
  16784. resetRefreshCounter(): void;
  16785. /**
  16786. * Set the fragment shader to use in order to render the texture.
  16787. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16788. */
  16789. setFragment(fragment: any): void;
  16790. /**
  16791. * Define the refresh rate of the texture or the rendering frequency.
  16792. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16793. */
  16794. refreshRate: number;
  16795. /** @hidden */
  16796. _shouldRender(): boolean;
  16797. /**
  16798. * Get the size the texture is rendering at.
  16799. * @returns the size (texture is always squared)
  16800. */
  16801. getRenderSize(): number;
  16802. /**
  16803. * Resize the texture to new value.
  16804. * @param size Define the new size the texture should have
  16805. * @param generateMipMaps Define whether the new texture should create mip maps
  16806. */
  16807. resize(size: number, generateMipMaps: boolean): void;
  16808. private _checkUniform;
  16809. /**
  16810. * Set a texture in the shader program used to render.
  16811. * @param name Define the name of the uniform samplers as defined in the shader
  16812. * @param texture Define the texture to bind to this sampler
  16813. * @return the texture itself allowing "fluent" like uniform updates
  16814. */
  16815. setTexture(name: string, texture: Texture): ProceduralTexture;
  16816. /**
  16817. * Set a float in the shader.
  16818. * @param name Define the name of the uniform as defined in the shader
  16819. * @param value Define the value to give to the uniform
  16820. * @return the texture itself allowing "fluent" like uniform updates
  16821. */
  16822. setFloat(name: string, value: number): ProceduralTexture;
  16823. /**
  16824. * Set a int in the shader.
  16825. * @param name Define the name of the uniform as defined in the shader
  16826. * @param value Define the value to give to the uniform
  16827. * @return the texture itself allowing "fluent" like uniform updates
  16828. */
  16829. setInt(name: string, value: number): ProceduralTexture;
  16830. /**
  16831. * Set an array of floats in the shader.
  16832. * @param name Define the name of the uniform as defined in the shader
  16833. * @param value Define the value to give to the uniform
  16834. * @return the texture itself allowing "fluent" like uniform updates
  16835. */
  16836. setFloats(name: string, value: number[]): ProceduralTexture;
  16837. /**
  16838. * Set a vec3 in the shader from a Color3.
  16839. * @param name Define the name of the uniform as defined in the shader
  16840. * @param value Define the value to give to the uniform
  16841. * @return the texture itself allowing "fluent" like uniform updates
  16842. */
  16843. setColor3(name: string, value: Color3): ProceduralTexture;
  16844. /**
  16845. * Set a vec4 in the shader from a Color4.
  16846. * @param name Define the name of the uniform as defined in the shader
  16847. * @param value Define the value to give to the uniform
  16848. * @return the texture itself allowing "fluent" like uniform updates
  16849. */
  16850. setColor4(name: string, value: Color4): ProceduralTexture;
  16851. /**
  16852. * Set a vec2 in the shader from a Vector2.
  16853. * @param name Define the name of the uniform as defined in the shader
  16854. * @param value Define the value to give to the uniform
  16855. * @return the texture itself allowing "fluent" like uniform updates
  16856. */
  16857. setVector2(name: string, value: Vector2): ProceduralTexture;
  16858. /**
  16859. * Set a vec3 in the shader from a Vector3.
  16860. * @param name Define the name of the uniform as defined in the shader
  16861. * @param value Define the value to give to the uniform
  16862. * @return the texture itself allowing "fluent" like uniform updates
  16863. */
  16864. setVector3(name: string, value: Vector3): ProceduralTexture;
  16865. /**
  16866. * Set a mat4 in the shader from a MAtrix.
  16867. * @param name Define the name of the uniform as defined in the shader
  16868. * @param value Define the value to give to the uniform
  16869. * @return the texture itself allowing "fluent" like uniform updates
  16870. */
  16871. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16872. /**
  16873. * Render the texture to its associated render target.
  16874. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16875. */
  16876. render(useCameraPostProcess?: boolean): void;
  16877. /**
  16878. * Clone the texture.
  16879. * @returns the cloned texture
  16880. */
  16881. clone(): ProceduralTexture;
  16882. /**
  16883. * Dispose the texture and release its asoociated resources.
  16884. */
  16885. dispose(): void;
  16886. }
  16887. }
  16888. declare module "babylonjs/Particles/baseParticleSystem" {
  16889. import { Nullable } from "babylonjs/types";
  16890. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16892. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16893. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16894. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16895. import { Scene } from "babylonjs/scene";
  16896. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16897. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16898. import { Texture } from "babylonjs/Materials/Textures/texture";
  16899. import { Color4 } from "babylonjs/Maths/math.color";
  16900. import { Animation } from "babylonjs/Animations/animation";
  16901. /**
  16902. * This represents the base class for particle system in Babylon.
  16903. * 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.
  16904. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16905. * @example https://doc.babylonjs.com/babylon101/particles
  16906. */
  16907. export class BaseParticleSystem {
  16908. /**
  16909. * Source color is added to the destination color without alpha affecting the result
  16910. */
  16911. static BLENDMODE_ONEONE: number;
  16912. /**
  16913. * Blend current color and particle color using particle’s alpha
  16914. */
  16915. static BLENDMODE_STANDARD: number;
  16916. /**
  16917. * Add current color and particle color multiplied by particle’s alpha
  16918. */
  16919. static BLENDMODE_ADD: number;
  16920. /**
  16921. * Multiply current color with particle color
  16922. */
  16923. static BLENDMODE_MULTIPLY: number;
  16924. /**
  16925. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16926. */
  16927. static BLENDMODE_MULTIPLYADD: number;
  16928. /**
  16929. * List of animations used by the particle system.
  16930. */
  16931. animations: Animation[];
  16932. /**
  16933. * The id of the Particle system.
  16934. */
  16935. id: string;
  16936. /**
  16937. * The friendly name of the Particle system.
  16938. */
  16939. name: string;
  16940. /**
  16941. * The rendering group used by the Particle system to chose when to render.
  16942. */
  16943. renderingGroupId: number;
  16944. /**
  16945. * The emitter represents the Mesh or position we are attaching the particle system to.
  16946. */
  16947. emitter: Nullable<AbstractMesh | Vector3>;
  16948. /**
  16949. * The maximum number of particles to emit per frame
  16950. */
  16951. emitRate: number;
  16952. /**
  16953. * If you want to launch only a few particles at once, that can be done, as well.
  16954. */
  16955. manualEmitCount: number;
  16956. /**
  16957. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16958. */
  16959. updateSpeed: number;
  16960. /**
  16961. * The amount of time the particle system is running (depends of the overall update speed).
  16962. */
  16963. targetStopDuration: number;
  16964. /**
  16965. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16966. */
  16967. disposeOnStop: boolean;
  16968. /**
  16969. * Minimum power of emitting particles.
  16970. */
  16971. minEmitPower: number;
  16972. /**
  16973. * Maximum power of emitting particles.
  16974. */
  16975. maxEmitPower: number;
  16976. /**
  16977. * Minimum life time of emitting particles.
  16978. */
  16979. minLifeTime: number;
  16980. /**
  16981. * Maximum life time of emitting particles.
  16982. */
  16983. maxLifeTime: number;
  16984. /**
  16985. * Minimum Size of emitting particles.
  16986. */
  16987. minSize: number;
  16988. /**
  16989. * Maximum Size of emitting particles.
  16990. */
  16991. maxSize: number;
  16992. /**
  16993. * Minimum scale of emitting particles on X axis.
  16994. */
  16995. minScaleX: number;
  16996. /**
  16997. * Maximum scale of emitting particles on X axis.
  16998. */
  16999. maxScaleX: number;
  17000. /**
  17001. * Minimum scale of emitting particles on Y axis.
  17002. */
  17003. minScaleY: number;
  17004. /**
  17005. * Maximum scale of emitting particles on Y axis.
  17006. */
  17007. maxScaleY: number;
  17008. /**
  17009. * Gets or sets the minimal initial rotation in radians.
  17010. */
  17011. minInitialRotation: number;
  17012. /**
  17013. * Gets or sets the maximal initial rotation in radians.
  17014. */
  17015. maxInitialRotation: number;
  17016. /**
  17017. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17018. */
  17019. minAngularSpeed: number;
  17020. /**
  17021. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17022. */
  17023. maxAngularSpeed: number;
  17024. /**
  17025. * The texture used to render each particle. (this can be a spritesheet)
  17026. */
  17027. particleTexture: Nullable<Texture>;
  17028. /**
  17029. * The layer mask we are rendering the particles through.
  17030. */
  17031. layerMask: number;
  17032. /**
  17033. * This can help using your own shader to render the particle system.
  17034. * The according effect will be created
  17035. */
  17036. customShader: any;
  17037. /**
  17038. * By default particle system starts as soon as they are created. This prevents the
  17039. * automatic start to happen and let you decide when to start emitting particles.
  17040. */
  17041. preventAutoStart: boolean;
  17042. private _noiseTexture;
  17043. /**
  17044. * Gets or sets a texture used to add random noise to particle positions
  17045. */
  17046. noiseTexture: Nullable<ProceduralTexture>;
  17047. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17048. noiseStrength: Vector3;
  17049. /**
  17050. * Callback triggered when the particle animation is ending.
  17051. */
  17052. onAnimationEnd: Nullable<() => void>;
  17053. /**
  17054. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17055. */
  17056. blendMode: number;
  17057. /**
  17058. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17059. * to override the particles.
  17060. */
  17061. forceDepthWrite: boolean;
  17062. /** 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 */
  17063. preWarmCycles: number;
  17064. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17065. preWarmStepOffset: number;
  17066. /**
  17067. * 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)
  17068. */
  17069. spriteCellChangeSpeed: number;
  17070. /**
  17071. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17072. */
  17073. startSpriteCellID: number;
  17074. /**
  17075. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17076. */
  17077. endSpriteCellID: number;
  17078. /**
  17079. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17080. */
  17081. spriteCellWidth: number;
  17082. /**
  17083. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17084. */
  17085. spriteCellHeight: number;
  17086. /**
  17087. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17088. */
  17089. spriteRandomStartCell: boolean;
  17090. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17091. translationPivot: Vector2;
  17092. /** @hidden */
  17093. protected _isAnimationSheetEnabled: boolean;
  17094. /**
  17095. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17096. */
  17097. beginAnimationOnStart: boolean;
  17098. /**
  17099. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17100. */
  17101. beginAnimationFrom: number;
  17102. /**
  17103. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17104. */
  17105. beginAnimationTo: number;
  17106. /**
  17107. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17108. */
  17109. beginAnimationLoop: boolean;
  17110. /**
  17111. * Gets or sets a world offset applied to all particles
  17112. */
  17113. worldOffset: Vector3;
  17114. /**
  17115. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17116. */
  17117. isAnimationSheetEnabled: boolean;
  17118. /**
  17119. * Get hosting scene
  17120. * @returns the scene
  17121. */
  17122. getScene(): Scene;
  17123. /**
  17124. * You can use gravity if you want to give an orientation to your particles.
  17125. */
  17126. gravity: Vector3;
  17127. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17128. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17129. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17130. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17131. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17132. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17133. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17134. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17135. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17136. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17137. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17138. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17139. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17140. /**
  17141. * Defines the delay in milliseconds before starting the system (0 by default)
  17142. */
  17143. startDelay: number;
  17144. /**
  17145. * Gets the current list of drag gradients.
  17146. * You must use addDragGradient and removeDragGradient to udpate this list
  17147. * @returns the list of drag gradients
  17148. */
  17149. getDragGradients(): Nullable<Array<FactorGradient>>;
  17150. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17151. limitVelocityDamping: number;
  17152. /**
  17153. * Gets the current list of limit velocity gradients.
  17154. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17155. * @returns the list of limit velocity gradients
  17156. */
  17157. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17158. /**
  17159. * Gets the current list of color gradients.
  17160. * You must use addColorGradient and removeColorGradient to udpate this list
  17161. * @returns the list of color gradients
  17162. */
  17163. getColorGradients(): Nullable<Array<ColorGradient>>;
  17164. /**
  17165. * Gets the current list of size gradients.
  17166. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17167. * @returns the list of size gradients
  17168. */
  17169. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17170. /**
  17171. * Gets the current list of color remap gradients.
  17172. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17173. * @returns the list of color remap gradients
  17174. */
  17175. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17176. /**
  17177. * Gets the current list of alpha remap gradients.
  17178. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17179. * @returns the list of alpha remap gradients
  17180. */
  17181. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17182. /**
  17183. * Gets the current list of life time gradients.
  17184. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17185. * @returns the list of life time gradients
  17186. */
  17187. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17188. /**
  17189. * Gets the current list of angular speed gradients.
  17190. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17191. * @returns the list of angular speed gradients
  17192. */
  17193. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17194. /**
  17195. * Gets the current list of velocity gradients.
  17196. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17197. * @returns the list of velocity gradients
  17198. */
  17199. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17200. /**
  17201. * Gets the current list of start size gradients.
  17202. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17203. * @returns the list of start size gradients
  17204. */
  17205. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17206. /**
  17207. * Gets the current list of emit rate gradients.
  17208. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17209. * @returns the list of emit rate gradients
  17210. */
  17211. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17212. /**
  17213. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17214. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17215. */
  17216. direction1: Vector3;
  17217. /**
  17218. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17219. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17220. */
  17221. direction2: Vector3;
  17222. /**
  17223. * 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.
  17224. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17225. */
  17226. minEmitBox: Vector3;
  17227. /**
  17228. * 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.
  17229. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17230. */
  17231. maxEmitBox: Vector3;
  17232. /**
  17233. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17234. */
  17235. color1: Color4;
  17236. /**
  17237. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17238. */
  17239. color2: Color4;
  17240. /**
  17241. * Color the particle will have at the end of its lifetime
  17242. */
  17243. colorDead: Color4;
  17244. /**
  17245. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17246. */
  17247. textureMask: Color4;
  17248. /**
  17249. * The particle emitter type defines the emitter used by the particle system.
  17250. * It can be for example box, sphere, or cone...
  17251. */
  17252. particleEmitterType: IParticleEmitterType;
  17253. /** @hidden */
  17254. _isSubEmitter: boolean;
  17255. /**
  17256. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17257. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17258. */
  17259. billboardMode: number;
  17260. protected _isBillboardBased: boolean;
  17261. /**
  17262. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17263. */
  17264. isBillboardBased: boolean;
  17265. /**
  17266. * The scene the particle system belongs to.
  17267. */
  17268. protected _scene: Scene;
  17269. /**
  17270. * Local cache of defines for image processing.
  17271. */
  17272. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17273. /**
  17274. * Default configuration related to image processing available in the standard Material.
  17275. */
  17276. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17277. /**
  17278. * Gets the image processing configuration used either in this material.
  17279. */
  17280. /**
  17281. * Sets the Default image processing configuration used either in the this material.
  17282. *
  17283. * If sets to null, the scene one is in use.
  17284. */
  17285. imageProcessingConfiguration: ImageProcessingConfiguration;
  17286. /**
  17287. * Attaches a new image processing configuration to the Standard Material.
  17288. * @param configuration
  17289. */
  17290. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17291. /** @hidden */
  17292. protected _reset(): void;
  17293. /** @hidden */
  17294. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17295. /**
  17296. * Instantiates a particle system.
  17297. * 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.
  17298. * @param name The name of the particle system
  17299. */
  17300. constructor(name: string);
  17301. /**
  17302. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17303. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17304. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17305. * @returns the emitter
  17306. */
  17307. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17308. /**
  17309. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17310. * @param radius The radius of the hemisphere to emit from
  17311. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17312. * @returns the emitter
  17313. */
  17314. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17315. /**
  17316. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17317. * @param radius The radius of the sphere to emit from
  17318. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17319. * @returns the emitter
  17320. */
  17321. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17322. /**
  17323. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17324. * @param radius The radius of the sphere to emit from
  17325. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17326. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17327. * @returns the emitter
  17328. */
  17329. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17330. /**
  17331. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17332. * @param radius The radius of the emission cylinder
  17333. * @param height The height of the emission cylinder
  17334. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17335. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17336. * @returns the emitter
  17337. */
  17338. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17339. /**
  17340. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17341. * @param radius The radius of the cylinder to emit from
  17342. * @param height The height of the emission cylinder
  17343. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17344. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17345. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17346. * @returns the emitter
  17347. */
  17348. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17349. /**
  17350. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17351. * @param radius The radius of the cone to emit from
  17352. * @param angle The base angle of the cone
  17353. * @returns the emitter
  17354. */
  17355. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17356. /**
  17357. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17358. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17359. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17360. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17361. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17362. * @returns the emitter
  17363. */
  17364. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17365. }
  17366. }
  17367. declare module "babylonjs/Particles/subEmitter" {
  17368. import { Scene } from "babylonjs/scene";
  17369. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17370. /**
  17371. * Type of sub emitter
  17372. */
  17373. export enum SubEmitterType {
  17374. /**
  17375. * Attached to the particle over it's lifetime
  17376. */
  17377. ATTACHED = 0,
  17378. /**
  17379. * Created when the particle dies
  17380. */
  17381. END = 1
  17382. }
  17383. /**
  17384. * Sub emitter class used to emit particles from an existing particle
  17385. */
  17386. export class SubEmitter {
  17387. /**
  17388. * the particle system to be used by the sub emitter
  17389. */
  17390. particleSystem: ParticleSystem;
  17391. /**
  17392. * Type of the submitter (Default: END)
  17393. */
  17394. type: SubEmitterType;
  17395. /**
  17396. * 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)
  17397. * Note: This only is supported when using an emitter of type Mesh
  17398. */
  17399. inheritDirection: boolean;
  17400. /**
  17401. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17402. */
  17403. inheritedVelocityAmount: number;
  17404. /**
  17405. * Creates a sub emitter
  17406. * @param particleSystem the particle system to be used by the sub emitter
  17407. */
  17408. constructor(
  17409. /**
  17410. * the particle system to be used by the sub emitter
  17411. */
  17412. particleSystem: ParticleSystem);
  17413. /**
  17414. * Clones the sub emitter
  17415. * @returns the cloned sub emitter
  17416. */
  17417. clone(): SubEmitter;
  17418. /**
  17419. * Serialize current object to a JSON object
  17420. * @returns the serialized object
  17421. */
  17422. serialize(): any;
  17423. /** @hidden */
  17424. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17425. /**
  17426. * Creates a new SubEmitter from a serialized JSON version
  17427. * @param serializationObject defines the JSON object to read from
  17428. * @param scene defines the hosting scene
  17429. * @param rootUrl defines the rootUrl for data loading
  17430. * @returns a new SubEmitter
  17431. */
  17432. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17433. /** Release associated resources */
  17434. dispose(): void;
  17435. }
  17436. }
  17437. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17438. /** @hidden */
  17439. export var clipPlaneFragmentDeclaration: {
  17440. name: string;
  17441. shader: string;
  17442. };
  17443. }
  17444. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17445. /** @hidden */
  17446. export var imageProcessingDeclaration: {
  17447. name: string;
  17448. shader: string;
  17449. };
  17450. }
  17451. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17452. /** @hidden */
  17453. export var imageProcessingFunctions: {
  17454. name: string;
  17455. shader: string;
  17456. };
  17457. }
  17458. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17459. /** @hidden */
  17460. export var clipPlaneFragment: {
  17461. name: string;
  17462. shader: string;
  17463. };
  17464. }
  17465. declare module "babylonjs/Shaders/particles.fragment" {
  17466. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17467. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17468. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17469. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17470. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17471. /** @hidden */
  17472. export var particlesPixelShader: {
  17473. name: string;
  17474. shader: string;
  17475. };
  17476. }
  17477. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17478. /** @hidden */
  17479. export var clipPlaneVertexDeclaration: {
  17480. name: string;
  17481. shader: string;
  17482. };
  17483. }
  17484. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17485. /** @hidden */
  17486. export var clipPlaneVertex: {
  17487. name: string;
  17488. shader: string;
  17489. };
  17490. }
  17491. declare module "babylonjs/Shaders/particles.vertex" {
  17492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17493. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17494. /** @hidden */
  17495. export var particlesVertexShader: {
  17496. name: string;
  17497. shader: string;
  17498. };
  17499. }
  17500. declare module "babylonjs/Particles/particleSystem" {
  17501. import { Nullable } from "babylonjs/types";
  17502. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17503. import { Observable } from "babylonjs/Misc/observable";
  17504. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17505. import { Effect } from "babylonjs/Materials/effect";
  17506. import { Scene, IDisposable } from "babylonjs/scene";
  17507. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17508. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17509. import { Particle } from "babylonjs/Particles/particle";
  17510. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17511. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17512. import "babylonjs/Shaders/particles.fragment";
  17513. import "babylonjs/Shaders/particles.vertex";
  17514. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17515. /**
  17516. * This represents a particle system in Babylon.
  17517. * 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.
  17518. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17519. * @example https://doc.babylonjs.com/babylon101/particles
  17520. */
  17521. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17522. /**
  17523. * Billboard mode will only apply to Y axis
  17524. */
  17525. static readonly BILLBOARDMODE_Y: number;
  17526. /**
  17527. * Billboard mode will apply to all axes
  17528. */
  17529. static readonly BILLBOARDMODE_ALL: number;
  17530. /**
  17531. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17532. */
  17533. static readonly BILLBOARDMODE_STRETCHED: number;
  17534. /**
  17535. * This function can be defined to provide custom update for active particles.
  17536. * This function will be called instead of regular update (age, position, color, etc.).
  17537. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17538. */
  17539. updateFunction: (particles: Particle[]) => void;
  17540. private _emitterWorldMatrix;
  17541. /**
  17542. * This function can be defined to specify initial direction for every new particle.
  17543. * It by default use the emitterType defined function
  17544. */
  17545. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17546. /**
  17547. * This function can be defined to specify initial position for every new particle.
  17548. * It by default use the emitterType defined function
  17549. */
  17550. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17551. /**
  17552. * @hidden
  17553. */
  17554. _inheritedVelocityOffset: Vector3;
  17555. /**
  17556. * An event triggered when the system is disposed
  17557. */
  17558. onDisposeObservable: Observable<ParticleSystem>;
  17559. private _onDisposeObserver;
  17560. /**
  17561. * Sets a callback that will be triggered when the system is disposed
  17562. */
  17563. onDispose: () => void;
  17564. private _particles;
  17565. private _epsilon;
  17566. private _capacity;
  17567. private _stockParticles;
  17568. private _newPartsExcess;
  17569. private _vertexData;
  17570. private _vertexBuffer;
  17571. private _vertexBuffers;
  17572. private _spriteBuffer;
  17573. private _indexBuffer;
  17574. private _effect;
  17575. private _customEffect;
  17576. private _cachedDefines;
  17577. private _scaledColorStep;
  17578. private _colorDiff;
  17579. private _scaledDirection;
  17580. private _scaledGravity;
  17581. private _currentRenderId;
  17582. private _alive;
  17583. private _useInstancing;
  17584. private _started;
  17585. private _stopped;
  17586. private _actualFrame;
  17587. private _scaledUpdateSpeed;
  17588. private _vertexBufferSize;
  17589. /** @hidden */
  17590. _currentEmitRateGradient: Nullable<FactorGradient>;
  17591. /** @hidden */
  17592. _currentEmitRate1: number;
  17593. /** @hidden */
  17594. _currentEmitRate2: number;
  17595. /** @hidden */
  17596. _currentStartSizeGradient: Nullable<FactorGradient>;
  17597. /** @hidden */
  17598. _currentStartSize1: number;
  17599. /** @hidden */
  17600. _currentStartSize2: number;
  17601. private readonly _rawTextureWidth;
  17602. private _rampGradientsTexture;
  17603. private _useRampGradients;
  17604. /** Gets or sets a boolean indicating that ramp gradients must be used
  17605. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17606. */
  17607. useRampGradients: boolean;
  17608. /**
  17609. * 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.
  17610. * 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: [])
  17611. */
  17612. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17613. private _subEmitters;
  17614. /**
  17615. * @hidden
  17616. * If the particle systems emitter should be disposed when the particle system is disposed
  17617. */
  17618. _disposeEmitterOnDispose: boolean;
  17619. /**
  17620. * The current active Sub-systems, this property is used by the root particle system only.
  17621. */
  17622. activeSubSystems: Array<ParticleSystem>;
  17623. private _rootParticleSystem;
  17624. /**
  17625. * Gets the current list of active particles
  17626. */
  17627. readonly particles: Particle[];
  17628. /**
  17629. * Returns the string "ParticleSystem"
  17630. * @returns a string containing the class name
  17631. */
  17632. getClassName(): string;
  17633. /**
  17634. * Instantiates a particle system.
  17635. * 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.
  17636. * @param name The name of the particle system
  17637. * @param capacity The max number of particles alive at the same time
  17638. * @param scene The scene the particle system belongs to
  17639. * @param customEffect a custom effect used to change the way particles are rendered by default
  17640. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17641. * @param epsilon Offset used to render the particles
  17642. */
  17643. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17644. private _addFactorGradient;
  17645. private _removeFactorGradient;
  17646. /**
  17647. * Adds a new life time gradient
  17648. * @param gradient defines the gradient to use (between 0 and 1)
  17649. * @param factor defines the life time factor to affect to the specified gradient
  17650. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17651. * @returns the current particle system
  17652. */
  17653. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17654. /**
  17655. * Remove a specific life time gradient
  17656. * @param gradient defines the gradient to remove
  17657. * @returns the current particle system
  17658. */
  17659. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17660. /**
  17661. * Adds a new size gradient
  17662. * @param gradient defines the gradient to use (between 0 and 1)
  17663. * @param factor defines the size factor to affect to the specified gradient
  17664. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17665. * @returns the current particle system
  17666. */
  17667. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17668. /**
  17669. * Remove a specific size gradient
  17670. * @param gradient defines the gradient to remove
  17671. * @returns the current particle system
  17672. */
  17673. removeSizeGradient(gradient: number): IParticleSystem;
  17674. /**
  17675. * Adds a new color remap gradient
  17676. * @param gradient defines the gradient to use (between 0 and 1)
  17677. * @param min defines the color remap minimal range
  17678. * @param max defines the color remap maximal range
  17679. * @returns the current particle system
  17680. */
  17681. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17682. /**
  17683. * Remove a specific color remap gradient
  17684. * @param gradient defines the gradient to remove
  17685. * @returns the current particle system
  17686. */
  17687. removeColorRemapGradient(gradient: number): IParticleSystem;
  17688. /**
  17689. * Adds a new alpha remap gradient
  17690. * @param gradient defines the gradient to use (between 0 and 1)
  17691. * @param min defines the alpha remap minimal range
  17692. * @param max defines the alpha remap maximal range
  17693. * @returns the current particle system
  17694. */
  17695. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17696. /**
  17697. * Remove a specific alpha remap gradient
  17698. * @param gradient defines the gradient to remove
  17699. * @returns the current particle system
  17700. */
  17701. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17702. /**
  17703. * Adds a new angular speed gradient
  17704. * @param gradient defines the gradient to use (between 0 and 1)
  17705. * @param factor defines the angular speed to affect to the specified gradient
  17706. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17707. * @returns the current particle system
  17708. */
  17709. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17710. /**
  17711. * Remove a specific angular speed gradient
  17712. * @param gradient defines the gradient to remove
  17713. * @returns the current particle system
  17714. */
  17715. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17716. /**
  17717. * Adds a new velocity gradient
  17718. * @param gradient defines the gradient to use (between 0 and 1)
  17719. * @param factor defines the velocity to affect to the specified gradient
  17720. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17721. * @returns the current particle system
  17722. */
  17723. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17724. /**
  17725. * Remove a specific velocity gradient
  17726. * @param gradient defines the gradient to remove
  17727. * @returns the current particle system
  17728. */
  17729. removeVelocityGradient(gradient: number): IParticleSystem;
  17730. /**
  17731. * Adds a new limit velocity gradient
  17732. * @param gradient defines the gradient to use (between 0 and 1)
  17733. * @param factor defines the limit velocity value to affect to the specified gradient
  17734. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17735. * @returns the current particle system
  17736. */
  17737. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17738. /**
  17739. * Remove a specific limit velocity gradient
  17740. * @param gradient defines the gradient to remove
  17741. * @returns the current particle system
  17742. */
  17743. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17744. /**
  17745. * Adds a new drag gradient
  17746. * @param gradient defines the gradient to use (between 0 and 1)
  17747. * @param factor defines the drag value to affect to the specified gradient
  17748. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17749. * @returns the current particle system
  17750. */
  17751. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17752. /**
  17753. * Remove a specific drag gradient
  17754. * @param gradient defines the gradient to remove
  17755. * @returns the current particle system
  17756. */
  17757. removeDragGradient(gradient: number): IParticleSystem;
  17758. /**
  17759. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17760. * @param gradient defines the gradient to use (between 0 and 1)
  17761. * @param factor defines the emit rate value to affect to the specified gradient
  17762. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17763. * @returns the current particle system
  17764. */
  17765. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17766. /**
  17767. * Remove a specific emit rate gradient
  17768. * @param gradient defines the gradient to remove
  17769. * @returns the current particle system
  17770. */
  17771. removeEmitRateGradient(gradient: number): IParticleSystem;
  17772. /**
  17773. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17774. * @param gradient defines the gradient to use (between 0 and 1)
  17775. * @param factor defines the start size value to affect to the specified gradient
  17776. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17777. * @returns the current particle system
  17778. */
  17779. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17780. /**
  17781. * Remove a specific start size gradient
  17782. * @param gradient defines the gradient to remove
  17783. * @returns the current particle system
  17784. */
  17785. removeStartSizeGradient(gradient: number): IParticleSystem;
  17786. private _createRampGradientTexture;
  17787. /**
  17788. * Gets the current list of ramp gradients.
  17789. * You must use addRampGradient and removeRampGradient to udpate this list
  17790. * @returns the list of ramp gradients
  17791. */
  17792. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17793. /**
  17794. * Adds a new ramp gradient used to remap particle colors
  17795. * @param gradient defines the gradient to use (between 0 and 1)
  17796. * @param color defines the color to affect to the specified gradient
  17797. * @returns the current particle system
  17798. */
  17799. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17800. /**
  17801. * Remove a specific ramp gradient
  17802. * @param gradient defines the gradient to remove
  17803. * @returns the current particle system
  17804. */
  17805. removeRampGradient(gradient: number): ParticleSystem;
  17806. /**
  17807. * Adds a new color gradient
  17808. * @param gradient defines the gradient to use (between 0 and 1)
  17809. * @param color1 defines the color to affect to the specified gradient
  17810. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17811. * @returns this particle system
  17812. */
  17813. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17814. /**
  17815. * Remove a specific color gradient
  17816. * @param gradient defines the gradient to remove
  17817. * @returns this particle system
  17818. */
  17819. removeColorGradient(gradient: number): IParticleSystem;
  17820. private _fetchR;
  17821. protected _reset(): void;
  17822. private _resetEffect;
  17823. private _createVertexBuffers;
  17824. private _createIndexBuffer;
  17825. /**
  17826. * Gets the maximum number of particles active at the same time.
  17827. * @returns The max number of active particles.
  17828. */
  17829. getCapacity(): number;
  17830. /**
  17831. * Gets whether there are still active particles in the system.
  17832. * @returns True if it is alive, otherwise false.
  17833. */
  17834. isAlive(): boolean;
  17835. /**
  17836. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17837. * @returns True if it has been started, otherwise false.
  17838. */
  17839. isStarted(): boolean;
  17840. private _prepareSubEmitterInternalArray;
  17841. /**
  17842. * Starts the particle system and begins to emit
  17843. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17844. */
  17845. start(delay?: number): void;
  17846. /**
  17847. * Stops the particle system.
  17848. * @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.
  17849. */
  17850. stop(stopSubEmitters?: boolean): void;
  17851. /**
  17852. * Remove all active particles
  17853. */
  17854. reset(): void;
  17855. /**
  17856. * @hidden (for internal use only)
  17857. */
  17858. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17859. /**
  17860. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17861. * Its lifetime will start back at 0.
  17862. */
  17863. recycleParticle: (particle: Particle) => void;
  17864. private _stopSubEmitters;
  17865. private _createParticle;
  17866. private _removeFromRoot;
  17867. private _emitFromParticle;
  17868. private _update;
  17869. /** @hidden */
  17870. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17871. /** @hidden */
  17872. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17873. /** @hidden */
  17874. private _getEffect;
  17875. /**
  17876. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17877. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17878. */
  17879. animate(preWarmOnly?: boolean): void;
  17880. private _appendParticleVertices;
  17881. /**
  17882. * Rebuilds the particle system.
  17883. */
  17884. rebuild(): void;
  17885. /**
  17886. * Is this system ready to be used/rendered
  17887. * @return true if the system is ready
  17888. */
  17889. isReady(): boolean;
  17890. private _render;
  17891. /**
  17892. * Renders the particle system in its current state.
  17893. * @returns the current number of particles
  17894. */
  17895. render(): number;
  17896. /**
  17897. * Disposes the particle system and free the associated resources
  17898. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17899. */
  17900. dispose(disposeTexture?: boolean): void;
  17901. /**
  17902. * Clones the particle system.
  17903. * @param name The name of the cloned object
  17904. * @param newEmitter The new emitter to use
  17905. * @returns the cloned particle system
  17906. */
  17907. clone(name: string, newEmitter: any): ParticleSystem;
  17908. /**
  17909. * Serializes the particle system to a JSON object.
  17910. * @returns the JSON object
  17911. */
  17912. serialize(): any;
  17913. /** @hidden */
  17914. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17915. /** @hidden */
  17916. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17917. /**
  17918. * Parses a JSON object to create a particle system.
  17919. * @param parsedParticleSystem The JSON object to parse
  17920. * @param scene The scene to create the particle system in
  17921. * @param rootUrl The root url to use to load external dependencies like texture
  17922. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17923. * @returns the Parsed particle system
  17924. */
  17925. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17926. }
  17927. }
  17928. declare module "babylonjs/Particles/particle" {
  17929. import { Nullable } from "babylonjs/types";
  17930. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17931. import { Color4 } from "babylonjs/Maths/math.color";
  17932. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17933. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17934. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17935. /**
  17936. * A particle represents one of the element emitted by a particle system.
  17937. * This is mainly define by its coordinates, direction, velocity and age.
  17938. */
  17939. export class Particle {
  17940. /**
  17941. * The particle system the particle belongs to.
  17942. */
  17943. particleSystem: ParticleSystem;
  17944. private static _Count;
  17945. /**
  17946. * Unique ID of the particle
  17947. */
  17948. id: number;
  17949. /**
  17950. * The world position of the particle in the scene.
  17951. */
  17952. position: Vector3;
  17953. /**
  17954. * The world direction of the particle in the scene.
  17955. */
  17956. direction: Vector3;
  17957. /**
  17958. * The color of the particle.
  17959. */
  17960. color: Color4;
  17961. /**
  17962. * The color change of the particle per step.
  17963. */
  17964. colorStep: Color4;
  17965. /**
  17966. * Defines how long will the life of the particle be.
  17967. */
  17968. lifeTime: number;
  17969. /**
  17970. * The current age of the particle.
  17971. */
  17972. age: number;
  17973. /**
  17974. * The current size of the particle.
  17975. */
  17976. size: number;
  17977. /**
  17978. * The current scale of the particle.
  17979. */
  17980. scale: Vector2;
  17981. /**
  17982. * The current angle of the particle.
  17983. */
  17984. angle: number;
  17985. /**
  17986. * Defines how fast is the angle changing.
  17987. */
  17988. angularSpeed: number;
  17989. /**
  17990. * Defines the cell index used by the particle to be rendered from a sprite.
  17991. */
  17992. cellIndex: number;
  17993. /**
  17994. * The information required to support color remapping
  17995. */
  17996. remapData: Vector4;
  17997. /** @hidden */
  17998. _randomCellOffset?: number;
  17999. /** @hidden */
  18000. _initialDirection: Nullable<Vector3>;
  18001. /** @hidden */
  18002. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18003. /** @hidden */
  18004. _initialStartSpriteCellID: number;
  18005. /** @hidden */
  18006. _initialEndSpriteCellID: number;
  18007. /** @hidden */
  18008. _currentColorGradient: Nullable<ColorGradient>;
  18009. /** @hidden */
  18010. _currentColor1: Color4;
  18011. /** @hidden */
  18012. _currentColor2: Color4;
  18013. /** @hidden */
  18014. _currentSizeGradient: Nullable<FactorGradient>;
  18015. /** @hidden */
  18016. _currentSize1: number;
  18017. /** @hidden */
  18018. _currentSize2: number;
  18019. /** @hidden */
  18020. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18021. /** @hidden */
  18022. _currentAngularSpeed1: number;
  18023. /** @hidden */
  18024. _currentAngularSpeed2: number;
  18025. /** @hidden */
  18026. _currentVelocityGradient: Nullable<FactorGradient>;
  18027. /** @hidden */
  18028. _currentVelocity1: number;
  18029. /** @hidden */
  18030. _currentVelocity2: number;
  18031. /** @hidden */
  18032. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18033. /** @hidden */
  18034. _currentLimitVelocity1: number;
  18035. /** @hidden */
  18036. _currentLimitVelocity2: number;
  18037. /** @hidden */
  18038. _currentDragGradient: Nullable<FactorGradient>;
  18039. /** @hidden */
  18040. _currentDrag1: number;
  18041. /** @hidden */
  18042. _currentDrag2: number;
  18043. /** @hidden */
  18044. _randomNoiseCoordinates1: Vector3;
  18045. /** @hidden */
  18046. _randomNoiseCoordinates2: Vector3;
  18047. /**
  18048. * Creates a new instance Particle
  18049. * @param particleSystem the particle system the particle belongs to
  18050. */
  18051. constructor(
  18052. /**
  18053. * The particle system the particle belongs to.
  18054. */
  18055. particleSystem: ParticleSystem);
  18056. private updateCellInfoFromSystem;
  18057. /**
  18058. * Defines how the sprite cell index is updated for the particle
  18059. */
  18060. updateCellIndex(): void;
  18061. /** @hidden */
  18062. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18063. /** @hidden */
  18064. _inheritParticleInfoToSubEmitters(): void;
  18065. /** @hidden */
  18066. _reset(): void;
  18067. /**
  18068. * Copy the properties of particle to another one.
  18069. * @param other the particle to copy the information to.
  18070. */
  18071. copyTo(other: Particle): void;
  18072. }
  18073. }
  18074. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18075. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18076. import { Effect } from "babylonjs/Materials/effect";
  18077. import { Particle } from "babylonjs/Particles/particle";
  18078. /**
  18079. * Particle emitter represents a volume emitting particles.
  18080. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18081. */
  18082. export interface IParticleEmitterType {
  18083. /**
  18084. * Called by the particle System when the direction is computed for the created particle.
  18085. * @param worldMatrix is the world matrix of the particle system
  18086. * @param directionToUpdate is the direction vector to update with the result
  18087. * @param particle is the particle we are computed the direction for
  18088. */
  18089. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18090. /**
  18091. * Called by the particle System when the position is computed for the created particle.
  18092. * @param worldMatrix is the world matrix of the particle system
  18093. * @param positionToUpdate is the position vector to update with the result
  18094. * @param particle is the particle we are computed the position for
  18095. */
  18096. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18097. /**
  18098. * Clones the current emitter and returns a copy of it
  18099. * @returns the new emitter
  18100. */
  18101. clone(): IParticleEmitterType;
  18102. /**
  18103. * Called by the GPUParticleSystem to setup the update shader
  18104. * @param effect defines the update shader
  18105. */
  18106. applyToShader(effect: Effect): void;
  18107. /**
  18108. * Returns a string to use to update the GPU particles update shader
  18109. * @returns the effect defines string
  18110. */
  18111. getEffectDefines(): string;
  18112. /**
  18113. * Returns a string representing the class name
  18114. * @returns a string containing the class name
  18115. */
  18116. getClassName(): string;
  18117. /**
  18118. * Serializes the particle system to a JSON object.
  18119. * @returns the JSON object
  18120. */
  18121. serialize(): any;
  18122. /**
  18123. * Parse properties from a JSON object
  18124. * @param serializationObject defines the JSON object
  18125. */
  18126. parse(serializationObject: any): void;
  18127. }
  18128. }
  18129. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18130. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18131. import { Effect } from "babylonjs/Materials/effect";
  18132. import { Particle } from "babylonjs/Particles/particle";
  18133. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18134. /**
  18135. * Particle emitter emitting particles from the inside of a box.
  18136. * It emits the particles randomly between 2 given directions.
  18137. */
  18138. export class BoxParticleEmitter implements IParticleEmitterType {
  18139. /**
  18140. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18141. */
  18142. direction1: Vector3;
  18143. /**
  18144. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18145. */
  18146. direction2: Vector3;
  18147. /**
  18148. * 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.
  18149. */
  18150. minEmitBox: Vector3;
  18151. /**
  18152. * 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.
  18153. */
  18154. maxEmitBox: Vector3;
  18155. /**
  18156. * Creates a new instance BoxParticleEmitter
  18157. */
  18158. constructor();
  18159. /**
  18160. * Called by the particle System when the direction is computed for the created particle.
  18161. * @param worldMatrix is the world matrix of the particle system
  18162. * @param directionToUpdate is the direction vector to update with the result
  18163. * @param particle is the particle we are computed the direction for
  18164. */
  18165. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18166. /**
  18167. * Called by the particle System when the position is computed for the created particle.
  18168. * @param worldMatrix is the world matrix of the particle system
  18169. * @param positionToUpdate is the position vector to update with the result
  18170. * @param particle is the particle we are computed the position for
  18171. */
  18172. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18173. /**
  18174. * Clones the current emitter and returns a copy of it
  18175. * @returns the new emitter
  18176. */
  18177. clone(): BoxParticleEmitter;
  18178. /**
  18179. * Called by the GPUParticleSystem to setup the update shader
  18180. * @param effect defines the update shader
  18181. */
  18182. applyToShader(effect: Effect): void;
  18183. /**
  18184. * Returns a string to use to update the GPU particles update shader
  18185. * @returns a string containng the defines string
  18186. */
  18187. getEffectDefines(): string;
  18188. /**
  18189. * Returns the string "BoxParticleEmitter"
  18190. * @returns a string containing the class name
  18191. */
  18192. getClassName(): string;
  18193. /**
  18194. * Serializes the particle system to a JSON object.
  18195. * @returns the JSON object
  18196. */
  18197. serialize(): any;
  18198. /**
  18199. * Parse properties from a JSON object
  18200. * @param serializationObject defines the JSON object
  18201. */
  18202. parse(serializationObject: any): void;
  18203. }
  18204. }
  18205. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18206. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18207. import { Effect } from "babylonjs/Materials/effect";
  18208. import { Particle } from "babylonjs/Particles/particle";
  18209. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18210. /**
  18211. * Particle emitter emitting particles from the inside of a cone.
  18212. * It emits the particles alongside the cone volume from the base to the particle.
  18213. * The emission direction might be randomized.
  18214. */
  18215. export class ConeParticleEmitter implements IParticleEmitterType {
  18216. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18217. directionRandomizer: number;
  18218. private _radius;
  18219. private _angle;
  18220. private _height;
  18221. /**
  18222. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18223. */
  18224. radiusRange: number;
  18225. /**
  18226. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18227. */
  18228. heightRange: number;
  18229. /**
  18230. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18231. */
  18232. emitFromSpawnPointOnly: boolean;
  18233. /**
  18234. * Gets or sets the radius of the emission cone
  18235. */
  18236. radius: number;
  18237. /**
  18238. * Gets or sets the angle of the emission cone
  18239. */
  18240. angle: number;
  18241. private _buildHeight;
  18242. /**
  18243. * Creates a new instance ConeParticleEmitter
  18244. * @param radius the radius of the emission cone (1 by default)
  18245. * @param angle the cone base angle (PI by default)
  18246. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18247. */
  18248. constructor(radius?: number, angle?: number,
  18249. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18250. directionRandomizer?: number);
  18251. /**
  18252. * Called by the particle System when the direction is computed for the created particle.
  18253. * @param worldMatrix is the world matrix of the particle system
  18254. * @param directionToUpdate is the direction vector to update with the result
  18255. * @param particle is the particle we are computed the direction for
  18256. */
  18257. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18258. /**
  18259. * Called by the particle System when the position is computed for the created particle.
  18260. * @param worldMatrix is the world matrix of the particle system
  18261. * @param positionToUpdate is the position vector to update with the result
  18262. * @param particle is the particle we are computed the position for
  18263. */
  18264. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18265. /**
  18266. * Clones the current emitter and returns a copy of it
  18267. * @returns the new emitter
  18268. */
  18269. clone(): ConeParticleEmitter;
  18270. /**
  18271. * Called by the GPUParticleSystem to setup the update shader
  18272. * @param effect defines the update shader
  18273. */
  18274. applyToShader(effect: Effect): void;
  18275. /**
  18276. * Returns a string to use to update the GPU particles update shader
  18277. * @returns a string containng the defines string
  18278. */
  18279. getEffectDefines(): string;
  18280. /**
  18281. * Returns the string "ConeParticleEmitter"
  18282. * @returns a string containing the class name
  18283. */
  18284. getClassName(): string;
  18285. /**
  18286. * Serializes the particle system to a JSON object.
  18287. * @returns the JSON object
  18288. */
  18289. serialize(): any;
  18290. /**
  18291. * Parse properties from a JSON object
  18292. * @param serializationObject defines the JSON object
  18293. */
  18294. parse(serializationObject: any): void;
  18295. }
  18296. }
  18297. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18298. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18299. import { Effect } from "babylonjs/Materials/effect";
  18300. import { Particle } from "babylonjs/Particles/particle";
  18301. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18302. /**
  18303. * Particle emitter emitting particles from the inside of a cylinder.
  18304. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18305. */
  18306. export class CylinderParticleEmitter implements IParticleEmitterType {
  18307. /**
  18308. * The radius of the emission cylinder.
  18309. */
  18310. radius: number;
  18311. /**
  18312. * The height of the emission cylinder.
  18313. */
  18314. height: number;
  18315. /**
  18316. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18317. */
  18318. radiusRange: number;
  18319. /**
  18320. * How much to randomize the particle direction [0-1].
  18321. */
  18322. directionRandomizer: number;
  18323. /**
  18324. * Creates a new instance CylinderParticleEmitter
  18325. * @param radius the radius of the emission cylinder (1 by default)
  18326. * @param height the height of the emission cylinder (1 by default)
  18327. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18328. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18329. */
  18330. constructor(
  18331. /**
  18332. * The radius of the emission cylinder.
  18333. */
  18334. radius?: number,
  18335. /**
  18336. * The height of the emission cylinder.
  18337. */
  18338. height?: number,
  18339. /**
  18340. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18341. */
  18342. radiusRange?: number,
  18343. /**
  18344. * How much to randomize the particle direction [0-1].
  18345. */
  18346. directionRandomizer?: number);
  18347. /**
  18348. * Called by the particle System when the direction is computed for the created particle.
  18349. * @param worldMatrix is the world matrix of the particle system
  18350. * @param directionToUpdate is the direction vector to update with the result
  18351. * @param particle is the particle we are computed the direction for
  18352. */
  18353. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18354. /**
  18355. * Called by the particle System when the position is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param positionToUpdate is the position vector to update with the result
  18358. * @param particle is the particle we are computed the position for
  18359. */
  18360. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): CylinderParticleEmitter;
  18366. /**
  18367. * Called by the GPUParticleSystem to setup the update shader
  18368. * @param effect defines the update shader
  18369. */
  18370. applyToShader(effect: Effect): void;
  18371. /**
  18372. * Returns a string to use to update the GPU particles update shader
  18373. * @returns a string containng the defines string
  18374. */
  18375. getEffectDefines(): string;
  18376. /**
  18377. * Returns the string "CylinderParticleEmitter"
  18378. * @returns a string containing the class name
  18379. */
  18380. getClassName(): string;
  18381. /**
  18382. * Serializes the particle system to a JSON object.
  18383. * @returns the JSON object
  18384. */
  18385. serialize(): any;
  18386. /**
  18387. * Parse properties from a JSON object
  18388. * @param serializationObject defines the JSON object
  18389. */
  18390. parse(serializationObject: any): void;
  18391. }
  18392. /**
  18393. * Particle emitter emitting particles from the inside of a cylinder.
  18394. * It emits the particles randomly between two vectors.
  18395. */
  18396. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18397. /**
  18398. * The min limit of the emission direction.
  18399. */
  18400. direction1: Vector3;
  18401. /**
  18402. * The max limit of the emission direction.
  18403. */
  18404. direction2: Vector3;
  18405. /**
  18406. * Creates a new instance CylinderDirectedParticleEmitter
  18407. * @param radius the radius of the emission cylinder (1 by default)
  18408. * @param height the height of the emission cylinder (1 by default)
  18409. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18410. * @param direction1 the min limit of the emission direction (up vector by default)
  18411. * @param direction2 the max limit of the emission direction (up vector by default)
  18412. */
  18413. constructor(radius?: number, height?: number, radiusRange?: number,
  18414. /**
  18415. * The min limit of the emission direction.
  18416. */
  18417. direction1?: Vector3,
  18418. /**
  18419. * The max limit of the emission direction.
  18420. */
  18421. direction2?: Vector3);
  18422. /**
  18423. * Called by the particle System when the direction is computed for the created particle.
  18424. * @param worldMatrix is the world matrix of the particle system
  18425. * @param directionToUpdate is the direction vector to update with the result
  18426. * @param particle is the particle we are computed the direction for
  18427. */
  18428. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18429. /**
  18430. * Clones the current emitter and returns a copy of it
  18431. * @returns the new emitter
  18432. */
  18433. clone(): CylinderDirectedParticleEmitter;
  18434. /**
  18435. * Called by the GPUParticleSystem to setup the update shader
  18436. * @param effect defines the update shader
  18437. */
  18438. applyToShader(effect: Effect): void;
  18439. /**
  18440. * Returns a string to use to update the GPU particles update shader
  18441. * @returns a string containng the defines string
  18442. */
  18443. getEffectDefines(): string;
  18444. /**
  18445. * Returns the string "CylinderDirectedParticleEmitter"
  18446. * @returns a string containing the class name
  18447. */
  18448. getClassName(): string;
  18449. /**
  18450. * Serializes the particle system to a JSON object.
  18451. * @returns the JSON object
  18452. */
  18453. serialize(): any;
  18454. /**
  18455. * Parse properties from a JSON object
  18456. * @param serializationObject defines the JSON object
  18457. */
  18458. parse(serializationObject: any): void;
  18459. }
  18460. }
  18461. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18462. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18463. import { Effect } from "babylonjs/Materials/effect";
  18464. import { Particle } from "babylonjs/Particles/particle";
  18465. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18466. /**
  18467. * Particle emitter emitting particles from the inside of a hemisphere.
  18468. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18469. */
  18470. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18471. /**
  18472. * The radius of the emission hemisphere.
  18473. */
  18474. radius: number;
  18475. /**
  18476. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18477. */
  18478. radiusRange: number;
  18479. /**
  18480. * How much to randomize the particle direction [0-1].
  18481. */
  18482. directionRandomizer: number;
  18483. /**
  18484. * Creates a new instance HemisphericParticleEmitter
  18485. * @param radius the radius of the emission hemisphere (1 by default)
  18486. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18487. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18488. */
  18489. constructor(
  18490. /**
  18491. * The radius of the emission hemisphere.
  18492. */
  18493. radius?: number,
  18494. /**
  18495. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18496. */
  18497. radiusRange?: number,
  18498. /**
  18499. * How much to randomize the particle direction [0-1].
  18500. */
  18501. directionRandomizer?: number);
  18502. /**
  18503. * Called by the particle System when the direction is computed for the created particle.
  18504. * @param worldMatrix is the world matrix of the particle system
  18505. * @param directionToUpdate is the direction vector to update with the result
  18506. * @param particle is the particle we are computed the direction for
  18507. */
  18508. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18509. /**
  18510. * Called by the particle System when the position is computed for the created particle.
  18511. * @param worldMatrix is the world matrix of the particle system
  18512. * @param positionToUpdate is the position vector to update with the result
  18513. * @param particle is the particle we are computed the position for
  18514. */
  18515. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18516. /**
  18517. * Clones the current emitter and returns a copy of it
  18518. * @returns the new emitter
  18519. */
  18520. clone(): HemisphericParticleEmitter;
  18521. /**
  18522. * Called by the GPUParticleSystem to setup the update shader
  18523. * @param effect defines the update shader
  18524. */
  18525. applyToShader(effect: Effect): void;
  18526. /**
  18527. * Returns a string to use to update the GPU particles update shader
  18528. * @returns a string containng the defines string
  18529. */
  18530. getEffectDefines(): string;
  18531. /**
  18532. * Returns the string "HemisphericParticleEmitter"
  18533. * @returns a string containing the class name
  18534. */
  18535. getClassName(): string;
  18536. /**
  18537. * Serializes the particle system to a JSON object.
  18538. * @returns the JSON object
  18539. */
  18540. serialize(): any;
  18541. /**
  18542. * Parse properties from a JSON object
  18543. * @param serializationObject defines the JSON object
  18544. */
  18545. parse(serializationObject: any): void;
  18546. }
  18547. }
  18548. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18549. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18550. import { Effect } from "babylonjs/Materials/effect";
  18551. import { Particle } from "babylonjs/Particles/particle";
  18552. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18553. /**
  18554. * Particle emitter emitting particles from a point.
  18555. * It emits the particles randomly between 2 given directions.
  18556. */
  18557. export class PointParticleEmitter implements IParticleEmitterType {
  18558. /**
  18559. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18560. */
  18561. direction1: Vector3;
  18562. /**
  18563. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18564. */
  18565. direction2: Vector3;
  18566. /**
  18567. * Creates a new instance PointParticleEmitter
  18568. */
  18569. constructor();
  18570. /**
  18571. * Called by the particle System when the direction is computed for the created particle.
  18572. * @param worldMatrix is the world matrix of the particle system
  18573. * @param directionToUpdate is the direction vector to update with the result
  18574. * @param particle is the particle we are computed the direction for
  18575. */
  18576. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18577. /**
  18578. * Called by the particle System when the position is computed for the created particle.
  18579. * @param worldMatrix is the world matrix of the particle system
  18580. * @param positionToUpdate is the position vector to update with the result
  18581. * @param particle is the particle we are computed the position for
  18582. */
  18583. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18584. /**
  18585. * Clones the current emitter and returns a copy of it
  18586. * @returns the new emitter
  18587. */
  18588. clone(): PointParticleEmitter;
  18589. /**
  18590. * Called by the GPUParticleSystem to setup the update shader
  18591. * @param effect defines the update shader
  18592. */
  18593. applyToShader(effect: Effect): void;
  18594. /**
  18595. * Returns a string to use to update the GPU particles update shader
  18596. * @returns a string containng the defines string
  18597. */
  18598. getEffectDefines(): string;
  18599. /**
  18600. * Returns the string "PointParticleEmitter"
  18601. * @returns a string containing the class name
  18602. */
  18603. getClassName(): string;
  18604. /**
  18605. * Serializes the particle system to a JSON object.
  18606. * @returns the JSON object
  18607. */
  18608. serialize(): any;
  18609. /**
  18610. * Parse properties from a JSON object
  18611. * @param serializationObject defines the JSON object
  18612. */
  18613. parse(serializationObject: any): void;
  18614. }
  18615. }
  18616. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18617. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18618. import { Effect } from "babylonjs/Materials/effect";
  18619. import { Particle } from "babylonjs/Particles/particle";
  18620. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18621. /**
  18622. * Particle emitter emitting particles from the inside of a sphere.
  18623. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18624. */
  18625. export class SphereParticleEmitter implements IParticleEmitterType {
  18626. /**
  18627. * The radius of the emission sphere.
  18628. */
  18629. radius: number;
  18630. /**
  18631. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18632. */
  18633. radiusRange: number;
  18634. /**
  18635. * How much to randomize the particle direction [0-1].
  18636. */
  18637. directionRandomizer: number;
  18638. /**
  18639. * Creates a new instance SphereParticleEmitter
  18640. * @param radius the radius of the emission sphere (1 by default)
  18641. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18642. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18643. */
  18644. constructor(
  18645. /**
  18646. * The radius of the emission sphere.
  18647. */
  18648. radius?: number,
  18649. /**
  18650. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18651. */
  18652. radiusRange?: number,
  18653. /**
  18654. * How much to randomize the particle direction [0-1].
  18655. */
  18656. directionRandomizer?: number);
  18657. /**
  18658. * Called by the particle System when the direction is computed for the created particle.
  18659. * @param worldMatrix is the world matrix of the particle system
  18660. * @param directionToUpdate is the direction vector to update with the result
  18661. * @param particle is the particle we are computed the direction for
  18662. */
  18663. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18664. /**
  18665. * Called by the particle System when the position is computed for the created particle.
  18666. * @param worldMatrix is the world matrix of the particle system
  18667. * @param positionToUpdate is the position vector to update with the result
  18668. * @param particle is the particle we are computed the position for
  18669. */
  18670. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18671. /**
  18672. * Clones the current emitter and returns a copy of it
  18673. * @returns the new emitter
  18674. */
  18675. clone(): SphereParticleEmitter;
  18676. /**
  18677. * Called by the GPUParticleSystem to setup the update shader
  18678. * @param effect defines the update shader
  18679. */
  18680. applyToShader(effect: Effect): void;
  18681. /**
  18682. * Returns a string to use to update the GPU particles update shader
  18683. * @returns a string containng the defines string
  18684. */
  18685. getEffectDefines(): string;
  18686. /**
  18687. * Returns the string "SphereParticleEmitter"
  18688. * @returns a string containing the class name
  18689. */
  18690. getClassName(): string;
  18691. /**
  18692. * Serializes the particle system to a JSON object.
  18693. * @returns the JSON object
  18694. */
  18695. serialize(): any;
  18696. /**
  18697. * Parse properties from a JSON object
  18698. * @param serializationObject defines the JSON object
  18699. */
  18700. parse(serializationObject: any): void;
  18701. }
  18702. /**
  18703. * Particle emitter emitting particles from the inside of a sphere.
  18704. * It emits the particles randomly between two vectors.
  18705. */
  18706. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18707. /**
  18708. * The min limit of the emission direction.
  18709. */
  18710. direction1: Vector3;
  18711. /**
  18712. * The max limit of the emission direction.
  18713. */
  18714. direction2: Vector3;
  18715. /**
  18716. * Creates a new instance SphereDirectedParticleEmitter
  18717. * @param radius the radius of the emission sphere (1 by default)
  18718. * @param direction1 the min limit of the emission direction (up vector by default)
  18719. * @param direction2 the max limit of the emission direction (up vector by default)
  18720. */
  18721. constructor(radius?: number,
  18722. /**
  18723. * The min limit of the emission direction.
  18724. */
  18725. direction1?: Vector3,
  18726. /**
  18727. * The max limit of the emission direction.
  18728. */
  18729. direction2?: Vector3);
  18730. /**
  18731. * Called by the particle System when the direction is computed for the created particle.
  18732. * @param worldMatrix is the world matrix of the particle system
  18733. * @param directionToUpdate is the direction vector to update with the result
  18734. * @param particle is the particle we are computed the direction for
  18735. */
  18736. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18737. /**
  18738. * Clones the current emitter and returns a copy of it
  18739. * @returns the new emitter
  18740. */
  18741. clone(): SphereDirectedParticleEmitter;
  18742. /**
  18743. * Called by the GPUParticleSystem to setup the update shader
  18744. * @param effect defines the update shader
  18745. */
  18746. applyToShader(effect: Effect): void;
  18747. /**
  18748. * Returns a string to use to update the GPU particles update shader
  18749. * @returns a string containng the defines string
  18750. */
  18751. getEffectDefines(): string;
  18752. /**
  18753. * Returns the string "SphereDirectedParticleEmitter"
  18754. * @returns a string containing the class name
  18755. */
  18756. getClassName(): string;
  18757. /**
  18758. * Serializes the particle system to a JSON object.
  18759. * @returns the JSON object
  18760. */
  18761. serialize(): any;
  18762. /**
  18763. * Parse properties from a JSON object
  18764. * @param serializationObject defines the JSON object
  18765. */
  18766. parse(serializationObject: any): void;
  18767. }
  18768. }
  18769. declare module "babylonjs/Particles/EmitterTypes/index" {
  18770. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18771. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18772. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18773. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18774. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18775. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18776. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18777. }
  18778. declare module "babylonjs/Particles/IParticleSystem" {
  18779. import { Nullable } from "babylonjs/types";
  18780. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18781. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18782. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18783. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18784. import { Texture } from "babylonjs/Materials/Textures/texture";
  18785. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18786. import { Scene } from "babylonjs/scene";
  18787. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18788. import { Animation } from "babylonjs/Animations/animation";
  18789. /**
  18790. * Interface representing a particle system in Babylon.js.
  18791. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18792. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18793. */
  18794. export interface IParticleSystem {
  18795. /**
  18796. * List of animations used by the particle system.
  18797. */
  18798. animations: Animation[];
  18799. /**
  18800. * The id of the Particle system.
  18801. */
  18802. id: string;
  18803. /**
  18804. * The name of the Particle system.
  18805. */
  18806. name: string;
  18807. /**
  18808. * The emitter represents the Mesh or position we are attaching the particle system to.
  18809. */
  18810. emitter: Nullable<AbstractMesh | Vector3>;
  18811. /**
  18812. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18813. */
  18814. isBillboardBased: boolean;
  18815. /**
  18816. * The rendering group used by the Particle system to chose when to render.
  18817. */
  18818. renderingGroupId: number;
  18819. /**
  18820. * The layer mask we are rendering the particles through.
  18821. */
  18822. layerMask: number;
  18823. /**
  18824. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18825. */
  18826. updateSpeed: number;
  18827. /**
  18828. * The amount of time the particle system is running (depends of the overall update speed).
  18829. */
  18830. targetStopDuration: number;
  18831. /**
  18832. * The texture used to render each particle. (this can be a spritesheet)
  18833. */
  18834. particleTexture: Nullable<Texture>;
  18835. /**
  18836. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18837. */
  18838. blendMode: number;
  18839. /**
  18840. * Minimum life time of emitting particles.
  18841. */
  18842. minLifeTime: number;
  18843. /**
  18844. * Maximum life time of emitting particles.
  18845. */
  18846. maxLifeTime: number;
  18847. /**
  18848. * Minimum Size of emitting particles.
  18849. */
  18850. minSize: number;
  18851. /**
  18852. * Maximum Size of emitting particles.
  18853. */
  18854. maxSize: number;
  18855. /**
  18856. * Minimum scale of emitting particles on X axis.
  18857. */
  18858. minScaleX: number;
  18859. /**
  18860. * Maximum scale of emitting particles on X axis.
  18861. */
  18862. maxScaleX: number;
  18863. /**
  18864. * Minimum scale of emitting particles on Y axis.
  18865. */
  18866. minScaleY: number;
  18867. /**
  18868. * Maximum scale of emitting particles on Y axis.
  18869. */
  18870. maxScaleY: number;
  18871. /**
  18872. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18873. */
  18874. color1: Color4;
  18875. /**
  18876. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18877. */
  18878. color2: Color4;
  18879. /**
  18880. * Color the particle will have at the end of its lifetime.
  18881. */
  18882. colorDead: Color4;
  18883. /**
  18884. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18885. */
  18886. emitRate: number;
  18887. /**
  18888. * You can use gravity if you want to give an orientation to your particles.
  18889. */
  18890. gravity: Vector3;
  18891. /**
  18892. * Minimum power of emitting particles.
  18893. */
  18894. minEmitPower: number;
  18895. /**
  18896. * Maximum power of emitting particles.
  18897. */
  18898. maxEmitPower: number;
  18899. /**
  18900. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18901. */
  18902. minAngularSpeed: number;
  18903. /**
  18904. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18905. */
  18906. maxAngularSpeed: number;
  18907. /**
  18908. * Gets or sets the minimal initial rotation in radians.
  18909. */
  18910. minInitialRotation: number;
  18911. /**
  18912. * Gets or sets the maximal initial rotation in radians.
  18913. */
  18914. maxInitialRotation: number;
  18915. /**
  18916. * The particle emitter type defines the emitter used by the particle system.
  18917. * It can be for example box, sphere, or cone...
  18918. */
  18919. particleEmitterType: Nullable<IParticleEmitterType>;
  18920. /**
  18921. * Defines the delay in milliseconds before starting the system (0 by default)
  18922. */
  18923. startDelay: number;
  18924. /**
  18925. * 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
  18926. */
  18927. preWarmCycles: number;
  18928. /**
  18929. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18930. */
  18931. preWarmStepOffset: number;
  18932. /**
  18933. * 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)
  18934. */
  18935. spriteCellChangeSpeed: number;
  18936. /**
  18937. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18938. */
  18939. startSpriteCellID: number;
  18940. /**
  18941. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18942. */
  18943. endSpriteCellID: number;
  18944. /**
  18945. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18946. */
  18947. spriteCellWidth: number;
  18948. /**
  18949. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18950. */
  18951. spriteCellHeight: number;
  18952. /**
  18953. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18954. */
  18955. spriteRandomStartCell: boolean;
  18956. /**
  18957. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18958. */
  18959. isAnimationSheetEnabled: boolean;
  18960. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18961. translationPivot: Vector2;
  18962. /**
  18963. * Gets or sets a texture used to add random noise to particle positions
  18964. */
  18965. noiseTexture: Nullable<BaseTexture>;
  18966. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18967. noiseStrength: Vector3;
  18968. /**
  18969. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18970. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18971. */
  18972. billboardMode: number;
  18973. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18974. limitVelocityDamping: number;
  18975. /**
  18976. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18977. */
  18978. beginAnimationOnStart: boolean;
  18979. /**
  18980. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18981. */
  18982. beginAnimationFrom: number;
  18983. /**
  18984. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18985. */
  18986. beginAnimationTo: number;
  18987. /**
  18988. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18989. */
  18990. beginAnimationLoop: boolean;
  18991. /**
  18992. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18993. */
  18994. disposeOnStop: boolean;
  18995. /**
  18996. * Gets the maximum number of particles active at the same time.
  18997. * @returns The max number of active particles.
  18998. */
  18999. getCapacity(): number;
  19000. /**
  19001. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19002. * @returns True if it has been started, otherwise false.
  19003. */
  19004. isStarted(): boolean;
  19005. /**
  19006. * Animates the particle system for this frame.
  19007. */
  19008. animate(): void;
  19009. /**
  19010. * Renders the particle system in its current state.
  19011. * @returns the current number of particles
  19012. */
  19013. render(): number;
  19014. /**
  19015. * Dispose the particle system and frees its associated resources.
  19016. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19017. */
  19018. dispose(disposeTexture?: boolean): void;
  19019. /**
  19020. * Clones the particle system.
  19021. * @param name The name of the cloned object
  19022. * @param newEmitter The new emitter to use
  19023. * @returns the cloned particle system
  19024. */
  19025. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19026. /**
  19027. * Serializes the particle system to a JSON object.
  19028. * @returns the JSON object
  19029. */
  19030. serialize(): any;
  19031. /**
  19032. * Rebuild the particle system
  19033. */
  19034. rebuild(): void;
  19035. /**
  19036. * Starts the particle system and begins to emit
  19037. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19038. */
  19039. start(delay?: number): void;
  19040. /**
  19041. * Stops the particle system.
  19042. */
  19043. stop(): void;
  19044. /**
  19045. * Remove all active particles
  19046. */
  19047. reset(): void;
  19048. /**
  19049. * Is this system ready to be used/rendered
  19050. * @return true if the system is ready
  19051. */
  19052. isReady(): boolean;
  19053. /**
  19054. * Adds a new color gradient
  19055. * @param gradient defines the gradient to use (between 0 and 1)
  19056. * @param color1 defines the color to affect to the specified gradient
  19057. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19058. * @returns the current particle system
  19059. */
  19060. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19061. /**
  19062. * Remove a specific color gradient
  19063. * @param gradient defines the gradient to remove
  19064. * @returns the current particle system
  19065. */
  19066. removeColorGradient(gradient: number): IParticleSystem;
  19067. /**
  19068. * Adds a new size gradient
  19069. * @param gradient defines the gradient to use (between 0 and 1)
  19070. * @param factor defines the size factor to affect to the specified gradient
  19071. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19072. * @returns the current particle system
  19073. */
  19074. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19075. /**
  19076. * Remove a specific size gradient
  19077. * @param gradient defines the gradient to remove
  19078. * @returns the current particle system
  19079. */
  19080. removeSizeGradient(gradient: number): IParticleSystem;
  19081. /**
  19082. * Gets the current list of color gradients.
  19083. * You must use addColorGradient and removeColorGradient to udpate this list
  19084. * @returns the list of color gradients
  19085. */
  19086. getColorGradients(): Nullable<Array<ColorGradient>>;
  19087. /**
  19088. * Gets the current list of size gradients.
  19089. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19090. * @returns the list of size gradients
  19091. */
  19092. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19093. /**
  19094. * Gets the current list of angular speed gradients.
  19095. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19096. * @returns the list of angular speed gradients
  19097. */
  19098. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19099. /**
  19100. * Adds a new angular speed gradient
  19101. * @param gradient defines the gradient to use (between 0 and 1)
  19102. * @param factor defines the angular speed to affect to the specified gradient
  19103. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19104. * @returns the current particle system
  19105. */
  19106. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19107. /**
  19108. * Remove a specific angular speed gradient
  19109. * @param gradient defines the gradient to remove
  19110. * @returns the current particle system
  19111. */
  19112. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19113. /**
  19114. * Gets the current list of velocity gradients.
  19115. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19116. * @returns the list of velocity gradients
  19117. */
  19118. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19119. /**
  19120. * Adds a new velocity gradient
  19121. * @param gradient defines the gradient to use (between 0 and 1)
  19122. * @param factor defines the velocity to affect to the specified gradient
  19123. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19124. * @returns the current particle system
  19125. */
  19126. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19127. /**
  19128. * Remove a specific velocity gradient
  19129. * @param gradient defines the gradient to remove
  19130. * @returns the current particle system
  19131. */
  19132. removeVelocityGradient(gradient: number): IParticleSystem;
  19133. /**
  19134. * Gets the current list of limit velocity gradients.
  19135. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19136. * @returns the list of limit velocity gradients
  19137. */
  19138. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19139. /**
  19140. * Adds a new limit velocity gradient
  19141. * @param gradient defines the gradient to use (between 0 and 1)
  19142. * @param factor defines the limit velocity to affect to the specified gradient
  19143. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19144. * @returns the current particle system
  19145. */
  19146. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19147. /**
  19148. * Remove a specific limit velocity gradient
  19149. * @param gradient defines the gradient to remove
  19150. * @returns the current particle system
  19151. */
  19152. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19153. /**
  19154. * Adds a new drag gradient
  19155. * @param gradient defines the gradient to use (between 0 and 1)
  19156. * @param factor defines the drag to affect to the specified gradient
  19157. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19158. * @returns the current particle system
  19159. */
  19160. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19161. /**
  19162. * Remove a specific drag gradient
  19163. * @param gradient defines the gradient to remove
  19164. * @returns the current particle system
  19165. */
  19166. removeDragGradient(gradient: number): IParticleSystem;
  19167. /**
  19168. * Gets the current list of drag gradients.
  19169. * You must use addDragGradient and removeDragGradient to udpate this list
  19170. * @returns the list of drag gradients
  19171. */
  19172. getDragGradients(): Nullable<Array<FactorGradient>>;
  19173. /**
  19174. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19175. * @param gradient defines the gradient to use (between 0 and 1)
  19176. * @param factor defines the emit rate to affect to the specified gradient
  19177. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19178. * @returns the current particle system
  19179. */
  19180. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19181. /**
  19182. * Remove a specific emit rate gradient
  19183. * @param gradient defines the gradient to remove
  19184. * @returns the current particle system
  19185. */
  19186. removeEmitRateGradient(gradient: number): IParticleSystem;
  19187. /**
  19188. * Gets the current list of emit rate gradients.
  19189. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19190. * @returns the list of emit rate gradients
  19191. */
  19192. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19193. /**
  19194. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19195. * @param gradient defines the gradient to use (between 0 and 1)
  19196. * @param factor defines the start size to affect to the specified gradient
  19197. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19198. * @returns the current particle system
  19199. */
  19200. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19201. /**
  19202. * Remove a specific start size gradient
  19203. * @param gradient defines the gradient to remove
  19204. * @returns the current particle system
  19205. */
  19206. removeStartSizeGradient(gradient: number): IParticleSystem;
  19207. /**
  19208. * Gets the current list of start size gradients.
  19209. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19210. * @returns the list of start size gradients
  19211. */
  19212. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19213. /**
  19214. * Adds a new life time gradient
  19215. * @param gradient defines the gradient to use (between 0 and 1)
  19216. * @param factor defines the life time factor to affect to the specified gradient
  19217. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19218. * @returns the current particle system
  19219. */
  19220. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19221. /**
  19222. * Remove a specific life time gradient
  19223. * @param gradient defines the gradient to remove
  19224. * @returns the current particle system
  19225. */
  19226. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19227. /**
  19228. * Gets the current list of life time gradients.
  19229. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19230. * @returns the list of life time gradients
  19231. */
  19232. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19233. /**
  19234. * Gets the current list of color gradients.
  19235. * You must use addColorGradient and removeColorGradient to udpate this list
  19236. * @returns the list of color gradients
  19237. */
  19238. getColorGradients(): Nullable<Array<ColorGradient>>;
  19239. /**
  19240. * Adds a new ramp gradient used to remap particle colors
  19241. * @param gradient defines the gradient to use (between 0 and 1)
  19242. * @param color defines the color to affect to the specified gradient
  19243. * @returns the current particle system
  19244. */
  19245. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19246. /**
  19247. * Gets the current list of ramp gradients.
  19248. * You must use addRampGradient and removeRampGradient to udpate this list
  19249. * @returns the list of ramp gradients
  19250. */
  19251. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19252. /** Gets or sets a boolean indicating that ramp gradients must be used
  19253. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19254. */
  19255. useRampGradients: boolean;
  19256. /**
  19257. * Adds a new color remap gradient
  19258. * @param gradient defines the gradient to use (between 0 and 1)
  19259. * @param min defines the color remap minimal range
  19260. * @param max defines the color remap maximal range
  19261. * @returns the current particle system
  19262. */
  19263. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19264. /**
  19265. * Gets the current list of color remap gradients.
  19266. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19267. * @returns the list of color remap gradients
  19268. */
  19269. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19270. /**
  19271. * Adds a new alpha remap gradient
  19272. * @param gradient defines the gradient to use (between 0 and 1)
  19273. * @param min defines the alpha remap minimal range
  19274. * @param max defines the alpha remap maximal range
  19275. * @returns the current particle system
  19276. */
  19277. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19278. /**
  19279. * Gets the current list of alpha remap gradients.
  19280. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19281. * @returns the list of alpha remap gradients
  19282. */
  19283. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19284. /**
  19285. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19286. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19287. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19288. * @returns the emitter
  19289. */
  19290. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19291. /**
  19292. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19293. * @param radius The radius of the hemisphere to emit from
  19294. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19295. * @returns the emitter
  19296. */
  19297. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19298. /**
  19299. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19300. * @param radius The radius of the sphere to emit from
  19301. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19302. * @returns the emitter
  19303. */
  19304. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19305. /**
  19306. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19307. * @param radius The radius of the sphere to emit from
  19308. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19309. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19310. * @returns the emitter
  19311. */
  19312. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19313. /**
  19314. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19315. * @param radius The radius of the emission cylinder
  19316. * @param height The height of the emission cylinder
  19317. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19318. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19319. * @returns the emitter
  19320. */
  19321. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19322. /**
  19323. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19324. * @param radius The radius of the cylinder to emit from
  19325. * @param height The height of the emission cylinder
  19326. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19327. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19328. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19329. * @returns the emitter
  19330. */
  19331. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19332. /**
  19333. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19334. * @param radius The radius of the cone to emit from
  19335. * @param angle The base angle of the cone
  19336. * @returns the emitter
  19337. */
  19338. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19339. /**
  19340. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19341. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19342. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19343. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19344. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19345. * @returns the emitter
  19346. */
  19347. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19348. /**
  19349. * Get hosting scene
  19350. * @returns the scene
  19351. */
  19352. getScene(): Scene;
  19353. }
  19354. }
  19355. declare module "babylonjs/Meshes/instancedMesh" {
  19356. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19357. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19358. import { Camera } from "babylonjs/Cameras/camera";
  19359. import { Node } from "babylonjs/node";
  19360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19361. import { Mesh } from "babylonjs/Meshes/mesh";
  19362. import { Material } from "babylonjs/Materials/material";
  19363. import { Skeleton } from "babylonjs/Bones/skeleton";
  19364. import { Light } from "babylonjs/Lights/light";
  19365. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19366. /**
  19367. * Creates an instance based on a source mesh.
  19368. */
  19369. export class InstancedMesh extends AbstractMesh {
  19370. private _sourceMesh;
  19371. private _currentLOD;
  19372. /** @hidden */
  19373. _indexInSourceMeshInstanceArray: number;
  19374. constructor(name: string, source: Mesh);
  19375. /**
  19376. * Returns the string "InstancedMesh".
  19377. */
  19378. getClassName(): string;
  19379. /** Gets the list of lights affecting that mesh */
  19380. readonly lightSources: Light[];
  19381. _resyncLightSources(): void;
  19382. _resyncLighSource(light: Light): void;
  19383. _removeLightSource(light: Light, dispose: boolean): void;
  19384. /**
  19385. * If the source mesh receives shadows
  19386. */
  19387. readonly receiveShadows: boolean;
  19388. /**
  19389. * The material of the source mesh
  19390. */
  19391. readonly material: Nullable<Material>;
  19392. /**
  19393. * Visibility of the source mesh
  19394. */
  19395. readonly visibility: number;
  19396. /**
  19397. * Skeleton of the source mesh
  19398. */
  19399. readonly skeleton: Nullable<Skeleton>;
  19400. /**
  19401. * Rendering ground id of the source mesh
  19402. */
  19403. renderingGroupId: number;
  19404. /**
  19405. * Returns the total number of vertices (integer).
  19406. */
  19407. getTotalVertices(): number;
  19408. /**
  19409. * Returns a positive integer : the total number of indices in this mesh geometry.
  19410. * @returns the numner of indices or zero if the mesh has no geometry.
  19411. */
  19412. getTotalIndices(): number;
  19413. /**
  19414. * The source mesh of the instance
  19415. */
  19416. readonly sourceMesh: Mesh;
  19417. /**
  19418. * Is this node ready to be used/rendered
  19419. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19420. * @return {boolean} is it ready
  19421. */
  19422. isReady(completeCheck?: boolean): boolean;
  19423. /**
  19424. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19425. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19426. * @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.
  19427. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19428. */
  19429. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19430. /**
  19431. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19432. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19433. * The `data` are either a numeric array either a Float32Array.
  19434. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19435. * 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).
  19436. * Note that a new underlying VertexBuffer object is created each call.
  19437. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19438. *
  19439. * Possible `kind` values :
  19440. * - VertexBuffer.PositionKind
  19441. * - VertexBuffer.UVKind
  19442. * - VertexBuffer.UV2Kind
  19443. * - VertexBuffer.UV3Kind
  19444. * - VertexBuffer.UV4Kind
  19445. * - VertexBuffer.UV5Kind
  19446. * - VertexBuffer.UV6Kind
  19447. * - VertexBuffer.ColorKind
  19448. * - VertexBuffer.MatricesIndicesKind
  19449. * - VertexBuffer.MatricesIndicesExtraKind
  19450. * - VertexBuffer.MatricesWeightsKind
  19451. * - VertexBuffer.MatricesWeightsExtraKind
  19452. *
  19453. * Returns the Mesh.
  19454. */
  19455. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19456. /**
  19457. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19458. * If the mesh has no geometry, it is simply returned as it is.
  19459. * The `data` are either a numeric array either a Float32Array.
  19460. * No new underlying VertexBuffer object is created.
  19461. * 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.
  19462. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19463. *
  19464. * Possible `kind` values :
  19465. * - VertexBuffer.PositionKind
  19466. * - VertexBuffer.UVKind
  19467. * - VertexBuffer.UV2Kind
  19468. * - VertexBuffer.UV3Kind
  19469. * - VertexBuffer.UV4Kind
  19470. * - VertexBuffer.UV5Kind
  19471. * - VertexBuffer.UV6Kind
  19472. * - VertexBuffer.ColorKind
  19473. * - VertexBuffer.MatricesIndicesKind
  19474. * - VertexBuffer.MatricesIndicesExtraKind
  19475. * - VertexBuffer.MatricesWeightsKind
  19476. * - VertexBuffer.MatricesWeightsExtraKind
  19477. *
  19478. * Returns the Mesh.
  19479. */
  19480. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19481. /**
  19482. * Sets the mesh indices.
  19483. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19484. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19485. * This method creates a new index buffer each call.
  19486. * Returns the Mesh.
  19487. */
  19488. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19489. /**
  19490. * Boolean : True if the mesh owns the requested kind of data.
  19491. */
  19492. isVerticesDataPresent(kind: string): boolean;
  19493. /**
  19494. * Returns an array of indices (IndicesArray).
  19495. */
  19496. getIndices(): Nullable<IndicesArray>;
  19497. readonly _positions: Nullable<Vector3[]>;
  19498. /**
  19499. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19500. * This means the mesh underlying bounding box and sphere are recomputed.
  19501. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19502. * @returns the current mesh
  19503. */
  19504. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19505. /** @hidden */
  19506. _preActivate(): InstancedMesh;
  19507. /** @hidden */
  19508. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19509. /** @hidden */
  19510. _postActivate(): void;
  19511. getWorldMatrix(): Matrix;
  19512. readonly isAnInstance: boolean;
  19513. /**
  19514. * Returns the current associated LOD AbstractMesh.
  19515. */
  19516. getLOD(camera: Camera): AbstractMesh;
  19517. /** @hidden */
  19518. _syncSubMeshes(): InstancedMesh;
  19519. /** @hidden */
  19520. _generatePointsArray(): boolean;
  19521. /**
  19522. * Creates a new InstancedMesh from the current mesh.
  19523. * - name (string) : the cloned mesh name
  19524. * - newParent (optional Node) : the optional Node to parent the clone to.
  19525. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19526. *
  19527. * Returns the clone.
  19528. */
  19529. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19530. /**
  19531. * Disposes the InstancedMesh.
  19532. * Returns nothing.
  19533. */
  19534. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19535. }
  19536. module "babylonjs/Meshes/mesh" {
  19537. interface Mesh {
  19538. /**
  19539. * Register a custom buffer that will be instanced
  19540. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19541. * @param kind defines the buffer kind
  19542. * @param stride defines the stride in floats
  19543. */
  19544. registerInstancedBuffer(kind: string, stride: number): void;
  19545. /** @hidden */
  19546. _userInstancedBuffersStorage: {
  19547. data: {
  19548. [key: string]: Float32Array;
  19549. };
  19550. sizes: {
  19551. [key: string]: number;
  19552. };
  19553. vertexBuffers: {
  19554. [key: string]: Nullable<VertexBuffer>;
  19555. };
  19556. strides: {
  19557. [key: string]: number;
  19558. };
  19559. };
  19560. }
  19561. }
  19562. module "babylonjs/Meshes/abstractMesh" {
  19563. interface AbstractMesh {
  19564. /**
  19565. * Object used to store instanced buffers defined by user
  19566. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19567. */
  19568. instancedBuffers: {
  19569. [key: string]: any;
  19570. };
  19571. }
  19572. }
  19573. }
  19574. declare module "babylonjs/Materials/shaderMaterial" {
  19575. import { Scene } from "babylonjs/scene";
  19576. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19578. import { Mesh } from "babylonjs/Meshes/mesh";
  19579. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19580. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19581. import { Texture } from "babylonjs/Materials/Textures/texture";
  19582. import { Material } from "babylonjs/Materials/material";
  19583. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19584. /**
  19585. * Defines the options associated with the creation of a shader material.
  19586. */
  19587. export interface IShaderMaterialOptions {
  19588. /**
  19589. * Does the material work in alpha blend mode
  19590. */
  19591. needAlphaBlending: boolean;
  19592. /**
  19593. * Does the material work in alpha test mode
  19594. */
  19595. needAlphaTesting: boolean;
  19596. /**
  19597. * The list of attribute names used in the shader
  19598. */
  19599. attributes: string[];
  19600. /**
  19601. * The list of unifrom names used in the shader
  19602. */
  19603. uniforms: string[];
  19604. /**
  19605. * The list of UBO names used in the shader
  19606. */
  19607. uniformBuffers: string[];
  19608. /**
  19609. * The list of sampler names used in the shader
  19610. */
  19611. samplers: string[];
  19612. /**
  19613. * The list of defines used in the shader
  19614. */
  19615. defines: string[];
  19616. }
  19617. /**
  19618. * 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.
  19619. *
  19620. * This returned material effects how the mesh will look based on the code in the shaders.
  19621. *
  19622. * @see http://doc.babylonjs.com/how_to/shader_material
  19623. */
  19624. export class ShaderMaterial extends Material {
  19625. private _shaderPath;
  19626. private _options;
  19627. private _textures;
  19628. private _textureArrays;
  19629. private _floats;
  19630. private _ints;
  19631. private _floatsArrays;
  19632. private _colors3;
  19633. private _colors3Arrays;
  19634. private _colors4;
  19635. private _colors4Arrays;
  19636. private _vectors2;
  19637. private _vectors3;
  19638. private _vectors4;
  19639. private _matrices;
  19640. private _matrices3x3;
  19641. private _matrices2x2;
  19642. private _vectors2Arrays;
  19643. private _vectors3Arrays;
  19644. private _vectors4Arrays;
  19645. private _cachedWorldViewMatrix;
  19646. private _cachedWorldViewProjectionMatrix;
  19647. private _renderId;
  19648. /**
  19649. * Instantiate a new shader material.
  19650. * 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.
  19651. * This returned material effects how the mesh will look based on the code in the shaders.
  19652. * @see http://doc.babylonjs.com/how_to/shader_material
  19653. * @param name Define the name of the material in the scene
  19654. * @param scene Define the scene the material belongs to
  19655. * @param shaderPath Defines the route to the shader code in one of three ways:
  19656. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19657. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19658. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19659. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19660. * @param options Define the options used to create the shader
  19661. */
  19662. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19663. /**
  19664. * Gets the options used to compile the shader.
  19665. * They can be modified to trigger a new compilation
  19666. */
  19667. readonly options: IShaderMaterialOptions;
  19668. /**
  19669. * Gets the current class name of the material e.g. "ShaderMaterial"
  19670. * Mainly use in serialization.
  19671. * @returns the class name
  19672. */
  19673. getClassName(): string;
  19674. /**
  19675. * Specifies if the material will require alpha blending
  19676. * @returns a boolean specifying if alpha blending is needed
  19677. */
  19678. needAlphaBlending(): boolean;
  19679. /**
  19680. * Specifies if this material should be rendered in alpha test mode
  19681. * @returns a boolean specifying if an alpha test is needed.
  19682. */
  19683. needAlphaTesting(): boolean;
  19684. private _checkUniform;
  19685. /**
  19686. * Set a texture in the shader.
  19687. * @param name Define the name of the uniform samplers as defined in the shader
  19688. * @param texture Define the texture to bind to this sampler
  19689. * @return the material itself allowing "fluent" like uniform updates
  19690. */
  19691. setTexture(name: string, texture: Texture): ShaderMaterial;
  19692. /**
  19693. * Set a texture array in the shader.
  19694. * @param name Define the name of the uniform sampler array as defined in the shader
  19695. * @param textures Define the list of textures to bind to this sampler
  19696. * @return the material itself allowing "fluent" like uniform updates
  19697. */
  19698. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19699. /**
  19700. * Set a float in the shader.
  19701. * @param name Define the name of the uniform as defined in the shader
  19702. * @param value Define the value to give to the uniform
  19703. * @return the material itself allowing "fluent" like uniform updates
  19704. */
  19705. setFloat(name: string, value: number): ShaderMaterial;
  19706. /**
  19707. * Set a int in the shader.
  19708. * @param name Define the name of the uniform as defined in the shader
  19709. * @param value Define the value to give to the uniform
  19710. * @return the material itself allowing "fluent" like uniform updates
  19711. */
  19712. setInt(name: string, value: number): ShaderMaterial;
  19713. /**
  19714. * Set an array of floats in the shader.
  19715. * @param name Define the name of the uniform as defined in the shader
  19716. * @param value Define the value to give to the uniform
  19717. * @return the material itself allowing "fluent" like uniform updates
  19718. */
  19719. setFloats(name: string, value: number[]): ShaderMaterial;
  19720. /**
  19721. * Set a vec3 in the shader from a Color3.
  19722. * @param name Define the name of the uniform as defined in the shader
  19723. * @param value Define the value to give to the uniform
  19724. * @return the material itself allowing "fluent" like uniform updates
  19725. */
  19726. setColor3(name: string, value: Color3): ShaderMaterial;
  19727. /**
  19728. * Set a vec3 array in the shader from a Color3 array.
  19729. * @param name Define the name of the uniform as defined in the shader
  19730. * @param value Define the value to give to the uniform
  19731. * @return the material itself allowing "fluent" like uniform updates
  19732. */
  19733. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19734. /**
  19735. * Set a vec4 in the shader from a Color4.
  19736. * @param name Define the name of the uniform as defined in the shader
  19737. * @param value Define the value to give to the uniform
  19738. * @return the material itself allowing "fluent" like uniform updates
  19739. */
  19740. setColor4(name: string, value: Color4): ShaderMaterial;
  19741. /**
  19742. * Set a vec4 array in the shader from a Color4 array.
  19743. * @param name Define the name of the uniform as defined in the shader
  19744. * @param value Define the value to give to the uniform
  19745. * @return the material itself allowing "fluent" like uniform updates
  19746. */
  19747. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19748. /**
  19749. * Set a vec2 in the shader from a Vector2.
  19750. * @param name Define the name of the uniform as defined in the shader
  19751. * @param value Define the value to give to the uniform
  19752. * @return the material itself allowing "fluent" like uniform updates
  19753. */
  19754. setVector2(name: string, value: Vector2): ShaderMaterial;
  19755. /**
  19756. * Set a vec3 in the shader from a Vector3.
  19757. * @param name Define the name of the uniform as defined in the shader
  19758. * @param value Define the value to give to the uniform
  19759. * @return the material itself allowing "fluent" like uniform updates
  19760. */
  19761. setVector3(name: string, value: Vector3): ShaderMaterial;
  19762. /**
  19763. * Set a vec4 in the shader from a Vector4.
  19764. * @param name Define the name of the uniform as defined in the shader
  19765. * @param value Define the value to give to the uniform
  19766. * @return the material itself allowing "fluent" like uniform updates
  19767. */
  19768. setVector4(name: string, value: Vector4): ShaderMaterial;
  19769. /**
  19770. * Set a mat4 in the shader from a Matrix.
  19771. * @param name Define the name of the uniform as defined in the shader
  19772. * @param value Define the value to give to the uniform
  19773. * @return the material itself allowing "fluent" like uniform updates
  19774. */
  19775. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19776. /**
  19777. * Set a mat3 in the shader from a Float32Array.
  19778. * @param name Define the name of the uniform as defined in the shader
  19779. * @param value Define the value to give to the uniform
  19780. * @return the material itself allowing "fluent" like uniform updates
  19781. */
  19782. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19783. /**
  19784. * Set a mat2 in the shader from a Float32Array.
  19785. * @param name Define the name of the uniform as defined in the shader
  19786. * @param value Define the value to give to the uniform
  19787. * @return the material itself allowing "fluent" like uniform updates
  19788. */
  19789. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19790. /**
  19791. * Set a vec2 array in the shader from a number array.
  19792. * @param name Define the name of the uniform as defined in the shader
  19793. * @param value Define the value to give to the uniform
  19794. * @return the material itself allowing "fluent" like uniform updates
  19795. */
  19796. setArray2(name: string, value: number[]): ShaderMaterial;
  19797. /**
  19798. * Set a vec3 array in the shader from a number array.
  19799. * @param name Define the name of the uniform as defined in the shader
  19800. * @param value Define the value to give to the uniform
  19801. * @return the material itself allowing "fluent" like uniform updates
  19802. */
  19803. setArray3(name: string, value: number[]): ShaderMaterial;
  19804. /**
  19805. * Set a vec4 array in the shader from a number array.
  19806. * @param name Define the name of the uniform as defined in the shader
  19807. * @param value Define the value to give to the uniform
  19808. * @return the material itself allowing "fluent" like uniform updates
  19809. */
  19810. setArray4(name: string, value: number[]): ShaderMaterial;
  19811. private _checkCache;
  19812. /**
  19813. * Specifies that the submesh is ready to be used
  19814. * @param mesh defines the mesh to check
  19815. * @param subMesh defines which submesh to check
  19816. * @param useInstances specifies that instances should be used
  19817. * @returns a boolean indicating that the submesh is ready or not
  19818. */
  19819. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19820. /**
  19821. * Checks if the material is ready to render the requested mesh
  19822. * @param mesh Define the mesh to render
  19823. * @param useInstances Define whether or not the material is used with instances
  19824. * @returns true if ready, otherwise false
  19825. */
  19826. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19827. /**
  19828. * Binds the world matrix to the material
  19829. * @param world defines the world transformation matrix
  19830. */
  19831. bindOnlyWorldMatrix(world: Matrix): void;
  19832. /**
  19833. * Binds the material to the mesh
  19834. * @param world defines the world transformation matrix
  19835. * @param mesh defines the mesh to bind the material to
  19836. */
  19837. bind(world: Matrix, mesh?: Mesh): void;
  19838. /**
  19839. * Gets the active textures from the material
  19840. * @returns an array of textures
  19841. */
  19842. getActiveTextures(): BaseTexture[];
  19843. /**
  19844. * Specifies if the material uses a texture
  19845. * @param texture defines the texture to check against the material
  19846. * @returns a boolean specifying if the material uses the texture
  19847. */
  19848. hasTexture(texture: BaseTexture): boolean;
  19849. /**
  19850. * Makes a duplicate of the material, and gives it a new name
  19851. * @param name defines the new name for the duplicated material
  19852. * @returns the cloned material
  19853. */
  19854. clone(name: string): ShaderMaterial;
  19855. /**
  19856. * Disposes the material
  19857. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19858. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19859. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19860. */
  19861. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19862. /**
  19863. * Serializes this material in a JSON representation
  19864. * @returns the serialized material object
  19865. */
  19866. serialize(): any;
  19867. /**
  19868. * Creates a shader material from parsed shader material data
  19869. * @param source defines the JSON represnetation of the material
  19870. * @param scene defines the hosting scene
  19871. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19872. * @returns a new material
  19873. */
  19874. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19875. }
  19876. }
  19877. declare module "babylonjs/Shaders/color.fragment" {
  19878. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19879. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19880. /** @hidden */
  19881. export var colorPixelShader: {
  19882. name: string;
  19883. shader: string;
  19884. };
  19885. }
  19886. declare module "babylonjs/Shaders/color.vertex" {
  19887. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19888. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19889. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19890. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19891. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19892. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19893. /** @hidden */
  19894. export var colorVertexShader: {
  19895. name: string;
  19896. shader: string;
  19897. };
  19898. }
  19899. declare module "babylonjs/Meshes/linesMesh" {
  19900. import { Nullable } from "babylonjs/types";
  19901. import { Scene } from "babylonjs/scene";
  19902. import { Color3 } from "babylonjs/Maths/math.color";
  19903. import { Node } from "babylonjs/node";
  19904. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19905. import { Mesh } from "babylonjs/Meshes/mesh";
  19906. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19907. import { Effect } from "babylonjs/Materials/effect";
  19908. import { Material } from "babylonjs/Materials/material";
  19909. import "babylonjs/Shaders/color.fragment";
  19910. import "babylonjs/Shaders/color.vertex";
  19911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19912. /**
  19913. * Line mesh
  19914. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19915. */
  19916. export class LinesMesh extends Mesh {
  19917. /**
  19918. * If vertex color should be applied to the mesh
  19919. */
  19920. readonly useVertexColor?: boolean | undefined;
  19921. /**
  19922. * If vertex alpha should be applied to the mesh
  19923. */
  19924. readonly useVertexAlpha?: boolean | undefined;
  19925. /**
  19926. * Color of the line (Default: White)
  19927. */
  19928. color: Color3;
  19929. /**
  19930. * Alpha of the line (Default: 1)
  19931. */
  19932. alpha: number;
  19933. /**
  19934. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19935. * This margin is expressed in world space coordinates, so its value may vary.
  19936. * Default value is 0.1
  19937. */
  19938. intersectionThreshold: number;
  19939. private _colorShader;
  19940. private color4;
  19941. /**
  19942. * Creates a new LinesMesh
  19943. * @param name defines the name
  19944. * @param scene defines the hosting scene
  19945. * @param parent defines the parent mesh if any
  19946. * @param source defines the optional source LinesMesh used to clone data from
  19947. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19948. * When false, achieved by calling a clone(), also passing False.
  19949. * This will make creation of children, recursive.
  19950. * @param useVertexColor defines if this LinesMesh supports vertex color
  19951. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19952. */
  19953. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19954. /**
  19955. * If vertex color should be applied to the mesh
  19956. */
  19957. useVertexColor?: boolean | undefined,
  19958. /**
  19959. * If vertex alpha should be applied to the mesh
  19960. */
  19961. useVertexAlpha?: boolean | undefined);
  19962. private _addClipPlaneDefine;
  19963. private _removeClipPlaneDefine;
  19964. isReady(): boolean;
  19965. /**
  19966. * Returns the string "LineMesh"
  19967. */
  19968. getClassName(): string;
  19969. /**
  19970. * @hidden
  19971. */
  19972. /**
  19973. * @hidden
  19974. */
  19975. material: Material;
  19976. /**
  19977. * @hidden
  19978. */
  19979. readonly checkCollisions: boolean;
  19980. /** @hidden */
  19981. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19982. /** @hidden */
  19983. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19984. /**
  19985. * Disposes of the line mesh
  19986. * @param doNotRecurse If children should be disposed
  19987. */
  19988. dispose(doNotRecurse?: boolean): void;
  19989. /**
  19990. * Returns a new LineMesh object cloned from the current one.
  19991. */
  19992. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19993. /**
  19994. * Creates a new InstancedLinesMesh object from the mesh model.
  19995. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19996. * @param name defines the name of the new instance
  19997. * @returns a new InstancedLinesMesh
  19998. */
  19999. createInstance(name: string): InstancedLinesMesh;
  20000. }
  20001. /**
  20002. * Creates an instance based on a source LinesMesh
  20003. */
  20004. export class InstancedLinesMesh extends InstancedMesh {
  20005. /**
  20006. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20007. * This margin is expressed in world space coordinates, so its value may vary.
  20008. * Initilized with the intersectionThreshold value of the source LinesMesh
  20009. */
  20010. intersectionThreshold: number;
  20011. constructor(name: string, source: LinesMesh);
  20012. /**
  20013. * Returns the string "InstancedLinesMesh".
  20014. */
  20015. getClassName(): string;
  20016. }
  20017. }
  20018. declare module "babylonjs/Shaders/line.fragment" {
  20019. /** @hidden */
  20020. export var linePixelShader: {
  20021. name: string;
  20022. shader: string;
  20023. };
  20024. }
  20025. declare module "babylonjs/Shaders/line.vertex" {
  20026. /** @hidden */
  20027. export var lineVertexShader: {
  20028. name: string;
  20029. shader: string;
  20030. };
  20031. }
  20032. declare module "babylonjs/Rendering/edgesRenderer" {
  20033. import { Nullable } from "babylonjs/types";
  20034. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20036. import { Vector3 } from "babylonjs/Maths/math.vector";
  20037. import { IDisposable } from "babylonjs/scene";
  20038. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20039. import "babylonjs/Shaders/line.fragment";
  20040. import "babylonjs/Shaders/line.vertex";
  20041. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20042. module "babylonjs/Meshes/abstractMesh" {
  20043. interface AbstractMesh {
  20044. /**
  20045. * Gets the edgesRenderer associated with the mesh
  20046. */
  20047. edgesRenderer: Nullable<EdgesRenderer>;
  20048. }
  20049. }
  20050. module "babylonjs/Meshes/linesMesh" {
  20051. interface LinesMesh {
  20052. /**
  20053. * Enables the edge rendering mode on the mesh.
  20054. * This mode makes the mesh edges visible
  20055. * @param epsilon defines the maximal distance between two angles to detect a face
  20056. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20057. * @returns the currentAbstractMesh
  20058. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20059. */
  20060. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20061. }
  20062. }
  20063. module "babylonjs/Meshes/linesMesh" {
  20064. interface InstancedLinesMesh {
  20065. /**
  20066. * Enables the edge rendering mode on the mesh.
  20067. * This mode makes the mesh edges visible
  20068. * @param epsilon defines the maximal distance between two angles to detect a face
  20069. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20070. * @returns the current InstancedLinesMesh
  20071. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20072. */
  20073. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20074. }
  20075. }
  20076. /**
  20077. * Defines the minimum contract an Edges renderer should follow.
  20078. */
  20079. export interface IEdgesRenderer extends IDisposable {
  20080. /**
  20081. * Gets or sets a boolean indicating if the edgesRenderer is active
  20082. */
  20083. isEnabled: boolean;
  20084. /**
  20085. * Renders the edges of the attached mesh,
  20086. */
  20087. render(): void;
  20088. /**
  20089. * Checks wether or not the edges renderer is ready to render.
  20090. * @return true if ready, otherwise false.
  20091. */
  20092. isReady(): boolean;
  20093. }
  20094. /**
  20095. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20096. */
  20097. export class EdgesRenderer implements IEdgesRenderer {
  20098. /**
  20099. * Define the size of the edges with an orthographic camera
  20100. */
  20101. edgesWidthScalerForOrthographic: number;
  20102. /**
  20103. * Define the size of the edges with a perspective camera
  20104. */
  20105. edgesWidthScalerForPerspective: number;
  20106. protected _source: AbstractMesh;
  20107. protected _linesPositions: number[];
  20108. protected _linesNormals: number[];
  20109. protected _linesIndices: number[];
  20110. protected _epsilon: number;
  20111. protected _indicesCount: number;
  20112. protected _lineShader: ShaderMaterial;
  20113. protected _ib: DataBuffer;
  20114. protected _buffers: {
  20115. [key: string]: Nullable<VertexBuffer>;
  20116. };
  20117. protected _checkVerticesInsteadOfIndices: boolean;
  20118. private _meshRebuildObserver;
  20119. private _meshDisposeObserver;
  20120. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20121. isEnabled: boolean;
  20122. /**
  20123. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20124. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20125. * @param source Mesh used to create edges
  20126. * @param epsilon sum of angles in adjacency to check for edge
  20127. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20128. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20129. */
  20130. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20131. protected _prepareRessources(): void;
  20132. /** @hidden */
  20133. _rebuild(): void;
  20134. /**
  20135. * Releases the required resources for the edges renderer
  20136. */
  20137. dispose(): void;
  20138. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20139. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20140. /**
  20141. * Checks if the pair of p0 and p1 is en edge
  20142. * @param faceIndex
  20143. * @param edge
  20144. * @param faceNormals
  20145. * @param p0
  20146. * @param p1
  20147. * @private
  20148. */
  20149. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20150. /**
  20151. * push line into the position, normal and index buffer
  20152. * @protected
  20153. */
  20154. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20155. /**
  20156. * Generates lines edges from adjacencjes
  20157. * @private
  20158. */
  20159. _generateEdgesLines(): void;
  20160. /**
  20161. * Checks wether or not the edges renderer is ready to render.
  20162. * @return true if ready, otherwise false.
  20163. */
  20164. isReady(): boolean;
  20165. /**
  20166. * Renders the edges of the attached mesh,
  20167. */
  20168. render(): void;
  20169. }
  20170. /**
  20171. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20172. */
  20173. export class LineEdgesRenderer extends EdgesRenderer {
  20174. /**
  20175. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20176. * @param source LineMesh used to generate edges
  20177. * @param epsilon not important (specified angle for edge detection)
  20178. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20179. */
  20180. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20181. /**
  20182. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20183. */
  20184. _generateEdgesLines(): void;
  20185. }
  20186. }
  20187. declare module "babylonjs/Rendering/renderingGroup" {
  20188. import { SmartArray } from "babylonjs/Misc/smartArray";
  20189. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20191. import { Nullable } from "babylonjs/types";
  20192. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20193. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20194. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20195. import { Material } from "babylonjs/Materials/material";
  20196. import { Scene } from "babylonjs/scene";
  20197. /**
  20198. * This represents the object necessary to create a rendering group.
  20199. * This is exclusively used and created by the rendering manager.
  20200. * To modify the behavior, you use the available helpers in your scene or meshes.
  20201. * @hidden
  20202. */
  20203. export class RenderingGroup {
  20204. index: number;
  20205. private static _zeroVector;
  20206. private _scene;
  20207. private _opaqueSubMeshes;
  20208. private _transparentSubMeshes;
  20209. private _alphaTestSubMeshes;
  20210. private _depthOnlySubMeshes;
  20211. private _particleSystems;
  20212. private _spriteManagers;
  20213. private _opaqueSortCompareFn;
  20214. private _alphaTestSortCompareFn;
  20215. private _transparentSortCompareFn;
  20216. private _renderOpaque;
  20217. private _renderAlphaTest;
  20218. private _renderTransparent;
  20219. /** @hidden */
  20220. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20221. onBeforeTransparentRendering: () => void;
  20222. /**
  20223. * Set the opaque sort comparison function.
  20224. * If null the sub meshes will be render in the order they were created
  20225. */
  20226. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20227. /**
  20228. * Set the alpha test sort comparison function.
  20229. * If null the sub meshes will be render in the order they were created
  20230. */
  20231. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20232. /**
  20233. * Set the transparent sort comparison function.
  20234. * If null the sub meshes will be render in the order they were created
  20235. */
  20236. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20237. /**
  20238. * Creates a new rendering group.
  20239. * @param index The rendering group index
  20240. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20241. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20242. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20243. */
  20244. 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>);
  20245. /**
  20246. * Render all the sub meshes contained in the group.
  20247. * @param customRenderFunction Used to override the default render behaviour of the group.
  20248. * @returns true if rendered some submeshes.
  20249. */
  20250. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20251. /**
  20252. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20253. * @param subMeshes The submeshes to render
  20254. */
  20255. private renderOpaqueSorted;
  20256. /**
  20257. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20258. * @param subMeshes The submeshes to render
  20259. */
  20260. private renderAlphaTestSorted;
  20261. /**
  20262. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20263. * @param subMeshes The submeshes to render
  20264. */
  20265. private renderTransparentSorted;
  20266. /**
  20267. * Renders the submeshes in a specified order.
  20268. * @param subMeshes The submeshes to sort before render
  20269. * @param sortCompareFn The comparison function use to sort
  20270. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20271. * @param transparent Specifies to activate blending if true
  20272. */
  20273. private static renderSorted;
  20274. /**
  20275. * Renders the submeshes in the order they were dispatched (no sort applied).
  20276. * @param subMeshes The submeshes to render
  20277. */
  20278. private static renderUnsorted;
  20279. /**
  20280. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20281. * are rendered back to front if in the same alpha index.
  20282. *
  20283. * @param a The first submesh
  20284. * @param b The second submesh
  20285. * @returns The result of the comparison
  20286. */
  20287. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20288. /**
  20289. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20290. * are rendered back to front.
  20291. *
  20292. * @param a The first submesh
  20293. * @param b The second submesh
  20294. * @returns The result of the comparison
  20295. */
  20296. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20297. /**
  20298. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20299. * are rendered front to back (prevent overdraw).
  20300. *
  20301. * @param a The first submesh
  20302. * @param b The second submesh
  20303. * @returns The result of the comparison
  20304. */
  20305. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20306. /**
  20307. * Resets the different lists of submeshes to prepare a new frame.
  20308. */
  20309. prepare(): void;
  20310. dispose(): void;
  20311. /**
  20312. * Inserts the submesh in its correct queue depending on its material.
  20313. * @param subMesh The submesh to dispatch
  20314. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20315. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20316. */
  20317. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20318. dispatchSprites(spriteManager: ISpriteManager): void;
  20319. dispatchParticles(particleSystem: IParticleSystem): void;
  20320. private _renderParticles;
  20321. private _renderSprites;
  20322. }
  20323. }
  20324. declare module "babylonjs/Rendering/renderingManager" {
  20325. import { Nullable } from "babylonjs/types";
  20326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20327. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20328. import { SmartArray } from "babylonjs/Misc/smartArray";
  20329. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20330. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20331. import { Material } from "babylonjs/Materials/material";
  20332. import { Scene } from "babylonjs/scene";
  20333. import { Camera } from "babylonjs/Cameras/camera";
  20334. /**
  20335. * Interface describing the different options available in the rendering manager
  20336. * regarding Auto Clear between groups.
  20337. */
  20338. export interface IRenderingManagerAutoClearSetup {
  20339. /**
  20340. * Defines whether or not autoclear is enable.
  20341. */
  20342. autoClear: boolean;
  20343. /**
  20344. * Defines whether or not to autoclear the depth buffer.
  20345. */
  20346. depth: boolean;
  20347. /**
  20348. * Defines whether or not to autoclear the stencil buffer.
  20349. */
  20350. stencil: boolean;
  20351. }
  20352. /**
  20353. * This class is used by the onRenderingGroupObservable
  20354. */
  20355. export class RenderingGroupInfo {
  20356. /**
  20357. * The Scene that being rendered
  20358. */
  20359. scene: Scene;
  20360. /**
  20361. * The camera currently used for the rendering pass
  20362. */
  20363. camera: Nullable<Camera>;
  20364. /**
  20365. * The ID of the renderingGroup being processed
  20366. */
  20367. renderingGroupId: number;
  20368. }
  20369. /**
  20370. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20371. * It is enable to manage the different groups as well as the different necessary sort functions.
  20372. * This should not be used directly aside of the few static configurations
  20373. */
  20374. export class RenderingManager {
  20375. /**
  20376. * The max id used for rendering groups (not included)
  20377. */
  20378. static MAX_RENDERINGGROUPS: number;
  20379. /**
  20380. * The min id used for rendering groups (included)
  20381. */
  20382. static MIN_RENDERINGGROUPS: number;
  20383. /**
  20384. * Used to globally prevent autoclearing scenes.
  20385. */
  20386. static AUTOCLEAR: boolean;
  20387. /**
  20388. * @hidden
  20389. */
  20390. _useSceneAutoClearSetup: boolean;
  20391. private _scene;
  20392. private _renderingGroups;
  20393. private _depthStencilBufferAlreadyCleaned;
  20394. private _autoClearDepthStencil;
  20395. private _customOpaqueSortCompareFn;
  20396. private _customAlphaTestSortCompareFn;
  20397. private _customTransparentSortCompareFn;
  20398. private _renderingGroupInfo;
  20399. /**
  20400. * Instantiates a new rendering group for a particular scene
  20401. * @param scene Defines the scene the groups belongs to
  20402. */
  20403. constructor(scene: Scene);
  20404. private _clearDepthStencilBuffer;
  20405. /**
  20406. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20407. * @hidden
  20408. */
  20409. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20410. /**
  20411. * Resets the different information of the group to prepare a new frame
  20412. * @hidden
  20413. */
  20414. reset(): void;
  20415. /**
  20416. * Dispose and release the group and its associated resources.
  20417. * @hidden
  20418. */
  20419. dispose(): void;
  20420. /**
  20421. * Clear the info related to rendering groups preventing retention points during dispose.
  20422. */
  20423. freeRenderingGroups(): void;
  20424. private _prepareRenderingGroup;
  20425. /**
  20426. * Add a sprite manager to the rendering manager in order to render it this frame.
  20427. * @param spriteManager Define the sprite manager to render
  20428. */
  20429. dispatchSprites(spriteManager: ISpriteManager): void;
  20430. /**
  20431. * Add a particle system to the rendering manager in order to render it this frame.
  20432. * @param particleSystem Define the particle system to render
  20433. */
  20434. dispatchParticles(particleSystem: IParticleSystem): void;
  20435. /**
  20436. * Add a submesh to the manager in order to render it this frame
  20437. * @param subMesh The submesh to dispatch
  20438. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20439. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20440. */
  20441. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20442. /**
  20443. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20444. * This allowed control for front to back rendering or reversly depending of the special needs.
  20445. *
  20446. * @param renderingGroupId The rendering group id corresponding to its index
  20447. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20448. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20449. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20450. */
  20451. 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;
  20452. /**
  20453. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20454. *
  20455. * @param renderingGroupId The rendering group id corresponding to its index
  20456. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20457. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20458. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20459. */
  20460. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20461. /**
  20462. * Gets the current auto clear configuration for one rendering group of the rendering
  20463. * manager.
  20464. * @param index the rendering group index to get the information for
  20465. * @returns The auto clear setup for the requested rendering group
  20466. */
  20467. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20468. }
  20469. }
  20470. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20471. import { Observable } from "babylonjs/Misc/observable";
  20472. import { SmartArray } from "babylonjs/Misc/smartArray";
  20473. import { Nullable } from "babylonjs/types";
  20474. import { Camera } from "babylonjs/Cameras/camera";
  20475. import { Scene } from "babylonjs/scene";
  20476. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20477. import { Color4 } from "babylonjs/Maths/math.color";
  20478. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20479. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20480. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20481. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20482. import { Texture } from "babylonjs/Materials/Textures/texture";
  20483. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20484. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20485. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20486. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20487. import { Engine } from "babylonjs/Engines/engine";
  20488. /**
  20489. * This Helps creating a texture that will be created from a camera in your scene.
  20490. * It is basically a dynamic texture that could be used to create special effects for instance.
  20491. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20492. */
  20493. export class RenderTargetTexture extends Texture {
  20494. isCube: boolean;
  20495. /**
  20496. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20497. */
  20498. static readonly REFRESHRATE_RENDER_ONCE: number;
  20499. /**
  20500. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20501. */
  20502. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20503. /**
  20504. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20505. * the central point of your effect and can save a lot of performances.
  20506. */
  20507. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20508. /**
  20509. * Use this predicate to dynamically define the list of mesh you want to render.
  20510. * If set, the renderList property will be overwritten.
  20511. */
  20512. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20513. private _renderList;
  20514. /**
  20515. * Use this list to define the list of mesh you want to render.
  20516. */
  20517. renderList: Nullable<Array<AbstractMesh>>;
  20518. private _hookArray;
  20519. /**
  20520. * Define if particles should be rendered in your texture.
  20521. */
  20522. renderParticles: boolean;
  20523. /**
  20524. * Define if sprites should be rendered in your texture.
  20525. */
  20526. renderSprites: boolean;
  20527. /**
  20528. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20529. */
  20530. coordinatesMode: number;
  20531. /**
  20532. * Define the camera used to render the texture.
  20533. */
  20534. activeCamera: Nullable<Camera>;
  20535. /**
  20536. * Override the render function of the texture with your own one.
  20537. */
  20538. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20539. /**
  20540. * Define if camera post processes should be use while rendering the texture.
  20541. */
  20542. useCameraPostProcesses: boolean;
  20543. /**
  20544. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20545. */
  20546. ignoreCameraViewport: boolean;
  20547. private _postProcessManager;
  20548. private _postProcesses;
  20549. private _resizeObserver;
  20550. /**
  20551. * An event triggered when the texture is unbind.
  20552. */
  20553. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20554. /**
  20555. * An event triggered when the texture is unbind.
  20556. */
  20557. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20558. private _onAfterUnbindObserver;
  20559. /**
  20560. * Set a after unbind callback in the texture.
  20561. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20562. */
  20563. onAfterUnbind: () => void;
  20564. /**
  20565. * An event triggered before rendering the texture
  20566. */
  20567. onBeforeRenderObservable: Observable<number>;
  20568. private _onBeforeRenderObserver;
  20569. /**
  20570. * Set a before render callback in the texture.
  20571. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20572. */
  20573. onBeforeRender: (faceIndex: number) => void;
  20574. /**
  20575. * An event triggered after rendering the texture
  20576. */
  20577. onAfterRenderObservable: Observable<number>;
  20578. private _onAfterRenderObserver;
  20579. /**
  20580. * Set a after render callback in the texture.
  20581. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20582. */
  20583. onAfterRender: (faceIndex: number) => void;
  20584. /**
  20585. * An event triggered after the texture clear
  20586. */
  20587. onClearObservable: Observable<Engine>;
  20588. private _onClearObserver;
  20589. /**
  20590. * Set a clear callback in the texture.
  20591. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20592. */
  20593. onClear: (Engine: Engine) => void;
  20594. /**
  20595. * An event triggered when the texture is resized.
  20596. */
  20597. onResizeObservable: Observable<RenderTargetTexture>;
  20598. /**
  20599. * Define the clear color of the Render Target if it should be different from the scene.
  20600. */
  20601. clearColor: Color4;
  20602. protected _size: number | {
  20603. width: number;
  20604. height: number;
  20605. };
  20606. protected _initialSizeParameter: number | {
  20607. width: number;
  20608. height: number;
  20609. } | {
  20610. ratio: number;
  20611. };
  20612. protected _sizeRatio: Nullable<number>;
  20613. /** @hidden */
  20614. _generateMipMaps: boolean;
  20615. protected _renderingManager: RenderingManager;
  20616. /** @hidden */
  20617. _waitingRenderList: string[];
  20618. protected _doNotChangeAspectRatio: boolean;
  20619. protected _currentRefreshId: number;
  20620. protected _refreshRate: number;
  20621. protected _textureMatrix: Matrix;
  20622. protected _samples: number;
  20623. protected _renderTargetOptions: RenderTargetCreationOptions;
  20624. /**
  20625. * Gets render target creation options that were used.
  20626. */
  20627. readonly renderTargetOptions: RenderTargetCreationOptions;
  20628. protected _engine: Engine;
  20629. protected _onRatioRescale(): void;
  20630. /**
  20631. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20632. * It must define where the camera used to render the texture is set
  20633. */
  20634. boundingBoxPosition: Vector3;
  20635. private _boundingBoxSize;
  20636. /**
  20637. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20638. * When defined, the cubemap will switch to local mode
  20639. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20640. * @example https://www.babylonjs-playground.com/#RNASML
  20641. */
  20642. boundingBoxSize: Vector3;
  20643. /**
  20644. * In case the RTT has been created with a depth texture, get the associated
  20645. * depth texture.
  20646. * Otherwise, return null.
  20647. */
  20648. depthStencilTexture: Nullable<InternalTexture>;
  20649. /**
  20650. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20651. * or used a shadow, depth texture...
  20652. * @param name The friendly name of the texture
  20653. * @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)
  20654. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20655. * @param generateMipMaps True if mip maps need to be generated after render.
  20656. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20657. * @param type The type of the buffer in the RTT (int, half float, float...)
  20658. * @param isCube True if a cube texture needs to be created
  20659. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20660. * @param generateDepthBuffer True to generate a depth buffer
  20661. * @param generateStencilBuffer True to generate a stencil buffer
  20662. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20663. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20664. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20665. */
  20666. constructor(name: string, size: number | {
  20667. width: number;
  20668. height: number;
  20669. } | {
  20670. ratio: number;
  20671. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20672. /**
  20673. * Creates a depth stencil texture.
  20674. * This is only available in WebGL 2 or with the depth texture extension available.
  20675. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20676. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20677. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20678. */
  20679. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20680. private _processSizeParameter;
  20681. /**
  20682. * Define the number of samples to use in case of MSAA.
  20683. * It defaults to one meaning no MSAA has been enabled.
  20684. */
  20685. samples: number;
  20686. /**
  20687. * Resets the refresh counter of the texture and start bak from scratch.
  20688. * Could be useful to regenerate the texture if it is setup to render only once.
  20689. */
  20690. resetRefreshCounter(): void;
  20691. /**
  20692. * Define the refresh rate of the texture or the rendering frequency.
  20693. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20694. */
  20695. refreshRate: number;
  20696. /**
  20697. * Adds a post process to the render target rendering passes.
  20698. * @param postProcess define the post process to add
  20699. */
  20700. addPostProcess(postProcess: PostProcess): void;
  20701. /**
  20702. * Clear all the post processes attached to the render target
  20703. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20704. */
  20705. clearPostProcesses(dispose?: boolean): void;
  20706. /**
  20707. * Remove one of the post process from the list of attached post processes to the texture
  20708. * @param postProcess define the post process to remove from the list
  20709. */
  20710. removePostProcess(postProcess: PostProcess): void;
  20711. /** @hidden */
  20712. _shouldRender(): boolean;
  20713. /**
  20714. * Gets the actual render size of the texture.
  20715. * @returns the width of the render size
  20716. */
  20717. getRenderSize(): number;
  20718. /**
  20719. * Gets the actual render width of the texture.
  20720. * @returns the width of the render size
  20721. */
  20722. getRenderWidth(): number;
  20723. /**
  20724. * Gets the actual render height of the texture.
  20725. * @returns the height of the render size
  20726. */
  20727. getRenderHeight(): number;
  20728. /**
  20729. * Get if the texture can be rescaled or not.
  20730. */
  20731. readonly canRescale: boolean;
  20732. /**
  20733. * Resize the texture using a ratio.
  20734. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20735. */
  20736. scale(ratio: number): void;
  20737. /**
  20738. * Get the texture reflection matrix used to rotate/transform the reflection.
  20739. * @returns the reflection matrix
  20740. */
  20741. getReflectionTextureMatrix(): Matrix;
  20742. /**
  20743. * Resize the texture to a new desired size.
  20744. * Be carrefull as it will recreate all the data in the new texture.
  20745. * @param size Define the new size. It can be:
  20746. * - a number for squared texture,
  20747. * - an object containing { width: number, height: number }
  20748. * - or an object containing a ratio { ratio: number }
  20749. */
  20750. resize(size: number | {
  20751. width: number;
  20752. height: number;
  20753. } | {
  20754. ratio: number;
  20755. }): void;
  20756. /**
  20757. * Renders all the objects from the render list into the texture.
  20758. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20759. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20760. */
  20761. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20762. private _bestReflectionRenderTargetDimension;
  20763. /**
  20764. * @hidden
  20765. * @param faceIndex face index to bind to if this is a cubetexture
  20766. */
  20767. _bindFrameBuffer(faceIndex?: number): void;
  20768. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20769. private renderToTarget;
  20770. /**
  20771. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20772. * This allowed control for front to back rendering or reversly depending of the special needs.
  20773. *
  20774. * @param renderingGroupId The rendering group id corresponding to its index
  20775. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20776. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20777. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20778. */
  20779. 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;
  20780. /**
  20781. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20782. *
  20783. * @param renderingGroupId The rendering group id corresponding to its index
  20784. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20785. */
  20786. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20787. /**
  20788. * Clones the texture.
  20789. * @returns the cloned texture
  20790. */
  20791. clone(): RenderTargetTexture;
  20792. /**
  20793. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20794. * @returns The JSON representation of the texture
  20795. */
  20796. serialize(): any;
  20797. /**
  20798. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20799. */
  20800. disposeFramebufferObjects(): void;
  20801. /**
  20802. * Dispose the texture and release its associated resources.
  20803. */
  20804. dispose(): void;
  20805. /** @hidden */
  20806. _rebuild(): void;
  20807. /**
  20808. * Clear the info related to rendering groups preventing retention point in material dispose.
  20809. */
  20810. freeRenderingGroups(): void;
  20811. /**
  20812. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20813. * @returns the view count
  20814. */
  20815. getViewCount(): number;
  20816. }
  20817. }
  20818. declare module "babylonjs/Materials/material" {
  20819. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20820. import { SmartArray } from "babylonjs/Misc/smartArray";
  20821. import { Observable } from "babylonjs/Misc/observable";
  20822. import { Nullable } from "babylonjs/types";
  20823. import { Scene } from "babylonjs/scene";
  20824. import { Matrix } from "babylonjs/Maths/math.vector";
  20825. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20826. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20828. import { Effect } from "babylonjs/Materials/effect";
  20829. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20831. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20832. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20833. import { Mesh } from "babylonjs/Meshes/mesh";
  20834. import { Animation } from "babylonjs/Animations/animation";
  20835. /**
  20836. * Options for compiling materials.
  20837. */
  20838. export interface IMaterialCompilationOptions {
  20839. /**
  20840. * Defines whether clip planes are enabled.
  20841. */
  20842. clipPlane: boolean;
  20843. /**
  20844. * Defines whether instances are enabled.
  20845. */
  20846. useInstances: boolean;
  20847. }
  20848. /**
  20849. * Base class for the main features of a material in Babylon.js
  20850. */
  20851. export class Material implements IAnimatable {
  20852. /**
  20853. * Returns the triangle fill mode
  20854. */
  20855. static readonly TriangleFillMode: number;
  20856. /**
  20857. * Returns the wireframe mode
  20858. */
  20859. static readonly WireFrameFillMode: number;
  20860. /**
  20861. * Returns the point fill mode
  20862. */
  20863. static readonly PointFillMode: number;
  20864. /**
  20865. * Returns the point list draw mode
  20866. */
  20867. static readonly PointListDrawMode: number;
  20868. /**
  20869. * Returns the line list draw mode
  20870. */
  20871. static readonly LineListDrawMode: number;
  20872. /**
  20873. * Returns the line loop draw mode
  20874. */
  20875. static readonly LineLoopDrawMode: number;
  20876. /**
  20877. * Returns the line strip draw mode
  20878. */
  20879. static readonly LineStripDrawMode: number;
  20880. /**
  20881. * Returns the triangle strip draw mode
  20882. */
  20883. static readonly TriangleStripDrawMode: number;
  20884. /**
  20885. * Returns the triangle fan draw mode
  20886. */
  20887. static readonly TriangleFanDrawMode: number;
  20888. /**
  20889. * Stores the clock-wise side orientation
  20890. */
  20891. static readonly ClockWiseSideOrientation: number;
  20892. /**
  20893. * Stores the counter clock-wise side orientation
  20894. */
  20895. static readonly CounterClockWiseSideOrientation: number;
  20896. /**
  20897. * The dirty texture flag value
  20898. */
  20899. static readonly TextureDirtyFlag: number;
  20900. /**
  20901. * The dirty light flag value
  20902. */
  20903. static readonly LightDirtyFlag: number;
  20904. /**
  20905. * The dirty fresnel flag value
  20906. */
  20907. static readonly FresnelDirtyFlag: number;
  20908. /**
  20909. * The dirty attribute flag value
  20910. */
  20911. static readonly AttributesDirtyFlag: number;
  20912. /**
  20913. * The dirty misc flag value
  20914. */
  20915. static readonly MiscDirtyFlag: number;
  20916. /**
  20917. * The all dirty flag value
  20918. */
  20919. static readonly AllDirtyFlag: number;
  20920. /**
  20921. * The ID of the material
  20922. */
  20923. id: string;
  20924. /**
  20925. * Gets or sets the unique id of the material
  20926. */
  20927. uniqueId: number;
  20928. /**
  20929. * The name of the material
  20930. */
  20931. name: string;
  20932. /**
  20933. * Gets or sets user defined metadata
  20934. */
  20935. metadata: any;
  20936. /**
  20937. * For internal use only. Please do not use.
  20938. */
  20939. reservedDataStore: any;
  20940. /**
  20941. * Specifies if the ready state should be checked on each call
  20942. */
  20943. checkReadyOnEveryCall: boolean;
  20944. /**
  20945. * Specifies if the ready state should be checked once
  20946. */
  20947. checkReadyOnlyOnce: boolean;
  20948. /**
  20949. * The state of the material
  20950. */
  20951. state: string;
  20952. /**
  20953. * The alpha value of the material
  20954. */
  20955. protected _alpha: number;
  20956. /**
  20957. * List of inspectable custom properties (used by the Inspector)
  20958. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20959. */
  20960. inspectableCustomProperties: IInspectable[];
  20961. /**
  20962. * Sets the alpha value of the material
  20963. */
  20964. /**
  20965. * Gets the alpha value of the material
  20966. */
  20967. alpha: number;
  20968. /**
  20969. * Specifies if back face culling is enabled
  20970. */
  20971. protected _backFaceCulling: boolean;
  20972. /**
  20973. * Sets the back-face culling state
  20974. */
  20975. /**
  20976. * Gets the back-face culling state
  20977. */
  20978. backFaceCulling: boolean;
  20979. /**
  20980. * Stores the value for side orientation
  20981. */
  20982. sideOrientation: number;
  20983. /**
  20984. * Callback triggered when the material is compiled
  20985. */
  20986. onCompiled: Nullable<(effect: Effect) => void>;
  20987. /**
  20988. * Callback triggered when an error occurs
  20989. */
  20990. onError: Nullable<(effect: Effect, errors: string) => void>;
  20991. /**
  20992. * Callback triggered to get the render target textures
  20993. */
  20994. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20995. /**
  20996. * Gets a boolean indicating that current material needs to register RTT
  20997. */
  20998. readonly hasRenderTargetTextures: boolean;
  20999. /**
  21000. * Specifies if the material should be serialized
  21001. */
  21002. doNotSerialize: boolean;
  21003. /**
  21004. * @hidden
  21005. */
  21006. _storeEffectOnSubMeshes: boolean;
  21007. /**
  21008. * Stores the animations for the material
  21009. */
  21010. animations: Nullable<Array<Animation>>;
  21011. /**
  21012. * An event triggered when the material is disposed
  21013. */
  21014. onDisposeObservable: Observable<Material>;
  21015. /**
  21016. * An observer which watches for dispose events
  21017. */
  21018. private _onDisposeObserver;
  21019. private _onUnBindObservable;
  21020. /**
  21021. * Called during a dispose event
  21022. */
  21023. onDispose: () => void;
  21024. private _onBindObservable;
  21025. /**
  21026. * An event triggered when the material is bound
  21027. */
  21028. readonly onBindObservable: Observable<AbstractMesh>;
  21029. /**
  21030. * An observer which watches for bind events
  21031. */
  21032. private _onBindObserver;
  21033. /**
  21034. * Called during a bind event
  21035. */
  21036. onBind: (Mesh: AbstractMesh) => void;
  21037. /**
  21038. * An event triggered when the material is unbound
  21039. */
  21040. readonly onUnBindObservable: Observable<Material>;
  21041. /**
  21042. * Stores the value of the alpha mode
  21043. */
  21044. private _alphaMode;
  21045. /**
  21046. * Sets the value of the alpha mode.
  21047. *
  21048. * | Value | Type | Description |
  21049. * | --- | --- | --- |
  21050. * | 0 | ALPHA_DISABLE | |
  21051. * | 1 | ALPHA_ADD | |
  21052. * | 2 | ALPHA_COMBINE | |
  21053. * | 3 | ALPHA_SUBTRACT | |
  21054. * | 4 | ALPHA_MULTIPLY | |
  21055. * | 5 | ALPHA_MAXIMIZED | |
  21056. * | 6 | ALPHA_ONEONE | |
  21057. * | 7 | ALPHA_PREMULTIPLIED | |
  21058. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21059. * | 9 | ALPHA_INTERPOLATE | |
  21060. * | 10 | ALPHA_SCREENMODE | |
  21061. *
  21062. */
  21063. /**
  21064. * Gets the value of the alpha mode
  21065. */
  21066. alphaMode: number;
  21067. /**
  21068. * Stores the state of the need depth pre-pass value
  21069. */
  21070. private _needDepthPrePass;
  21071. /**
  21072. * Sets the need depth pre-pass value
  21073. */
  21074. /**
  21075. * Gets the depth pre-pass value
  21076. */
  21077. needDepthPrePass: boolean;
  21078. /**
  21079. * Specifies if depth writing should be disabled
  21080. */
  21081. disableDepthWrite: boolean;
  21082. /**
  21083. * Specifies if depth writing should be forced
  21084. */
  21085. forceDepthWrite: boolean;
  21086. /**
  21087. * Specifies if there should be a separate pass for culling
  21088. */
  21089. separateCullingPass: boolean;
  21090. /**
  21091. * Stores the state specifing if fog should be enabled
  21092. */
  21093. private _fogEnabled;
  21094. /**
  21095. * Sets the state for enabling fog
  21096. */
  21097. /**
  21098. * Gets the value of the fog enabled state
  21099. */
  21100. fogEnabled: boolean;
  21101. /**
  21102. * Stores the size of points
  21103. */
  21104. pointSize: number;
  21105. /**
  21106. * Stores the z offset value
  21107. */
  21108. zOffset: number;
  21109. /**
  21110. * Gets a value specifying if wireframe mode is enabled
  21111. */
  21112. /**
  21113. * Sets the state of wireframe mode
  21114. */
  21115. wireframe: boolean;
  21116. /**
  21117. * Gets the value specifying if point clouds are enabled
  21118. */
  21119. /**
  21120. * Sets the state of point cloud mode
  21121. */
  21122. pointsCloud: boolean;
  21123. /**
  21124. * Gets the material fill mode
  21125. */
  21126. /**
  21127. * Sets the material fill mode
  21128. */
  21129. fillMode: number;
  21130. /**
  21131. * @hidden
  21132. * Stores the effects for the material
  21133. */
  21134. _effect: Nullable<Effect>;
  21135. /**
  21136. * @hidden
  21137. * Specifies if the material was previously ready
  21138. */
  21139. _wasPreviouslyReady: boolean;
  21140. /**
  21141. * Specifies if uniform buffers should be used
  21142. */
  21143. private _useUBO;
  21144. /**
  21145. * Stores a reference to the scene
  21146. */
  21147. private _scene;
  21148. /**
  21149. * Stores the fill mode state
  21150. */
  21151. private _fillMode;
  21152. /**
  21153. * Specifies if the depth write state should be cached
  21154. */
  21155. private _cachedDepthWriteState;
  21156. /**
  21157. * Stores the uniform buffer
  21158. */
  21159. protected _uniformBuffer: UniformBuffer;
  21160. /** @hidden */
  21161. _indexInSceneMaterialArray: number;
  21162. /** @hidden */
  21163. meshMap: Nullable<{
  21164. [id: string]: AbstractMesh | undefined;
  21165. }>;
  21166. /**
  21167. * Creates a material instance
  21168. * @param name defines the name of the material
  21169. * @param scene defines the scene to reference
  21170. * @param doNotAdd specifies if the material should be added to the scene
  21171. */
  21172. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21173. /**
  21174. * Returns a string representation of the current material
  21175. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21176. * @returns a string with material information
  21177. */
  21178. toString(fullDetails?: boolean): string;
  21179. /**
  21180. * Gets the class name of the material
  21181. * @returns a string with the class name of the material
  21182. */
  21183. getClassName(): string;
  21184. /**
  21185. * Specifies if updates for the material been locked
  21186. */
  21187. readonly isFrozen: boolean;
  21188. /**
  21189. * Locks updates for the material
  21190. */
  21191. freeze(): void;
  21192. /**
  21193. * Unlocks updates for the material
  21194. */
  21195. unfreeze(): void;
  21196. /**
  21197. * Specifies if the material is ready to be used
  21198. * @param mesh defines the mesh to check
  21199. * @param useInstances specifies if instances should be used
  21200. * @returns a boolean indicating if the material is ready to be used
  21201. */
  21202. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21203. /**
  21204. * Specifies that the submesh is ready to be used
  21205. * @param mesh defines the mesh to check
  21206. * @param subMesh defines which submesh to check
  21207. * @param useInstances specifies that instances should be used
  21208. * @returns a boolean indicating that the submesh is ready or not
  21209. */
  21210. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21211. /**
  21212. * Returns the material effect
  21213. * @returns the effect associated with the material
  21214. */
  21215. getEffect(): Nullable<Effect>;
  21216. /**
  21217. * Returns the current scene
  21218. * @returns a Scene
  21219. */
  21220. getScene(): Scene;
  21221. /**
  21222. * Specifies if the material will require alpha blending
  21223. * @returns a boolean specifying if alpha blending is needed
  21224. */
  21225. needAlphaBlending(): boolean;
  21226. /**
  21227. * Specifies if the mesh will require alpha blending
  21228. * @param mesh defines the mesh to check
  21229. * @returns a boolean specifying if alpha blending is needed for the mesh
  21230. */
  21231. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21232. /**
  21233. * Specifies if this material should be rendered in alpha test mode
  21234. * @returns a boolean specifying if an alpha test is needed.
  21235. */
  21236. needAlphaTesting(): boolean;
  21237. /**
  21238. * Gets the texture used for the alpha test
  21239. * @returns the texture to use for alpha testing
  21240. */
  21241. getAlphaTestTexture(): Nullable<BaseTexture>;
  21242. /**
  21243. * Marks the material to indicate that it needs to be re-calculated
  21244. */
  21245. markDirty(): void;
  21246. /** @hidden */
  21247. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21248. /**
  21249. * Binds the material to the mesh
  21250. * @param world defines the world transformation matrix
  21251. * @param mesh defines the mesh to bind the material to
  21252. */
  21253. bind(world: Matrix, mesh?: Mesh): void;
  21254. /**
  21255. * Binds the submesh to the material
  21256. * @param world defines the world transformation matrix
  21257. * @param mesh defines the mesh containing the submesh
  21258. * @param subMesh defines the submesh to bind the material to
  21259. */
  21260. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21261. /**
  21262. * Binds the world matrix to the material
  21263. * @param world defines the world transformation matrix
  21264. */
  21265. bindOnlyWorldMatrix(world: Matrix): void;
  21266. /**
  21267. * Binds the scene's uniform buffer to the effect.
  21268. * @param effect defines the effect to bind to the scene uniform buffer
  21269. * @param sceneUbo defines the uniform buffer storing scene data
  21270. */
  21271. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21272. /**
  21273. * Binds the view matrix to the effect
  21274. * @param effect defines the effect to bind the view matrix to
  21275. */
  21276. bindView(effect: Effect): void;
  21277. /**
  21278. * Binds the view projection matrix to the effect
  21279. * @param effect defines the effect to bind the view projection matrix to
  21280. */
  21281. bindViewProjection(effect: Effect): void;
  21282. /**
  21283. * Specifies if material alpha testing should be turned on for the mesh
  21284. * @param mesh defines the mesh to check
  21285. */
  21286. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21287. /**
  21288. * Processes to execute after binding the material to a mesh
  21289. * @param mesh defines the rendered mesh
  21290. */
  21291. protected _afterBind(mesh?: Mesh): void;
  21292. /**
  21293. * Unbinds the material from the mesh
  21294. */
  21295. unbind(): void;
  21296. /**
  21297. * Gets the active textures from the material
  21298. * @returns an array of textures
  21299. */
  21300. getActiveTextures(): BaseTexture[];
  21301. /**
  21302. * Specifies if the material uses a texture
  21303. * @param texture defines the texture to check against the material
  21304. * @returns a boolean specifying if the material uses the texture
  21305. */
  21306. hasTexture(texture: BaseTexture): boolean;
  21307. /**
  21308. * Makes a duplicate of the material, and gives it a new name
  21309. * @param name defines the new name for the duplicated material
  21310. * @returns the cloned material
  21311. */
  21312. clone(name: string): Nullable<Material>;
  21313. /**
  21314. * Gets the meshes bound to the material
  21315. * @returns an array of meshes bound to the material
  21316. */
  21317. getBindedMeshes(): AbstractMesh[];
  21318. /**
  21319. * Force shader compilation
  21320. * @param mesh defines the mesh associated with this material
  21321. * @param onCompiled defines a function to execute once the material is compiled
  21322. * @param options defines the options to configure the compilation
  21323. * @param onError defines a function to execute if the material fails compiling
  21324. */
  21325. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21326. /**
  21327. * Force shader compilation
  21328. * @param mesh defines the mesh that will use this material
  21329. * @param options defines additional options for compiling the shaders
  21330. * @returns a promise that resolves when the compilation completes
  21331. */
  21332. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21333. private static readonly _AllDirtyCallBack;
  21334. private static readonly _ImageProcessingDirtyCallBack;
  21335. private static readonly _TextureDirtyCallBack;
  21336. private static readonly _FresnelDirtyCallBack;
  21337. private static readonly _MiscDirtyCallBack;
  21338. private static readonly _LightsDirtyCallBack;
  21339. private static readonly _AttributeDirtyCallBack;
  21340. private static _FresnelAndMiscDirtyCallBack;
  21341. private static _TextureAndMiscDirtyCallBack;
  21342. private static readonly _DirtyCallbackArray;
  21343. private static readonly _RunDirtyCallBacks;
  21344. /**
  21345. * Marks a define in the material to indicate that it needs to be re-computed
  21346. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21347. */
  21348. markAsDirty(flag: number): void;
  21349. /**
  21350. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21351. * @param func defines a function which checks material defines against the submeshes
  21352. */
  21353. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21354. /**
  21355. * Indicates that we need to re-calculated for all submeshes
  21356. */
  21357. protected _markAllSubMeshesAsAllDirty(): void;
  21358. /**
  21359. * Indicates that image processing needs to be re-calculated for all submeshes
  21360. */
  21361. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21362. /**
  21363. * Indicates that textures need to be re-calculated for all submeshes
  21364. */
  21365. protected _markAllSubMeshesAsTexturesDirty(): void;
  21366. /**
  21367. * Indicates that fresnel needs to be re-calculated for all submeshes
  21368. */
  21369. protected _markAllSubMeshesAsFresnelDirty(): void;
  21370. /**
  21371. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21372. */
  21373. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21374. /**
  21375. * Indicates that lights need to be re-calculated for all submeshes
  21376. */
  21377. protected _markAllSubMeshesAsLightsDirty(): void;
  21378. /**
  21379. * Indicates that attributes need to be re-calculated for all submeshes
  21380. */
  21381. protected _markAllSubMeshesAsAttributesDirty(): void;
  21382. /**
  21383. * Indicates that misc needs to be re-calculated for all submeshes
  21384. */
  21385. protected _markAllSubMeshesAsMiscDirty(): void;
  21386. /**
  21387. * Indicates that textures and misc need to be re-calculated for all submeshes
  21388. */
  21389. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21390. /**
  21391. * Disposes the material
  21392. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21393. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21394. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21395. */
  21396. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21397. /** @hidden */
  21398. private releaseVertexArrayObject;
  21399. /**
  21400. * Serializes this material
  21401. * @returns the serialized material object
  21402. */
  21403. serialize(): any;
  21404. /**
  21405. * Creates a material from parsed material data
  21406. * @param parsedMaterial defines parsed material data
  21407. * @param scene defines the hosting scene
  21408. * @param rootUrl defines the root URL to use to load textures
  21409. * @returns a new material
  21410. */
  21411. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21412. }
  21413. }
  21414. declare module "babylonjs/Materials/multiMaterial" {
  21415. import { Nullable } from "babylonjs/types";
  21416. import { Scene } from "babylonjs/scene";
  21417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21418. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21420. import { Material } from "babylonjs/Materials/material";
  21421. /**
  21422. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21423. * separate meshes. This can be use to improve performances.
  21424. * @see http://doc.babylonjs.com/how_to/multi_materials
  21425. */
  21426. export class MultiMaterial extends Material {
  21427. private _subMaterials;
  21428. /**
  21429. * Gets or Sets the list of Materials used within the multi material.
  21430. * They need to be ordered according to the submeshes order in the associated mesh
  21431. */
  21432. subMaterials: Nullable<Material>[];
  21433. /**
  21434. * Function used to align with Node.getChildren()
  21435. * @returns the list of Materials used within the multi material
  21436. */
  21437. getChildren(): Nullable<Material>[];
  21438. /**
  21439. * Instantiates a new Multi Material
  21440. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21441. * separate meshes. This can be use to improve performances.
  21442. * @see http://doc.babylonjs.com/how_to/multi_materials
  21443. * @param name Define the name in the scene
  21444. * @param scene Define the scene the material belongs to
  21445. */
  21446. constructor(name: string, scene: Scene);
  21447. private _hookArray;
  21448. /**
  21449. * Get one of the submaterial by its index in the submaterials array
  21450. * @param index The index to look the sub material at
  21451. * @returns The Material if the index has been defined
  21452. */
  21453. getSubMaterial(index: number): Nullable<Material>;
  21454. /**
  21455. * Get the list of active textures for the whole sub materials list.
  21456. * @returns All the textures that will be used during the rendering
  21457. */
  21458. getActiveTextures(): BaseTexture[];
  21459. /**
  21460. * Gets the current class name of the material e.g. "MultiMaterial"
  21461. * Mainly use in serialization.
  21462. * @returns the class name
  21463. */
  21464. getClassName(): string;
  21465. /**
  21466. * Checks if the material is ready to render the requested sub mesh
  21467. * @param mesh Define the mesh the submesh belongs to
  21468. * @param subMesh Define the sub mesh to look readyness for
  21469. * @param useInstances Define whether or not the material is used with instances
  21470. * @returns true if ready, otherwise false
  21471. */
  21472. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21473. /**
  21474. * Clones the current material and its related sub materials
  21475. * @param name Define the name of the newly cloned material
  21476. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21477. * @returns the cloned material
  21478. */
  21479. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21480. /**
  21481. * Serializes the materials into a JSON representation.
  21482. * @returns the JSON representation
  21483. */
  21484. serialize(): any;
  21485. /**
  21486. * Dispose the material and release its associated resources
  21487. * @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)
  21488. * @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)
  21489. * @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)
  21490. */
  21491. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21492. /**
  21493. * Creates a MultiMaterial from parsed MultiMaterial data.
  21494. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21495. * @param scene defines the hosting scene
  21496. * @returns a new MultiMaterial
  21497. */
  21498. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21499. }
  21500. }
  21501. declare module "babylonjs/Meshes/subMesh" {
  21502. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21503. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21504. import { Engine } from "babylonjs/Engines/engine";
  21505. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21506. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21507. import { Effect } from "babylonjs/Materials/effect";
  21508. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21509. import { Plane } from "babylonjs/Maths/math.plane";
  21510. import { Collider } from "babylonjs/Collisions/collider";
  21511. import { Material } from "babylonjs/Materials/material";
  21512. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21513. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21514. import { Mesh } from "babylonjs/Meshes/mesh";
  21515. import { Ray } from "babylonjs/Culling/ray";
  21516. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21517. /**
  21518. * Base class for submeshes
  21519. */
  21520. export class BaseSubMesh {
  21521. /** @hidden */
  21522. _materialDefines: Nullable<MaterialDefines>;
  21523. /** @hidden */
  21524. _materialEffect: Nullable<Effect>;
  21525. /**
  21526. * Gets associated effect
  21527. */
  21528. readonly effect: Nullable<Effect>;
  21529. /**
  21530. * Sets associated effect (effect used to render this submesh)
  21531. * @param effect defines the effect to associate with
  21532. * @param defines defines the set of defines used to compile this effect
  21533. */
  21534. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21535. }
  21536. /**
  21537. * Defines a subdivision inside a mesh
  21538. */
  21539. export class SubMesh extends BaseSubMesh implements ICullable {
  21540. /** the material index to use */
  21541. materialIndex: number;
  21542. /** vertex index start */
  21543. verticesStart: number;
  21544. /** vertices count */
  21545. verticesCount: number;
  21546. /** index start */
  21547. indexStart: number;
  21548. /** indices count */
  21549. indexCount: number;
  21550. /** @hidden */
  21551. _linesIndexCount: number;
  21552. private _mesh;
  21553. private _renderingMesh;
  21554. private _boundingInfo;
  21555. private _linesIndexBuffer;
  21556. /** @hidden */
  21557. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21558. /** @hidden */
  21559. _trianglePlanes: Plane[];
  21560. /** @hidden */
  21561. _lastColliderTransformMatrix: Nullable<Matrix>;
  21562. /** @hidden */
  21563. _renderId: number;
  21564. /** @hidden */
  21565. _alphaIndex: number;
  21566. /** @hidden */
  21567. _distanceToCamera: number;
  21568. /** @hidden */
  21569. _id: number;
  21570. private _currentMaterial;
  21571. /**
  21572. * Add a new submesh to a mesh
  21573. * @param materialIndex defines the material index to use
  21574. * @param verticesStart defines vertex index start
  21575. * @param verticesCount defines vertices count
  21576. * @param indexStart defines index start
  21577. * @param indexCount defines indices count
  21578. * @param mesh defines the parent mesh
  21579. * @param renderingMesh defines an optional rendering mesh
  21580. * @param createBoundingBox defines if bounding box should be created for this submesh
  21581. * @returns the new submesh
  21582. */
  21583. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21584. /**
  21585. * Creates a new submesh
  21586. * @param materialIndex defines the material index to use
  21587. * @param verticesStart defines vertex index start
  21588. * @param verticesCount defines vertices count
  21589. * @param indexStart defines index start
  21590. * @param indexCount defines indices count
  21591. * @param mesh defines the parent mesh
  21592. * @param renderingMesh defines an optional rendering mesh
  21593. * @param createBoundingBox defines if bounding box should be created for this submesh
  21594. */
  21595. constructor(
  21596. /** the material index to use */
  21597. materialIndex: number,
  21598. /** vertex index start */
  21599. verticesStart: number,
  21600. /** vertices count */
  21601. verticesCount: number,
  21602. /** index start */
  21603. indexStart: number,
  21604. /** indices count */
  21605. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21606. /**
  21607. * Returns true if this submesh covers the entire parent mesh
  21608. * @ignorenaming
  21609. */
  21610. readonly IsGlobal: boolean;
  21611. /**
  21612. * Returns the submesh BoudingInfo object
  21613. * @returns current bounding info (or mesh's one if the submesh is global)
  21614. */
  21615. getBoundingInfo(): BoundingInfo;
  21616. /**
  21617. * Sets the submesh BoundingInfo
  21618. * @param boundingInfo defines the new bounding info to use
  21619. * @returns the SubMesh
  21620. */
  21621. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21622. /**
  21623. * Returns the mesh of the current submesh
  21624. * @return the parent mesh
  21625. */
  21626. getMesh(): AbstractMesh;
  21627. /**
  21628. * Returns the rendering mesh of the submesh
  21629. * @returns the rendering mesh (could be different from parent mesh)
  21630. */
  21631. getRenderingMesh(): Mesh;
  21632. /**
  21633. * Returns the submesh material
  21634. * @returns null or the current material
  21635. */
  21636. getMaterial(): Nullable<Material>;
  21637. /**
  21638. * Sets a new updated BoundingInfo object to the submesh
  21639. * @param data defines an optional position array to use to determine the bounding info
  21640. * @returns the SubMesh
  21641. */
  21642. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21643. /** @hidden */
  21644. _checkCollision(collider: Collider): boolean;
  21645. /**
  21646. * Updates the submesh BoundingInfo
  21647. * @param world defines the world matrix to use to update the bounding info
  21648. * @returns the submesh
  21649. */
  21650. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21651. /**
  21652. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21653. * @param frustumPlanes defines the frustum planes
  21654. * @returns true if the submesh is intersecting with the frustum
  21655. */
  21656. isInFrustum(frustumPlanes: Plane[]): boolean;
  21657. /**
  21658. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21659. * @param frustumPlanes defines the frustum planes
  21660. * @returns true if the submesh is inside the frustum
  21661. */
  21662. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21663. /**
  21664. * Renders the submesh
  21665. * @param enableAlphaMode defines if alpha needs to be used
  21666. * @returns the submesh
  21667. */
  21668. render(enableAlphaMode: boolean): SubMesh;
  21669. /**
  21670. * @hidden
  21671. */
  21672. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21673. /**
  21674. * Checks if the submesh intersects with a ray
  21675. * @param ray defines the ray to test
  21676. * @returns true is the passed ray intersects the submesh bounding box
  21677. */
  21678. canIntersects(ray: Ray): boolean;
  21679. /**
  21680. * Intersects current submesh with a ray
  21681. * @param ray defines the ray to test
  21682. * @param positions defines mesh's positions array
  21683. * @param indices defines mesh's indices array
  21684. * @param fastCheck defines if only bounding info should be used
  21685. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21686. * @returns intersection info or null if no intersection
  21687. */
  21688. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21689. /** @hidden */
  21690. private _intersectLines;
  21691. /** @hidden */
  21692. private _intersectUnIndexedLines;
  21693. /** @hidden */
  21694. private _intersectTriangles;
  21695. /** @hidden */
  21696. private _intersectUnIndexedTriangles;
  21697. /** @hidden */
  21698. _rebuild(): void;
  21699. /**
  21700. * Creates a new submesh from the passed mesh
  21701. * @param newMesh defines the new hosting mesh
  21702. * @param newRenderingMesh defines an optional rendering mesh
  21703. * @returns the new submesh
  21704. */
  21705. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21706. /**
  21707. * Release associated resources
  21708. */
  21709. dispose(): void;
  21710. /**
  21711. * Gets the class name
  21712. * @returns the string "SubMesh".
  21713. */
  21714. getClassName(): string;
  21715. /**
  21716. * Creates a new submesh from indices data
  21717. * @param materialIndex the index of the main mesh material
  21718. * @param startIndex the index where to start the copy in the mesh indices array
  21719. * @param indexCount the number of indices to copy then from the startIndex
  21720. * @param mesh the main mesh to create the submesh from
  21721. * @param renderingMesh the optional rendering mesh
  21722. * @returns a new submesh
  21723. */
  21724. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21725. }
  21726. }
  21727. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21728. /**
  21729. * Class used to represent data loading progression
  21730. */
  21731. export class SceneLoaderFlags {
  21732. private static _ForceFullSceneLoadingForIncremental;
  21733. private static _ShowLoadingScreen;
  21734. private static _CleanBoneMatrixWeights;
  21735. private static _loggingLevel;
  21736. /**
  21737. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21738. */
  21739. static ForceFullSceneLoadingForIncremental: boolean;
  21740. /**
  21741. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21742. */
  21743. static ShowLoadingScreen: boolean;
  21744. /**
  21745. * Defines the current logging level (while loading the scene)
  21746. * @ignorenaming
  21747. */
  21748. static loggingLevel: number;
  21749. /**
  21750. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21751. */
  21752. static CleanBoneMatrixWeights: boolean;
  21753. }
  21754. }
  21755. declare module "babylonjs/Meshes/geometry" {
  21756. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21757. import { Scene } from "babylonjs/scene";
  21758. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21759. import { Engine } from "babylonjs/Engines/engine";
  21760. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21761. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21762. import { Effect } from "babylonjs/Materials/effect";
  21763. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21764. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21765. import { Mesh } from "babylonjs/Meshes/mesh";
  21766. /**
  21767. * Class used to store geometry data (vertex buffers + index buffer)
  21768. */
  21769. export class Geometry implements IGetSetVerticesData {
  21770. /**
  21771. * Gets or sets the ID of the geometry
  21772. */
  21773. id: string;
  21774. /**
  21775. * Gets or sets the unique ID of the geometry
  21776. */
  21777. uniqueId: number;
  21778. /**
  21779. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21780. */
  21781. delayLoadState: number;
  21782. /**
  21783. * Gets the file containing the data to load when running in delay load state
  21784. */
  21785. delayLoadingFile: Nullable<string>;
  21786. /**
  21787. * Callback called when the geometry is updated
  21788. */
  21789. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21790. private _scene;
  21791. private _engine;
  21792. private _meshes;
  21793. private _totalVertices;
  21794. /** @hidden */
  21795. _indices: IndicesArray;
  21796. /** @hidden */
  21797. _vertexBuffers: {
  21798. [key: string]: VertexBuffer;
  21799. };
  21800. private _isDisposed;
  21801. private _extend;
  21802. private _boundingBias;
  21803. /** @hidden */
  21804. _delayInfo: Array<string>;
  21805. private _indexBuffer;
  21806. private _indexBufferIsUpdatable;
  21807. /** @hidden */
  21808. _boundingInfo: Nullable<BoundingInfo>;
  21809. /** @hidden */
  21810. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21811. /** @hidden */
  21812. _softwareSkinningFrameId: number;
  21813. private _vertexArrayObjects;
  21814. private _updatable;
  21815. /** @hidden */
  21816. _positions: Nullable<Vector3[]>;
  21817. /**
  21818. * 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
  21819. */
  21820. /**
  21821. * 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
  21822. */
  21823. boundingBias: Vector2;
  21824. /**
  21825. * Static function used to attach a new empty geometry to a mesh
  21826. * @param mesh defines the mesh to attach the geometry to
  21827. * @returns the new Geometry
  21828. */
  21829. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21830. /**
  21831. * Creates a new geometry
  21832. * @param id defines the unique ID
  21833. * @param scene defines the hosting scene
  21834. * @param vertexData defines the VertexData used to get geometry data
  21835. * @param updatable defines if geometry must be updatable (false by default)
  21836. * @param mesh defines the mesh that will be associated with the geometry
  21837. */
  21838. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21839. /**
  21840. * Gets the current extend of the geometry
  21841. */
  21842. readonly extend: {
  21843. minimum: Vector3;
  21844. maximum: Vector3;
  21845. };
  21846. /**
  21847. * Gets the hosting scene
  21848. * @returns the hosting Scene
  21849. */
  21850. getScene(): Scene;
  21851. /**
  21852. * Gets the hosting engine
  21853. * @returns the hosting Engine
  21854. */
  21855. getEngine(): Engine;
  21856. /**
  21857. * Defines if the geometry is ready to use
  21858. * @returns true if the geometry is ready to be used
  21859. */
  21860. isReady(): boolean;
  21861. /**
  21862. * Gets a value indicating that the geometry should not be serialized
  21863. */
  21864. readonly doNotSerialize: boolean;
  21865. /** @hidden */
  21866. _rebuild(): void;
  21867. /**
  21868. * Affects all geometry data in one call
  21869. * @param vertexData defines the geometry data
  21870. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21871. */
  21872. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21873. /**
  21874. * Set specific vertex data
  21875. * @param kind defines the data kind (Position, normal, etc...)
  21876. * @param data defines the vertex data to use
  21877. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21878. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21879. */
  21880. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21881. /**
  21882. * Removes a specific vertex data
  21883. * @param kind defines the data kind (Position, normal, etc...)
  21884. */
  21885. removeVerticesData(kind: string): void;
  21886. /**
  21887. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21888. * @param buffer defines the vertex buffer to use
  21889. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21890. */
  21891. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21892. /**
  21893. * Update a specific vertex buffer
  21894. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21895. * It will do nothing if the buffer is not updatable
  21896. * @param kind defines the data kind (Position, normal, etc...)
  21897. * @param data defines the data to use
  21898. * @param offset defines the offset in the target buffer where to store the data
  21899. * @param useBytes set to true if the offset is in bytes
  21900. */
  21901. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21902. /**
  21903. * Update a specific vertex buffer
  21904. * This function will create a new buffer if the current one is not updatable
  21905. * @param kind defines the data kind (Position, normal, etc...)
  21906. * @param data defines the data to use
  21907. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21908. */
  21909. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21910. private _updateBoundingInfo;
  21911. /** @hidden */
  21912. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21913. /**
  21914. * Gets total number of vertices
  21915. * @returns the total number of vertices
  21916. */
  21917. getTotalVertices(): number;
  21918. /**
  21919. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21920. * @param kind defines the data kind (Position, normal, etc...)
  21921. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21922. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21923. * @returns a float array containing vertex data
  21924. */
  21925. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21926. /**
  21927. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21928. * @param kind defines the data kind (Position, normal, etc...)
  21929. * @returns true if the vertex buffer with the specified kind is updatable
  21930. */
  21931. isVertexBufferUpdatable(kind: string): boolean;
  21932. /**
  21933. * Gets a specific vertex buffer
  21934. * @param kind defines the data kind (Position, normal, etc...)
  21935. * @returns a VertexBuffer
  21936. */
  21937. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21938. /**
  21939. * Returns all vertex buffers
  21940. * @return an object holding all vertex buffers indexed by kind
  21941. */
  21942. getVertexBuffers(): Nullable<{
  21943. [key: string]: VertexBuffer;
  21944. }>;
  21945. /**
  21946. * Gets a boolean indicating if specific vertex buffer is present
  21947. * @param kind defines the data kind (Position, normal, etc...)
  21948. * @returns true if data is present
  21949. */
  21950. isVerticesDataPresent(kind: string): boolean;
  21951. /**
  21952. * Gets a list of all attached data kinds (Position, normal, etc...)
  21953. * @returns a list of string containing all kinds
  21954. */
  21955. getVerticesDataKinds(): string[];
  21956. /**
  21957. * Update index buffer
  21958. * @param indices defines the indices to store in the index buffer
  21959. * @param offset defines the offset in the target buffer where to store the data
  21960. * @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)
  21961. */
  21962. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21963. /**
  21964. * Creates a new index buffer
  21965. * @param indices defines the indices to store in the index buffer
  21966. * @param totalVertices defines the total number of vertices (could be null)
  21967. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21968. */
  21969. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21970. /**
  21971. * Return the total number of indices
  21972. * @returns the total number of indices
  21973. */
  21974. getTotalIndices(): number;
  21975. /**
  21976. * Gets the index buffer array
  21977. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21978. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21979. * @returns the index buffer array
  21980. */
  21981. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21982. /**
  21983. * Gets the index buffer
  21984. * @return the index buffer
  21985. */
  21986. getIndexBuffer(): Nullable<DataBuffer>;
  21987. /** @hidden */
  21988. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21989. /**
  21990. * Release the associated resources for a specific mesh
  21991. * @param mesh defines the source mesh
  21992. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21993. */
  21994. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21995. /**
  21996. * Apply current geometry to a given mesh
  21997. * @param mesh defines the mesh to apply geometry to
  21998. */
  21999. applyToMesh(mesh: Mesh): void;
  22000. private _updateExtend;
  22001. private _applyToMesh;
  22002. private notifyUpdate;
  22003. /**
  22004. * Load the geometry if it was flagged as delay loaded
  22005. * @param scene defines the hosting scene
  22006. * @param onLoaded defines a callback called when the geometry is loaded
  22007. */
  22008. load(scene: Scene, onLoaded?: () => void): void;
  22009. private _queueLoad;
  22010. /**
  22011. * Invert the geometry to move from a right handed system to a left handed one.
  22012. */
  22013. toLeftHanded(): void;
  22014. /** @hidden */
  22015. _resetPointsArrayCache(): void;
  22016. /** @hidden */
  22017. _generatePointsArray(): boolean;
  22018. /**
  22019. * Gets a value indicating if the geometry is disposed
  22020. * @returns true if the geometry was disposed
  22021. */
  22022. isDisposed(): boolean;
  22023. private _disposeVertexArrayObjects;
  22024. /**
  22025. * Free all associated resources
  22026. */
  22027. dispose(): void;
  22028. /**
  22029. * Clone the current geometry into a new geometry
  22030. * @param id defines the unique ID of the new geometry
  22031. * @returns a new geometry object
  22032. */
  22033. copy(id: string): Geometry;
  22034. /**
  22035. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22036. * @return a JSON representation of the current geometry data (without the vertices data)
  22037. */
  22038. serialize(): any;
  22039. private toNumberArray;
  22040. /**
  22041. * Serialize all vertices data into a JSON oject
  22042. * @returns a JSON representation of the current geometry data
  22043. */
  22044. serializeVerticeData(): any;
  22045. /**
  22046. * Extracts a clone of a mesh geometry
  22047. * @param mesh defines the source mesh
  22048. * @param id defines the unique ID of the new geometry object
  22049. * @returns the new geometry object
  22050. */
  22051. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22052. /**
  22053. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22054. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22055. * Be aware Math.random() could cause collisions, but:
  22056. * "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"
  22057. * @returns a string containing a new GUID
  22058. */
  22059. static RandomId(): string;
  22060. /** @hidden */
  22061. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22062. private static _CleanMatricesWeights;
  22063. /**
  22064. * Create a new geometry from persisted data (Using .babylon file format)
  22065. * @param parsedVertexData defines the persisted data
  22066. * @param scene defines the hosting scene
  22067. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22068. * @returns the new geometry object
  22069. */
  22070. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22071. }
  22072. }
  22073. declare module "babylonjs/Meshes/mesh.vertexData" {
  22074. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22075. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22076. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22077. import { Geometry } from "babylonjs/Meshes/geometry";
  22078. import { Mesh } from "babylonjs/Meshes/mesh";
  22079. /**
  22080. * Define an interface for all classes that will get and set the data on vertices
  22081. */
  22082. export interface IGetSetVerticesData {
  22083. /**
  22084. * Gets a boolean indicating if specific vertex data is present
  22085. * @param kind defines the vertex data kind to use
  22086. * @returns true is data kind is present
  22087. */
  22088. isVerticesDataPresent(kind: string): boolean;
  22089. /**
  22090. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22091. * @param kind defines the data kind (Position, normal, etc...)
  22092. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22093. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22094. * @returns a float array containing vertex data
  22095. */
  22096. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22097. /**
  22098. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22099. * @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.
  22100. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22101. * @returns the indices array or an empty array if the mesh has no geometry
  22102. */
  22103. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22104. /**
  22105. * Set specific vertex data
  22106. * @param kind defines the data kind (Position, normal, etc...)
  22107. * @param data defines the vertex data to use
  22108. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22109. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22110. */
  22111. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22112. /**
  22113. * Update a specific associated vertex buffer
  22114. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22115. * - VertexBuffer.PositionKind
  22116. * - VertexBuffer.UVKind
  22117. * - VertexBuffer.UV2Kind
  22118. * - VertexBuffer.UV3Kind
  22119. * - VertexBuffer.UV4Kind
  22120. * - VertexBuffer.UV5Kind
  22121. * - VertexBuffer.UV6Kind
  22122. * - VertexBuffer.ColorKind
  22123. * - VertexBuffer.MatricesIndicesKind
  22124. * - VertexBuffer.MatricesIndicesExtraKind
  22125. * - VertexBuffer.MatricesWeightsKind
  22126. * - VertexBuffer.MatricesWeightsExtraKind
  22127. * @param data defines the data source
  22128. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22129. * @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)
  22130. */
  22131. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22132. /**
  22133. * Creates a new index buffer
  22134. * @param indices defines the indices to store in the index buffer
  22135. * @param totalVertices defines the total number of vertices (could be null)
  22136. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22137. */
  22138. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22139. }
  22140. /**
  22141. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22142. */
  22143. export class VertexData {
  22144. /**
  22145. * Mesh side orientation : usually the external or front surface
  22146. */
  22147. static readonly FRONTSIDE: number;
  22148. /**
  22149. * Mesh side orientation : usually the internal or back surface
  22150. */
  22151. static readonly BACKSIDE: number;
  22152. /**
  22153. * Mesh side orientation : both internal and external or front and back surfaces
  22154. */
  22155. static readonly DOUBLESIDE: number;
  22156. /**
  22157. * Mesh side orientation : by default, `FRONTSIDE`
  22158. */
  22159. static readonly DEFAULTSIDE: number;
  22160. /**
  22161. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22162. */
  22163. positions: Nullable<FloatArray>;
  22164. /**
  22165. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22166. */
  22167. normals: Nullable<FloatArray>;
  22168. /**
  22169. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22170. */
  22171. tangents: Nullable<FloatArray>;
  22172. /**
  22173. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22174. */
  22175. uvs: Nullable<FloatArray>;
  22176. /**
  22177. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22178. */
  22179. uvs2: Nullable<FloatArray>;
  22180. /**
  22181. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22182. */
  22183. uvs3: Nullable<FloatArray>;
  22184. /**
  22185. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22186. */
  22187. uvs4: Nullable<FloatArray>;
  22188. /**
  22189. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22190. */
  22191. uvs5: Nullable<FloatArray>;
  22192. /**
  22193. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22194. */
  22195. uvs6: Nullable<FloatArray>;
  22196. /**
  22197. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22198. */
  22199. colors: Nullable<FloatArray>;
  22200. /**
  22201. * 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).
  22202. */
  22203. matricesIndices: Nullable<FloatArray>;
  22204. /**
  22205. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22206. */
  22207. matricesWeights: Nullable<FloatArray>;
  22208. /**
  22209. * An array extending the number of possible indices
  22210. */
  22211. matricesIndicesExtra: Nullable<FloatArray>;
  22212. /**
  22213. * An array extending the number of possible weights when the number of indices is extended
  22214. */
  22215. matricesWeightsExtra: Nullable<FloatArray>;
  22216. /**
  22217. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22218. */
  22219. indices: Nullable<IndicesArray>;
  22220. /**
  22221. * Uses the passed data array to set the set the values for the specified kind of data
  22222. * @param data a linear array of floating numbers
  22223. * @param kind the type of data that is being set, eg positions, colors etc
  22224. */
  22225. set(data: FloatArray, kind: string): void;
  22226. /**
  22227. * Associates the vertexData to the passed Mesh.
  22228. * Sets it as updatable or not (default `false`)
  22229. * @param mesh the mesh the vertexData is applied to
  22230. * @param updatable when used and having the value true allows new data to update the vertexData
  22231. * @returns the VertexData
  22232. */
  22233. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22234. /**
  22235. * Associates the vertexData to the passed Geometry.
  22236. * Sets it as updatable or not (default `false`)
  22237. * @param geometry the geometry the vertexData is applied to
  22238. * @param updatable when used and having the value true allows new data to update the vertexData
  22239. * @returns VertexData
  22240. */
  22241. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22242. /**
  22243. * Updates the associated mesh
  22244. * @param mesh the mesh to be updated
  22245. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22246. * @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
  22247. * @returns VertexData
  22248. */
  22249. updateMesh(mesh: Mesh): VertexData;
  22250. /**
  22251. * Updates the associated geometry
  22252. * @param geometry the geometry to be updated
  22253. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22254. * @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
  22255. * @returns VertexData.
  22256. */
  22257. updateGeometry(geometry: Geometry): VertexData;
  22258. private _applyTo;
  22259. private _update;
  22260. /**
  22261. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22262. * @param matrix the transforming matrix
  22263. * @returns the VertexData
  22264. */
  22265. transform(matrix: Matrix): VertexData;
  22266. /**
  22267. * Merges the passed VertexData into the current one
  22268. * @param other the VertexData to be merged into the current one
  22269. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22270. * @returns the modified VertexData
  22271. */
  22272. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22273. private _mergeElement;
  22274. private _validate;
  22275. /**
  22276. * Serializes the VertexData
  22277. * @returns a serialized object
  22278. */
  22279. serialize(): any;
  22280. /**
  22281. * Extracts the vertexData from a mesh
  22282. * @param mesh the mesh from which to extract the VertexData
  22283. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22284. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22285. * @returns the object VertexData associated to the passed mesh
  22286. */
  22287. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22288. /**
  22289. * Extracts the vertexData from the geometry
  22290. * @param geometry the geometry from which to extract the VertexData
  22291. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22292. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22293. * @returns the object VertexData associated to the passed mesh
  22294. */
  22295. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22296. private static _ExtractFrom;
  22297. /**
  22298. * Creates the VertexData for a Ribbon
  22299. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22300. * * pathArray array of paths, each of which an array of successive Vector3
  22301. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22302. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22303. * * 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
  22304. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22305. * * 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)
  22306. * * 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)
  22307. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22308. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22309. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22310. * @returns the VertexData of the ribbon
  22311. */
  22312. static CreateRibbon(options: {
  22313. pathArray: Vector3[][];
  22314. closeArray?: boolean;
  22315. closePath?: boolean;
  22316. offset?: number;
  22317. sideOrientation?: number;
  22318. frontUVs?: Vector4;
  22319. backUVs?: Vector4;
  22320. invertUV?: boolean;
  22321. uvs?: Vector2[];
  22322. colors?: Color4[];
  22323. }): VertexData;
  22324. /**
  22325. * Creates the VertexData for a box
  22326. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22327. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22328. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22329. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22330. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22331. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22332. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22333. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22334. * * 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)
  22335. * * 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)
  22336. * @returns the VertexData of the box
  22337. */
  22338. static CreateBox(options: {
  22339. size?: number;
  22340. width?: number;
  22341. height?: number;
  22342. depth?: number;
  22343. faceUV?: Vector4[];
  22344. faceColors?: Color4[];
  22345. sideOrientation?: number;
  22346. frontUVs?: Vector4;
  22347. backUVs?: Vector4;
  22348. }): VertexData;
  22349. /**
  22350. * Creates the VertexData for a tiled box
  22351. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22352. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22353. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22354. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22355. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22356. * @returns the VertexData of the box
  22357. */
  22358. static CreateTiledBox(options: {
  22359. pattern?: number;
  22360. width?: number;
  22361. height?: number;
  22362. depth?: number;
  22363. tileSize?: number;
  22364. tileWidth?: number;
  22365. tileHeight?: number;
  22366. alignHorizontal?: number;
  22367. alignVertical?: number;
  22368. faceUV?: Vector4[];
  22369. faceColors?: Color4[];
  22370. sideOrientation?: number;
  22371. }): VertexData;
  22372. /**
  22373. * Creates the VertexData for a tiled plane
  22374. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22375. * * pattern a limited pattern arrangement depending on the number
  22376. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22377. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22378. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22379. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22380. * * 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)
  22381. * * 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)
  22382. * @returns the VertexData of the tiled plane
  22383. */
  22384. static CreateTiledPlane(options: {
  22385. pattern?: number;
  22386. tileSize?: number;
  22387. tileWidth?: number;
  22388. tileHeight?: number;
  22389. size?: number;
  22390. width?: number;
  22391. height?: number;
  22392. alignHorizontal?: number;
  22393. alignVertical?: number;
  22394. sideOrientation?: number;
  22395. frontUVs?: Vector4;
  22396. backUVs?: Vector4;
  22397. }): VertexData;
  22398. /**
  22399. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22400. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22401. * * segments sets the number of horizontal strips optional, default 32
  22402. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22403. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22404. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22405. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22406. * * 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
  22407. * * 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
  22408. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22409. * * 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)
  22410. * * 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)
  22411. * @returns the VertexData of the ellipsoid
  22412. */
  22413. static CreateSphere(options: {
  22414. segments?: number;
  22415. diameter?: number;
  22416. diameterX?: number;
  22417. diameterY?: number;
  22418. diameterZ?: number;
  22419. arc?: number;
  22420. slice?: number;
  22421. sideOrientation?: number;
  22422. frontUVs?: Vector4;
  22423. backUVs?: Vector4;
  22424. }): VertexData;
  22425. /**
  22426. * Creates the VertexData for a cylinder, cone or prism
  22427. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22428. * * height sets the height (y direction) of the cylinder, optional, default 2
  22429. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22430. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22431. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22432. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22433. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22434. * * 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
  22435. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22436. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22437. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22438. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22439. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22440. * * 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)
  22441. * * 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)
  22442. * @returns the VertexData of the cylinder, cone or prism
  22443. */
  22444. static CreateCylinder(options: {
  22445. height?: number;
  22446. diameterTop?: number;
  22447. diameterBottom?: number;
  22448. diameter?: number;
  22449. tessellation?: number;
  22450. subdivisions?: number;
  22451. arc?: number;
  22452. faceColors?: Color4[];
  22453. faceUV?: Vector4[];
  22454. hasRings?: boolean;
  22455. enclose?: boolean;
  22456. sideOrientation?: number;
  22457. frontUVs?: Vector4;
  22458. backUVs?: Vector4;
  22459. }): VertexData;
  22460. /**
  22461. * Creates the VertexData for a torus
  22462. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22463. * * diameter the diameter of the torus, optional default 1
  22464. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22465. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22466. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22467. * * 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)
  22468. * * 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)
  22469. * @returns the VertexData of the torus
  22470. */
  22471. static CreateTorus(options: {
  22472. diameter?: number;
  22473. thickness?: number;
  22474. tessellation?: number;
  22475. sideOrientation?: number;
  22476. frontUVs?: Vector4;
  22477. backUVs?: Vector4;
  22478. }): VertexData;
  22479. /**
  22480. * Creates the VertexData of the LineSystem
  22481. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22482. * - lines an array of lines, each line being an array of successive Vector3
  22483. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22484. * @returns the VertexData of the LineSystem
  22485. */
  22486. static CreateLineSystem(options: {
  22487. lines: Vector3[][];
  22488. colors?: Nullable<Color4[][]>;
  22489. }): VertexData;
  22490. /**
  22491. * Create the VertexData for a DashedLines
  22492. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22493. * - points an array successive Vector3
  22494. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22495. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22496. * - dashNb the intended total number of dashes, optional, default 200
  22497. * @returns the VertexData for the DashedLines
  22498. */
  22499. static CreateDashedLines(options: {
  22500. points: Vector3[];
  22501. dashSize?: number;
  22502. gapSize?: number;
  22503. dashNb?: number;
  22504. }): VertexData;
  22505. /**
  22506. * Creates the VertexData for a Ground
  22507. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22508. * - width the width (x direction) of the ground, optional, default 1
  22509. * - height the height (z direction) of the ground, optional, default 1
  22510. * - subdivisions the number of subdivisions per side, optional, default 1
  22511. * @returns the VertexData of the Ground
  22512. */
  22513. static CreateGround(options: {
  22514. width?: number;
  22515. height?: number;
  22516. subdivisions?: number;
  22517. subdivisionsX?: number;
  22518. subdivisionsY?: number;
  22519. }): VertexData;
  22520. /**
  22521. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22522. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22523. * * xmin the ground minimum X coordinate, optional, default -1
  22524. * * zmin the ground minimum Z coordinate, optional, default -1
  22525. * * xmax the ground maximum X coordinate, optional, default 1
  22526. * * zmax the ground maximum Z coordinate, optional, default 1
  22527. * * 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}
  22528. * * 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}
  22529. * @returns the VertexData of the TiledGround
  22530. */
  22531. static CreateTiledGround(options: {
  22532. xmin: number;
  22533. zmin: number;
  22534. xmax: number;
  22535. zmax: number;
  22536. subdivisions?: {
  22537. w: number;
  22538. h: number;
  22539. };
  22540. precision?: {
  22541. w: number;
  22542. h: number;
  22543. };
  22544. }): VertexData;
  22545. /**
  22546. * Creates the VertexData of the Ground designed from a heightmap
  22547. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22548. * * width the width (x direction) of the ground
  22549. * * height the height (z direction) of the ground
  22550. * * subdivisions the number of subdivisions per side
  22551. * * minHeight the minimum altitude on the ground, optional, default 0
  22552. * * maxHeight the maximum altitude on the ground, optional default 1
  22553. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22554. * * buffer the array holding the image color data
  22555. * * bufferWidth the width of image
  22556. * * bufferHeight the height of image
  22557. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22558. * @returns the VertexData of the Ground designed from a heightmap
  22559. */
  22560. static CreateGroundFromHeightMap(options: {
  22561. width: number;
  22562. height: number;
  22563. subdivisions: number;
  22564. minHeight: number;
  22565. maxHeight: number;
  22566. colorFilter: Color3;
  22567. buffer: Uint8Array;
  22568. bufferWidth: number;
  22569. bufferHeight: number;
  22570. alphaFilter: number;
  22571. }): VertexData;
  22572. /**
  22573. * Creates the VertexData for a Plane
  22574. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22575. * * size sets the width and height of the plane to the value of size, optional default 1
  22576. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22577. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22578. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22579. * * 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)
  22580. * * 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)
  22581. * @returns the VertexData of the box
  22582. */
  22583. static CreatePlane(options: {
  22584. size?: number;
  22585. width?: number;
  22586. height?: number;
  22587. sideOrientation?: number;
  22588. frontUVs?: Vector4;
  22589. backUVs?: Vector4;
  22590. }): VertexData;
  22591. /**
  22592. * Creates the VertexData of the Disc or regular Polygon
  22593. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22594. * * radius the radius of the disc, optional default 0.5
  22595. * * tessellation the number of polygon sides, optional, default 64
  22596. * * 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
  22597. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22598. * * 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)
  22599. * * 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)
  22600. * @returns the VertexData of the box
  22601. */
  22602. static CreateDisc(options: {
  22603. radius?: number;
  22604. tessellation?: number;
  22605. arc?: number;
  22606. sideOrientation?: number;
  22607. frontUVs?: Vector4;
  22608. backUVs?: Vector4;
  22609. }): VertexData;
  22610. /**
  22611. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22612. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22613. * @param polygon a mesh built from polygonTriangulation.build()
  22614. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22615. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22616. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22617. * @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)
  22618. * @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)
  22619. * @returns the VertexData of the Polygon
  22620. */
  22621. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22622. /**
  22623. * Creates the VertexData of the IcoSphere
  22624. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22625. * * radius the radius of the IcoSphere, optional default 1
  22626. * * radiusX allows stretching in the x direction, optional, default radius
  22627. * * radiusY allows stretching in the y direction, optional, default radius
  22628. * * radiusZ allows stretching in the z direction, optional, default radius
  22629. * * flat when true creates a flat shaded mesh, optional, default true
  22630. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22631. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22632. * * 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)
  22633. * * 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)
  22634. * @returns the VertexData of the IcoSphere
  22635. */
  22636. static CreateIcoSphere(options: {
  22637. radius?: number;
  22638. radiusX?: number;
  22639. radiusY?: number;
  22640. radiusZ?: number;
  22641. flat?: boolean;
  22642. subdivisions?: number;
  22643. sideOrientation?: number;
  22644. frontUVs?: Vector4;
  22645. backUVs?: Vector4;
  22646. }): VertexData;
  22647. /**
  22648. * Creates the VertexData for a Polyhedron
  22649. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22650. * * type provided types are:
  22651. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22652. * * 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)
  22653. * * size the size of the IcoSphere, optional default 1
  22654. * * sizeX allows stretching in the x direction, optional, default size
  22655. * * sizeY allows stretching in the y direction, optional, default size
  22656. * * sizeZ allows stretching in the z direction, optional, default size
  22657. * * 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
  22658. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22659. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22660. * * flat when true creates a flat shaded mesh, optional, default true
  22661. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22662. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22663. * * 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)
  22664. * * 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)
  22665. * @returns the VertexData of the Polyhedron
  22666. */
  22667. static CreatePolyhedron(options: {
  22668. type?: number;
  22669. size?: number;
  22670. sizeX?: number;
  22671. sizeY?: number;
  22672. sizeZ?: number;
  22673. custom?: any;
  22674. faceUV?: Vector4[];
  22675. faceColors?: Color4[];
  22676. flat?: boolean;
  22677. sideOrientation?: number;
  22678. frontUVs?: Vector4;
  22679. backUVs?: Vector4;
  22680. }): VertexData;
  22681. /**
  22682. * Creates the VertexData for a TorusKnot
  22683. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22684. * * radius the radius of the torus knot, optional, default 2
  22685. * * tube the thickness of the tube, optional, default 0.5
  22686. * * radialSegments the number of sides on each tube segments, optional, default 32
  22687. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22688. * * p the number of windings around the z axis, optional, default 2
  22689. * * q the number of windings around the x axis, optional, default 3
  22690. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22691. * * 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)
  22692. * * 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)
  22693. * @returns the VertexData of the Torus Knot
  22694. */
  22695. static CreateTorusKnot(options: {
  22696. radius?: number;
  22697. tube?: number;
  22698. radialSegments?: number;
  22699. tubularSegments?: number;
  22700. p?: number;
  22701. q?: number;
  22702. sideOrientation?: number;
  22703. frontUVs?: Vector4;
  22704. backUVs?: Vector4;
  22705. }): VertexData;
  22706. /**
  22707. * Compute normals for given positions and indices
  22708. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22709. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22710. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22711. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22712. * * facetNormals : optional array of facet normals (vector3)
  22713. * * facetPositions : optional array of facet positions (vector3)
  22714. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22715. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22716. * * bInfo : optional bounding info, required for facetPartitioning computation
  22717. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22718. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22719. * * useRightHandedSystem: optional boolean to for right handed system computation
  22720. * * depthSort : optional boolean to enable the facet depth sort computation
  22721. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22722. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22723. */
  22724. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22725. facetNormals?: any;
  22726. facetPositions?: any;
  22727. facetPartitioning?: any;
  22728. ratio?: number;
  22729. bInfo?: any;
  22730. bbSize?: Vector3;
  22731. subDiv?: any;
  22732. useRightHandedSystem?: boolean;
  22733. depthSort?: boolean;
  22734. distanceTo?: Vector3;
  22735. depthSortedFacets?: any;
  22736. }): void;
  22737. /** @hidden */
  22738. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22739. /**
  22740. * Applies VertexData created from the imported parameters to the geometry
  22741. * @param parsedVertexData the parsed data from an imported file
  22742. * @param geometry the geometry to apply the VertexData to
  22743. */
  22744. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22745. }
  22746. }
  22747. declare module "babylonjs/Morph/morphTarget" {
  22748. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22749. import { Observable } from "babylonjs/Misc/observable";
  22750. import { Nullable, FloatArray } from "babylonjs/types";
  22751. import { Scene } from "babylonjs/scene";
  22752. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22753. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22754. /**
  22755. * Defines a target to use with MorphTargetManager
  22756. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22757. */
  22758. export class MorphTarget implements IAnimatable {
  22759. /** defines the name of the target */
  22760. name: string;
  22761. /**
  22762. * Gets or sets the list of animations
  22763. */
  22764. animations: import("babylonjs/Animations/animation").Animation[];
  22765. private _scene;
  22766. private _positions;
  22767. private _normals;
  22768. private _tangents;
  22769. private _uvs;
  22770. private _influence;
  22771. private _uniqueId;
  22772. /**
  22773. * Observable raised when the influence changes
  22774. */
  22775. onInfluenceChanged: Observable<boolean>;
  22776. /** @hidden */
  22777. _onDataLayoutChanged: Observable<void>;
  22778. /**
  22779. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22780. */
  22781. influence: number;
  22782. /**
  22783. * Gets or sets the id of the morph Target
  22784. */
  22785. id: string;
  22786. private _animationPropertiesOverride;
  22787. /**
  22788. * Gets or sets the animation properties override
  22789. */
  22790. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22791. /**
  22792. * Creates a new MorphTarget
  22793. * @param name defines the name of the target
  22794. * @param influence defines the influence to use
  22795. * @param scene defines the scene the morphtarget belongs to
  22796. */
  22797. constructor(
  22798. /** defines the name of the target */
  22799. name: string, influence?: number, scene?: Nullable<Scene>);
  22800. /**
  22801. * Gets the unique ID of this manager
  22802. */
  22803. readonly uniqueId: number;
  22804. /**
  22805. * Gets a boolean defining if the target contains position data
  22806. */
  22807. readonly hasPositions: boolean;
  22808. /**
  22809. * Gets a boolean defining if the target contains normal data
  22810. */
  22811. readonly hasNormals: boolean;
  22812. /**
  22813. * Gets a boolean defining if the target contains tangent data
  22814. */
  22815. readonly hasTangents: boolean;
  22816. /**
  22817. * Gets a boolean defining if the target contains texture coordinates data
  22818. */
  22819. readonly hasUVs: boolean;
  22820. /**
  22821. * Affects position data to this target
  22822. * @param data defines the position data to use
  22823. */
  22824. setPositions(data: Nullable<FloatArray>): void;
  22825. /**
  22826. * Gets the position data stored in this target
  22827. * @returns a FloatArray containing the position data (or null if not present)
  22828. */
  22829. getPositions(): Nullable<FloatArray>;
  22830. /**
  22831. * Affects normal data to this target
  22832. * @param data defines the normal data to use
  22833. */
  22834. setNormals(data: Nullable<FloatArray>): void;
  22835. /**
  22836. * Gets the normal data stored in this target
  22837. * @returns a FloatArray containing the normal data (or null if not present)
  22838. */
  22839. getNormals(): Nullable<FloatArray>;
  22840. /**
  22841. * Affects tangent data to this target
  22842. * @param data defines the tangent data to use
  22843. */
  22844. setTangents(data: Nullable<FloatArray>): void;
  22845. /**
  22846. * Gets the tangent data stored in this target
  22847. * @returns a FloatArray containing the tangent data (or null if not present)
  22848. */
  22849. getTangents(): Nullable<FloatArray>;
  22850. /**
  22851. * Affects texture coordinates data to this target
  22852. * @param data defines the texture coordinates data to use
  22853. */
  22854. setUVs(data: Nullable<FloatArray>): void;
  22855. /**
  22856. * Gets the texture coordinates data stored in this target
  22857. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22858. */
  22859. getUVs(): Nullable<FloatArray>;
  22860. /**
  22861. * Clone the current target
  22862. * @returns a new MorphTarget
  22863. */
  22864. clone(): MorphTarget;
  22865. /**
  22866. * Serializes the current target into a Serialization object
  22867. * @returns the serialized object
  22868. */
  22869. serialize(): any;
  22870. /**
  22871. * Returns the string "MorphTarget"
  22872. * @returns "MorphTarget"
  22873. */
  22874. getClassName(): string;
  22875. /**
  22876. * Creates a new target from serialized data
  22877. * @param serializationObject defines the serialized data to use
  22878. * @returns a new MorphTarget
  22879. */
  22880. static Parse(serializationObject: any): MorphTarget;
  22881. /**
  22882. * Creates a MorphTarget from mesh data
  22883. * @param mesh defines the source mesh
  22884. * @param name defines the name to use for the new target
  22885. * @param influence defines the influence to attach to the target
  22886. * @returns a new MorphTarget
  22887. */
  22888. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22889. }
  22890. }
  22891. declare module "babylonjs/Morph/morphTargetManager" {
  22892. import { Nullable } from "babylonjs/types";
  22893. import { Scene } from "babylonjs/scene";
  22894. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22895. /**
  22896. * This class is used to deform meshes using morphing between different targets
  22897. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22898. */
  22899. export class MorphTargetManager {
  22900. private _targets;
  22901. private _targetInfluenceChangedObservers;
  22902. private _targetDataLayoutChangedObservers;
  22903. private _activeTargets;
  22904. private _scene;
  22905. private _influences;
  22906. private _supportsNormals;
  22907. private _supportsTangents;
  22908. private _supportsUVs;
  22909. private _vertexCount;
  22910. private _uniqueId;
  22911. private _tempInfluences;
  22912. /**
  22913. * Gets or sets a boolean indicating if normals must be morphed
  22914. */
  22915. enableNormalMorphing: boolean;
  22916. /**
  22917. * Gets or sets a boolean indicating if tangents must be morphed
  22918. */
  22919. enableTangentMorphing: boolean;
  22920. /**
  22921. * Gets or sets a boolean indicating if UV must be morphed
  22922. */
  22923. enableUVMorphing: boolean;
  22924. /**
  22925. * Creates a new MorphTargetManager
  22926. * @param scene defines the current scene
  22927. */
  22928. constructor(scene?: Nullable<Scene>);
  22929. /**
  22930. * Gets the unique ID of this manager
  22931. */
  22932. readonly uniqueId: number;
  22933. /**
  22934. * Gets the number of vertices handled by this manager
  22935. */
  22936. readonly vertexCount: number;
  22937. /**
  22938. * Gets a boolean indicating if this manager supports morphing of normals
  22939. */
  22940. readonly supportsNormals: boolean;
  22941. /**
  22942. * Gets a boolean indicating if this manager supports morphing of tangents
  22943. */
  22944. readonly supportsTangents: boolean;
  22945. /**
  22946. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22947. */
  22948. readonly supportsUVs: boolean;
  22949. /**
  22950. * Gets the number of targets stored in this manager
  22951. */
  22952. readonly numTargets: number;
  22953. /**
  22954. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22955. */
  22956. readonly numInfluencers: number;
  22957. /**
  22958. * Gets the list of influences (one per target)
  22959. */
  22960. readonly influences: Float32Array;
  22961. /**
  22962. * Gets the active target at specified index. An active target is a target with an influence > 0
  22963. * @param index defines the index to check
  22964. * @returns the requested target
  22965. */
  22966. getActiveTarget(index: number): MorphTarget;
  22967. /**
  22968. * Gets the target at specified index
  22969. * @param index defines the index to check
  22970. * @returns the requested target
  22971. */
  22972. getTarget(index: number): MorphTarget;
  22973. /**
  22974. * Add a new target to this manager
  22975. * @param target defines the target to add
  22976. */
  22977. addTarget(target: MorphTarget): void;
  22978. /**
  22979. * Removes a target from the manager
  22980. * @param target defines the target to remove
  22981. */
  22982. removeTarget(target: MorphTarget): void;
  22983. /**
  22984. * Clone the current manager
  22985. * @returns a new MorphTargetManager
  22986. */
  22987. clone(): MorphTargetManager;
  22988. /**
  22989. * Serializes the current manager into a Serialization object
  22990. * @returns the serialized object
  22991. */
  22992. serialize(): any;
  22993. private _syncActiveTargets;
  22994. /**
  22995. * Syncrhonize the targets with all the meshes using this morph target manager
  22996. */
  22997. synchronize(): void;
  22998. /**
  22999. * Creates a new MorphTargetManager from serialized data
  23000. * @param serializationObject defines the serialized data
  23001. * @param scene defines the hosting scene
  23002. * @returns the new MorphTargetManager
  23003. */
  23004. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23005. }
  23006. }
  23007. declare module "babylonjs/Meshes/meshLODLevel" {
  23008. import { Mesh } from "babylonjs/Meshes/mesh";
  23009. import { Nullable } from "babylonjs/types";
  23010. /**
  23011. * Class used to represent a specific level of detail of a mesh
  23012. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23013. */
  23014. export class MeshLODLevel {
  23015. /** Defines the distance where this level should start being displayed */
  23016. distance: number;
  23017. /** Defines the mesh to use to render this level */
  23018. mesh: Nullable<Mesh>;
  23019. /**
  23020. * Creates a new LOD level
  23021. * @param distance defines the distance where this level should star being displayed
  23022. * @param mesh defines the mesh to use to render this level
  23023. */
  23024. constructor(
  23025. /** Defines the distance where this level should start being displayed */
  23026. distance: number,
  23027. /** Defines the mesh to use to render this level */
  23028. mesh: Nullable<Mesh>);
  23029. }
  23030. }
  23031. declare module "babylonjs/Meshes/groundMesh" {
  23032. import { Scene } from "babylonjs/scene";
  23033. import { Vector3 } from "babylonjs/Maths/math.vector";
  23034. import { Mesh } from "babylonjs/Meshes/mesh";
  23035. /**
  23036. * Mesh representing the gorund
  23037. */
  23038. export class GroundMesh extends Mesh {
  23039. /** If octree should be generated */
  23040. generateOctree: boolean;
  23041. private _heightQuads;
  23042. /** @hidden */
  23043. _subdivisionsX: number;
  23044. /** @hidden */
  23045. _subdivisionsY: number;
  23046. /** @hidden */
  23047. _width: number;
  23048. /** @hidden */
  23049. _height: number;
  23050. /** @hidden */
  23051. _minX: number;
  23052. /** @hidden */
  23053. _maxX: number;
  23054. /** @hidden */
  23055. _minZ: number;
  23056. /** @hidden */
  23057. _maxZ: number;
  23058. constructor(name: string, scene: Scene);
  23059. /**
  23060. * "GroundMesh"
  23061. * @returns "GroundMesh"
  23062. */
  23063. getClassName(): string;
  23064. /**
  23065. * The minimum of x and y subdivisions
  23066. */
  23067. readonly subdivisions: number;
  23068. /**
  23069. * X subdivisions
  23070. */
  23071. readonly subdivisionsX: number;
  23072. /**
  23073. * Y subdivisions
  23074. */
  23075. readonly subdivisionsY: number;
  23076. /**
  23077. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23078. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23079. * @param chunksCount the number of subdivisions for x and y
  23080. * @param octreeBlocksSize (Default: 32)
  23081. */
  23082. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23083. /**
  23084. * Returns a height (y) value in the Worl system :
  23085. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23086. * @param x x coordinate
  23087. * @param z z coordinate
  23088. * @returns the ground y position if (x, z) are outside the ground surface.
  23089. */
  23090. getHeightAtCoordinates(x: number, z: number): number;
  23091. /**
  23092. * Returns a normalized vector (Vector3) orthogonal to the ground
  23093. * at the ground coordinates (x, z) expressed in the World system.
  23094. * @param x x coordinate
  23095. * @param z z coordinate
  23096. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23097. */
  23098. getNormalAtCoordinates(x: number, z: number): Vector3;
  23099. /**
  23100. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23101. * at the ground coordinates (x, z) expressed in the World system.
  23102. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23103. * @param x x coordinate
  23104. * @param z z coordinate
  23105. * @param ref vector to store the result
  23106. * @returns the GroundMesh.
  23107. */
  23108. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23109. /**
  23110. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23111. * if the ground has been updated.
  23112. * This can be used in the render loop.
  23113. * @returns the GroundMesh.
  23114. */
  23115. updateCoordinateHeights(): GroundMesh;
  23116. private _getFacetAt;
  23117. private _initHeightQuads;
  23118. private _computeHeightQuads;
  23119. /**
  23120. * Serializes this ground mesh
  23121. * @param serializationObject object to write serialization to
  23122. */
  23123. serialize(serializationObject: any): void;
  23124. /**
  23125. * Parses a serialized ground mesh
  23126. * @param parsedMesh the serialized mesh
  23127. * @param scene the scene to create the ground mesh in
  23128. * @returns the created ground mesh
  23129. */
  23130. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23131. }
  23132. }
  23133. declare module "babylonjs/Physics/physicsJoint" {
  23134. import { Vector3 } from "babylonjs/Maths/math.vector";
  23135. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23136. /**
  23137. * Interface for Physics-Joint data
  23138. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23139. */
  23140. export interface PhysicsJointData {
  23141. /**
  23142. * The main pivot of the joint
  23143. */
  23144. mainPivot?: Vector3;
  23145. /**
  23146. * The connected pivot of the joint
  23147. */
  23148. connectedPivot?: Vector3;
  23149. /**
  23150. * The main axis of the joint
  23151. */
  23152. mainAxis?: Vector3;
  23153. /**
  23154. * The connected axis of the joint
  23155. */
  23156. connectedAxis?: Vector3;
  23157. /**
  23158. * The collision of the joint
  23159. */
  23160. collision?: boolean;
  23161. /**
  23162. * Native Oimo/Cannon/Energy data
  23163. */
  23164. nativeParams?: any;
  23165. }
  23166. /**
  23167. * This is a holder class for the physics joint created by the physics plugin
  23168. * It holds a set of functions to control the underlying joint
  23169. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23170. */
  23171. export class PhysicsJoint {
  23172. /**
  23173. * The type of the physics joint
  23174. */
  23175. type: number;
  23176. /**
  23177. * The data for the physics joint
  23178. */
  23179. jointData: PhysicsJointData;
  23180. private _physicsJoint;
  23181. protected _physicsPlugin: IPhysicsEnginePlugin;
  23182. /**
  23183. * Initializes the physics joint
  23184. * @param type The type of the physics joint
  23185. * @param jointData The data for the physics joint
  23186. */
  23187. constructor(
  23188. /**
  23189. * The type of the physics joint
  23190. */
  23191. type: number,
  23192. /**
  23193. * The data for the physics joint
  23194. */
  23195. jointData: PhysicsJointData);
  23196. /**
  23197. * Gets the physics joint
  23198. */
  23199. /**
  23200. * Sets the physics joint
  23201. */
  23202. physicsJoint: any;
  23203. /**
  23204. * Sets the physics plugin
  23205. */
  23206. physicsPlugin: IPhysicsEnginePlugin;
  23207. /**
  23208. * Execute a function that is physics-plugin specific.
  23209. * @param {Function} func the function that will be executed.
  23210. * It accepts two parameters: the physics world and the physics joint
  23211. */
  23212. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23213. /**
  23214. * Distance-Joint type
  23215. */
  23216. static DistanceJoint: number;
  23217. /**
  23218. * Hinge-Joint type
  23219. */
  23220. static HingeJoint: number;
  23221. /**
  23222. * Ball-and-Socket joint type
  23223. */
  23224. static BallAndSocketJoint: number;
  23225. /**
  23226. * Wheel-Joint type
  23227. */
  23228. static WheelJoint: number;
  23229. /**
  23230. * Slider-Joint type
  23231. */
  23232. static SliderJoint: number;
  23233. /**
  23234. * Prismatic-Joint type
  23235. */
  23236. static PrismaticJoint: number;
  23237. /**
  23238. * Universal-Joint type
  23239. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23240. */
  23241. static UniversalJoint: number;
  23242. /**
  23243. * Hinge-Joint 2 type
  23244. */
  23245. static Hinge2Joint: number;
  23246. /**
  23247. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23248. */
  23249. static PointToPointJoint: number;
  23250. /**
  23251. * Spring-Joint type
  23252. */
  23253. static SpringJoint: number;
  23254. /**
  23255. * Lock-Joint type
  23256. */
  23257. static LockJoint: number;
  23258. }
  23259. /**
  23260. * A class representing a physics distance joint
  23261. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23262. */
  23263. export class DistanceJoint extends PhysicsJoint {
  23264. /**
  23265. *
  23266. * @param jointData The data for the Distance-Joint
  23267. */
  23268. constructor(jointData: DistanceJointData);
  23269. /**
  23270. * Update the predefined distance.
  23271. * @param maxDistance The maximum preferred distance
  23272. * @param minDistance The minimum preferred distance
  23273. */
  23274. updateDistance(maxDistance: number, minDistance?: number): void;
  23275. }
  23276. /**
  23277. * Represents a Motor-Enabled Joint
  23278. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23279. */
  23280. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23281. /**
  23282. * Initializes the Motor-Enabled Joint
  23283. * @param type The type of the joint
  23284. * @param jointData The physica joint data for the joint
  23285. */
  23286. constructor(type: number, jointData: PhysicsJointData);
  23287. /**
  23288. * Set the motor values.
  23289. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23290. * @param force the force to apply
  23291. * @param maxForce max force for this motor.
  23292. */
  23293. setMotor(force?: number, maxForce?: number): void;
  23294. /**
  23295. * Set the motor's limits.
  23296. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23297. * @param upperLimit The upper limit of the motor
  23298. * @param lowerLimit The lower limit of the motor
  23299. */
  23300. setLimit(upperLimit: number, lowerLimit?: number): void;
  23301. }
  23302. /**
  23303. * This class represents a single physics Hinge-Joint
  23304. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23305. */
  23306. export class HingeJoint extends MotorEnabledJoint {
  23307. /**
  23308. * Initializes the Hinge-Joint
  23309. * @param jointData The joint data for the Hinge-Joint
  23310. */
  23311. constructor(jointData: PhysicsJointData);
  23312. /**
  23313. * Set the motor values.
  23314. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23315. * @param {number} force the force to apply
  23316. * @param {number} maxForce max force for this motor.
  23317. */
  23318. setMotor(force?: number, maxForce?: number): void;
  23319. /**
  23320. * Set the motor's limits.
  23321. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23322. * @param upperLimit The upper limit of the motor
  23323. * @param lowerLimit The lower limit of the motor
  23324. */
  23325. setLimit(upperLimit: number, lowerLimit?: number): void;
  23326. }
  23327. /**
  23328. * This class represents a dual hinge physics joint (same as wheel joint)
  23329. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23330. */
  23331. export class Hinge2Joint extends MotorEnabledJoint {
  23332. /**
  23333. * Initializes the Hinge2-Joint
  23334. * @param jointData The joint data for the Hinge2-Joint
  23335. */
  23336. constructor(jointData: PhysicsJointData);
  23337. /**
  23338. * Set the motor values.
  23339. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23340. * @param {number} targetSpeed the speed the motor is to reach
  23341. * @param {number} maxForce max force for this motor.
  23342. * @param {motorIndex} the motor's index, 0 or 1.
  23343. */
  23344. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23345. /**
  23346. * Set the motor limits.
  23347. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23348. * @param {number} upperLimit the upper limit
  23349. * @param {number} lowerLimit lower limit
  23350. * @param {motorIndex} the motor's index, 0 or 1.
  23351. */
  23352. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23353. }
  23354. /**
  23355. * Interface for a motor enabled joint
  23356. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23357. */
  23358. export interface IMotorEnabledJoint {
  23359. /**
  23360. * Physics joint
  23361. */
  23362. physicsJoint: any;
  23363. /**
  23364. * Sets the motor of the motor-enabled joint
  23365. * @param force The force of the motor
  23366. * @param maxForce The maximum force of the motor
  23367. * @param motorIndex The index of the motor
  23368. */
  23369. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23370. /**
  23371. * Sets the limit of the motor
  23372. * @param upperLimit The upper limit of the motor
  23373. * @param lowerLimit The lower limit of the motor
  23374. * @param motorIndex The index of the motor
  23375. */
  23376. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23377. }
  23378. /**
  23379. * Joint data for a Distance-Joint
  23380. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23381. */
  23382. export interface DistanceJointData extends PhysicsJointData {
  23383. /**
  23384. * Max distance the 2 joint objects can be apart
  23385. */
  23386. maxDistance: number;
  23387. }
  23388. /**
  23389. * Joint data from a spring joint
  23390. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23391. */
  23392. export interface SpringJointData extends PhysicsJointData {
  23393. /**
  23394. * Length of the spring
  23395. */
  23396. length: number;
  23397. /**
  23398. * Stiffness of the spring
  23399. */
  23400. stiffness: number;
  23401. /**
  23402. * Damping of the spring
  23403. */
  23404. damping: number;
  23405. /** this callback will be called when applying the force to the impostors. */
  23406. forceApplicationCallback: () => void;
  23407. }
  23408. }
  23409. declare module "babylonjs/Physics/physicsRaycastResult" {
  23410. import { Vector3 } from "babylonjs/Maths/math.vector";
  23411. /**
  23412. * Holds the data for the raycast result
  23413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23414. */
  23415. export class PhysicsRaycastResult {
  23416. private _hasHit;
  23417. private _hitDistance;
  23418. private _hitNormalWorld;
  23419. private _hitPointWorld;
  23420. private _rayFromWorld;
  23421. private _rayToWorld;
  23422. /**
  23423. * Gets if there was a hit
  23424. */
  23425. readonly hasHit: boolean;
  23426. /**
  23427. * Gets the distance from the hit
  23428. */
  23429. readonly hitDistance: number;
  23430. /**
  23431. * Gets the hit normal/direction in the world
  23432. */
  23433. readonly hitNormalWorld: Vector3;
  23434. /**
  23435. * Gets the hit point in the world
  23436. */
  23437. readonly hitPointWorld: Vector3;
  23438. /**
  23439. * Gets the ray "start point" of the ray in the world
  23440. */
  23441. readonly rayFromWorld: Vector3;
  23442. /**
  23443. * Gets the ray "end point" of the ray in the world
  23444. */
  23445. readonly rayToWorld: Vector3;
  23446. /**
  23447. * Sets the hit data (normal & point in world space)
  23448. * @param hitNormalWorld defines the normal in world space
  23449. * @param hitPointWorld defines the point in world space
  23450. */
  23451. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23452. /**
  23453. * Sets the distance from the start point to the hit point
  23454. * @param distance
  23455. */
  23456. setHitDistance(distance: number): void;
  23457. /**
  23458. * Calculates the distance manually
  23459. */
  23460. calculateHitDistance(): void;
  23461. /**
  23462. * Resets all the values to default
  23463. * @param from The from point on world space
  23464. * @param to The to point on world space
  23465. */
  23466. reset(from?: Vector3, to?: Vector3): void;
  23467. }
  23468. /**
  23469. * Interface for the size containing width and height
  23470. */
  23471. interface IXYZ {
  23472. /**
  23473. * X
  23474. */
  23475. x: number;
  23476. /**
  23477. * Y
  23478. */
  23479. y: number;
  23480. /**
  23481. * Z
  23482. */
  23483. z: number;
  23484. }
  23485. }
  23486. declare module "babylonjs/Physics/IPhysicsEngine" {
  23487. import { Nullable } from "babylonjs/types";
  23488. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23490. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23491. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23492. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23493. /**
  23494. * Interface used to describe a physics joint
  23495. */
  23496. export interface PhysicsImpostorJoint {
  23497. /** Defines the main impostor to which the joint is linked */
  23498. mainImpostor: PhysicsImpostor;
  23499. /** Defines the impostor that is connected to the main impostor using this joint */
  23500. connectedImpostor: PhysicsImpostor;
  23501. /** Defines the joint itself */
  23502. joint: PhysicsJoint;
  23503. }
  23504. /** @hidden */
  23505. export interface IPhysicsEnginePlugin {
  23506. world: any;
  23507. name: string;
  23508. setGravity(gravity: Vector3): void;
  23509. setTimeStep(timeStep: number): void;
  23510. getTimeStep(): number;
  23511. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23512. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23513. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23514. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23515. removePhysicsBody(impostor: PhysicsImpostor): void;
  23516. generateJoint(joint: PhysicsImpostorJoint): void;
  23517. removeJoint(joint: PhysicsImpostorJoint): void;
  23518. isSupported(): boolean;
  23519. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23520. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23521. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23522. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23523. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23524. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23525. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23526. getBodyMass(impostor: PhysicsImpostor): number;
  23527. getBodyFriction(impostor: PhysicsImpostor): number;
  23528. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23529. getBodyRestitution(impostor: PhysicsImpostor): number;
  23530. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23531. getBodyPressure?(impostor: PhysicsImpostor): number;
  23532. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23533. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23534. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23535. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23536. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23537. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23538. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23539. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23540. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23541. sleepBody(impostor: PhysicsImpostor): void;
  23542. wakeUpBody(impostor: PhysicsImpostor): void;
  23543. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23544. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23545. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23546. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. getRadius(impostor: PhysicsImpostor): number;
  23548. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23549. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23550. dispose(): void;
  23551. }
  23552. /**
  23553. * Interface used to define a physics engine
  23554. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23555. */
  23556. export interface IPhysicsEngine {
  23557. /**
  23558. * Gets the gravity vector used by the simulation
  23559. */
  23560. gravity: Vector3;
  23561. /**
  23562. * Sets the gravity vector used by the simulation
  23563. * @param gravity defines the gravity vector to use
  23564. */
  23565. setGravity(gravity: Vector3): void;
  23566. /**
  23567. * Set the time step of the physics engine.
  23568. * Default is 1/60.
  23569. * To slow it down, enter 1/600 for example.
  23570. * To speed it up, 1/30
  23571. * @param newTimeStep the new timestep to apply to this world.
  23572. */
  23573. setTimeStep(newTimeStep: number): void;
  23574. /**
  23575. * Get the time step of the physics engine.
  23576. * @returns the current time step
  23577. */
  23578. getTimeStep(): number;
  23579. /**
  23580. * Release all resources
  23581. */
  23582. dispose(): void;
  23583. /**
  23584. * Gets the name of the current physics plugin
  23585. * @returns the name of the plugin
  23586. */
  23587. getPhysicsPluginName(): string;
  23588. /**
  23589. * Adding a new impostor for the impostor tracking.
  23590. * This will be done by the impostor itself.
  23591. * @param impostor the impostor to add
  23592. */
  23593. addImpostor(impostor: PhysicsImpostor): void;
  23594. /**
  23595. * Remove an impostor from the engine.
  23596. * This impostor and its mesh will not longer be updated by the physics engine.
  23597. * @param impostor the impostor to remove
  23598. */
  23599. removeImpostor(impostor: PhysicsImpostor): void;
  23600. /**
  23601. * Add a joint to the physics engine
  23602. * @param mainImpostor defines the main impostor to which the joint is added.
  23603. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23604. * @param joint defines the joint that will connect both impostors.
  23605. */
  23606. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23607. /**
  23608. * Removes a joint from the simulation
  23609. * @param mainImpostor defines the impostor used with the joint
  23610. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23611. * @param joint defines the joint to remove
  23612. */
  23613. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23614. /**
  23615. * Gets the current plugin used to run the simulation
  23616. * @returns current plugin
  23617. */
  23618. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23619. /**
  23620. * Gets the list of physic impostors
  23621. * @returns an array of PhysicsImpostor
  23622. */
  23623. getImpostors(): Array<PhysicsImpostor>;
  23624. /**
  23625. * Gets the impostor for a physics enabled object
  23626. * @param object defines the object impersonated by the impostor
  23627. * @returns the PhysicsImpostor or null if not found
  23628. */
  23629. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23630. /**
  23631. * Gets the impostor for a physics body object
  23632. * @param body defines physics body used by the impostor
  23633. * @returns the PhysicsImpostor or null if not found
  23634. */
  23635. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23636. /**
  23637. * Does a raycast in the physics world
  23638. * @param from when should the ray start?
  23639. * @param to when should the ray end?
  23640. * @returns PhysicsRaycastResult
  23641. */
  23642. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23643. /**
  23644. * Called by the scene. No need to call it.
  23645. * @param delta defines the timespam between frames
  23646. */
  23647. _step(delta: number): void;
  23648. }
  23649. }
  23650. declare module "babylonjs/Physics/physicsImpostor" {
  23651. import { Nullable, IndicesArray } from "babylonjs/types";
  23652. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23653. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23655. import { Scene } from "babylonjs/scene";
  23656. import { Bone } from "babylonjs/Bones/bone";
  23657. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23658. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23659. import { Space } from "babylonjs/Maths/math.axis";
  23660. /**
  23661. * The interface for the physics imposter parameters
  23662. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23663. */
  23664. export interface PhysicsImpostorParameters {
  23665. /**
  23666. * The mass of the physics imposter
  23667. */
  23668. mass: number;
  23669. /**
  23670. * The friction of the physics imposter
  23671. */
  23672. friction?: number;
  23673. /**
  23674. * The coefficient of restitution of the physics imposter
  23675. */
  23676. restitution?: number;
  23677. /**
  23678. * The native options of the physics imposter
  23679. */
  23680. nativeOptions?: any;
  23681. /**
  23682. * Specifies if the parent should be ignored
  23683. */
  23684. ignoreParent?: boolean;
  23685. /**
  23686. * Specifies if bi-directional transformations should be disabled
  23687. */
  23688. disableBidirectionalTransformation?: boolean;
  23689. /**
  23690. * The pressure inside the physics imposter, soft object only
  23691. */
  23692. pressure?: number;
  23693. /**
  23694. * The stiffness the physics imposter, soft object only
  23695. */
  23696. stiffness?: number;
  23697. /**
  23698. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23699. */
  23700. velocityIterations?: number;
  23701. /**
  23702. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23703. */
  23704. positionIterations?: number;
  23705. /**
  23706. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23707. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23708. * Add to fix multiple points
  23709. */
  23710. fixedPoints?: number;
  23711. /**
  23712. * The collision margin around a soft object
  23713. */
  23714. margin?: number;
  23715. /**
  23716. * The collision margin around a soft object
  23717. */
  23718. damping?: number;
  23719. /**
  23720. * The path for a rope based on an extrusion
  23721. */
  23722. path?: any;
  23723. /**
  23724. * The shape of an extrusion used for a rope based on an extrusion
  23725. */
  23726. shape?: any;
  23727. }
  23728. /**
  23729. * Interface for a physics-enabled object
  23730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23731. */
  23732. export interface IPhysicsEnabledObject {
  23733. /**
  23734. * The position of the physics-enabled object
  23735. */
  23736. position: Vector3;
  23737. /**
  23738. * The rotation of the physics-enabled object
  23739. */
  23740. rotationQuaternion: Nullable<Quaternion>;
  23741. /**
  23742. * The scale of the physics-enabled object
  23743. */
  23744. scaling: Vector3;
  23745. /**
  23746. * The rotation of the physics-enabled object
  23747. */
  23748. rotation?: Vector3;
  23749. /**
  23750. * The parent of the physics-enabled object
  23751. */
  23752. parent?: any;
  23753. /**
  23754. * The bounding info of the physics-enabled object
  23755. * @returns The bounding info of the physics-enabled object
  23756. */
  23757. getBoundingInfo(): BoundingInfo;
  23758. /**
  23759. * Computes the world matrix
  23760. * @param force Specifies if the world matrix should be computed by force
  23761. * @returns A world matrix
  23762. */
  23763. computeWorldMatrix(force: boolean): Matrix;
  23764. /**
  23765. * Gets the world matrix
  23766. * @returns A world matrix
  23767. */
  23768. getWorldMatrix?(): Matrix;
  23769. /**
  23770. * Gets the child meshes
  23771. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23772. * @returns An array of abstract meshes
  23773. */
  23774. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23775. /**
  23776. * Gets the vertex data
  23777. * @param kind The type of vertex data
  23778. * @returns A nullable array of numbers, or a float32 array
  23779. */
  23780. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23781. /**
  23782. * Gets the indices from the mesh
  23783. * @returns A nullable array of index arrays
  23784. */
  23785. getIndices?(): Nullable<IndicesArray>;
  23786. /**
  23787. * Gets the scene from the mesh
  23788. * @returns the indices array or null
  23789. */
  23790. getScene?(): Scene;
  23791. /**
  23792. * Gets the absolute position from the mesh
  23793. * @returns the absolute position
  23794. */
  23795. getAbsolutePosition(): Vector3;
  23796. /**
  23797. * Gets the absolute pivot point from the mesh
  23798. * @returns the absolute pivot point
  23799. */
  23800. getAbsolutePivotPoint(): Vector3;
  23801. /**
  23802. * Rotates the mesh
  23803. * @param axis The axis of rotation
  23804. * @param amount The amount of rotation
  23805. * @param space The space of the rotation
  23806. * @returns The rotation transform node
  23807. */
  23808. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23809. /**
  23810. * Translates the mesh
  23811. * @param axis The axis of translation
  23812. * @param distance The distance of translation
  23813. * @param space The space of the translation
  23814. * @returns The transform node
  23815. */
  23816. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23817. /**
  23818. * Sets the absolute position of the mesh
  23819. * @param absolutePosition The absolute position of the mesh
  23820. * @returns The transform node
  23821. */
  23822. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23823. /**
  23824. * Gets the class name of the mesh
  23825. * @returns The class name
  23826. */
  23827. getClassName(): string;
  23828. }
  23829. /**
  23830. * Represents a physics imposter
  23831. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23832. */
  23833. export class PhysicsImpostor {
  23834. /**
  23835. * The physics-enabled object used as the physics imposter
  23836. */
  23837. object: IPhysicsEnabledObject;
  23838. /**
  23839. * The type of the physics imposter
  23840. */
  23841. type: number;
  23842. private _options;
  23843. private _scene?;
  23844. /**
  23845. * The default object size of the imposter
  23846. */
  23847. static DEFAULT_OBJECT_SIZE: Vector3;
  23848. /**
  23849. * The identity quaternion of the imposter
  23850. */
  23851. static IDENTITY_QUATERNION: Quaternion;
  23852. /** @hidden */
  23853. _pluginData: any;
  23854. private _physicsEngine;
  23855. private _physicsBody;
  23856. private _bodyUpdateRequired;
  23857. private _onBeforePhysicsStepCallbacks;
  23858. private _onAfterPhysicsStepCallbacks;
  23859. /** @hidden */
  23860. _onPhysicsCollideCallbacks: Array<{
  23861. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23862. otherImpostors: Array<PhysicsImpostor>;
  23863. }>;
  23864. private _deltaPosition;
  23865. private _deltaRotation;
  23866. private _deltaRotationConjugated;
  23867. /** @hidden */
  23868. _isFromLine: boolean;
  23869. private _parent;
  23870. private _isDisposed;
  23871. private static _tmpVecs;
  23872. private static _tmpQuat;
  23873. /**
  23874. * Specifies if the physics imposter is disposed
  23875. */
  23876. readonly isDisposed: boolean;
  23877. /**
  23878. * Gets the mass of the physics imposter
  23879. */
  23880. mass: number;
  23881. /**
  23882. * Gets the coefficient of friction
  23883. */
  23884. /**
  23885. * Sets the coefficient of friction
  23886. */
  23887. friction: number;
  23888. /**
  23889. * Gets the coefficient of restitution
  23890. */
  23891. /**
  23892. * Sets the coefficient of restitution
  23893. */
  23894. restitution: number;
  23895. /**
  23896. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23897. */
  23898. /**
  23899. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23900. */
  23901. pressure: number;
  23902. /**
  23903. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23904. */
  23905. /**
  23906. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23907. */
  23908. stiffness: number;
  23909. /**
  23910. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23911. */
  23912. /**
  23913. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23914. */
  23915. velocityIterations: number;
  23916. /**
  23917. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23918. */
  23919. /**
  23920. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23921. */
  23922. positionIterations: number;
  23923. /**
  23924. * The unique id of the physics imposter
  23925. * set by the physics engine when adding this impostor to the array
  23926. */
  23927. uniqueId: number;
  23928. /**
  23929. * @hidden
  23930. */
  23931. soft: boolean;
  23932. /**
  23933. * @hidden
  23934. */
  23935. segments: number;
  23936. private _joints;
  23937. /**
  23938. * Initializes the physics imposter
  23939. * @param object The physics-enabled object used as the physics imposter
  23940. * @param type The type of the physics imposter
  23941. * @param _options The options for the physics imposter
  23942. * @param _scene The Babylon scene
  23943. */
  23944. constructor(
  23945. /**
  23946. * The physics-enabled object used as the physics imposter
  23947. */
  23948. object: IPhysicsEnabledObject,
  23949. /**
  23950. * The type of the physics imposter
  23951. */
  23952. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23953. /**
  23954. * This function will completly initialize this impostor.
  23955. * It will create a new body - but only if this mesh has no parent.
  23956. * If it has, this impostor will not be used other than to define the impostor
  23957. * of the child mesh.
  23958. * @hidden
  23959. */
  23960. _init(): void;
  23961. private _getPhysicsParent;
  23962. /**
  23963. * Should a new body be generated.
  23964. * @returns boolean specifying if body initialization is required
  23965. */
  23966. isBodyInitRequired(): boolean;
  23967. /**
  23968. * Sets the updated scaling
  23969. * @param updated Specifies if the scaling is updated
  23970. */
  23971. setScalingUpdated(): void;
  23972. /**
  23973. * Force a regeneration of this or the parent's impostor's body.
  23974. * Use under cautious - This will remove all joints already implemented.
  23975. */
  23976. forceUpdate(): void;
  23977. /**
  23978. * Gets the body that holds this impostor. Either its own, or its parent.
  23979. */
  23980. /**
  23981. * Set the physics body. Used mainly by the physics engine/plugin
  23982. */
  23983. physicsBody: any;
  23984. /**
  23985. * Get the parent of the physics imposter
  23986. * @returns Physics imposter or null
  23987. */
  23988. /**
  23989. * Sets the parent of the physics imposter
  23990. */
  23991. parent: Nullable<PhysicsImpostor>;
  23992. /**
  23993. * Resets the update flags
  23994. */
  23995. resetUpdateFlags(): void;
  23996. /**
  23997. * Gets the object extend size
  23998. * @returns the object extend size
  23999. */
  24000. getObjectExtendSize(): Vector3;
  24001. /**
  24002. * Gets the object center
  24003. * @returns The object center
  24004. */
  24005. getObjectCenter(): Vector3;
  24006. /**
  24007. * Get a specific parametes from the options parameter
  24008. * @param paramName The object parameter name
  24009. * @returns The object parameter
  24010. */
  24011. getParam(paramName: string): any;
  24012. /**
  24013. * Sets a specific parameter in the options given to the physics plugin
  24014. * @param paramName The parameter name
  24015. * @param value The value of the parameter
  24016. */
  24017. setParam(paramName: string, value: number): void;
  24018. /**
  24019. * Specifically change the body's mass option. Won't recreate the physics body object
  24020. * @param mass The mass of the physics imposter
  24021. */
  24022. setMass(mass: number): void;
  24023. /**
  24024. * Gets the linear velocity
  24025. * @returns linear velocity or null
  24026. */
  24027. getLinearVelocity(): Nullable<Vector3>;
  24028. /**
  24029. * Sets the linear velocity
  24030. * @param velocity linear velocity or null
  24031. */
  24032. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24033. /**
  24034. * Gets the angular velocity
  24035. * @returns angular velocity or null
  24036. */
  24037. getAngularVelocity(): Nullable<Vector3>;
  24038. /**
  24039. * Sets the angular velocity
  24040. * @param velocity The velocity or null
  24041. */
  24042. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24043. /**
  24044. * Execute a function with the physics plugin native code
  24045. * Provide a function the will have two variables - the world object and the physics body object
  24046. * @param func The function to execute with the physics plugin native code
  24047. */
  24048. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24049. /**
  24050. * Register a function that will be executed before the physics world is stepping forward
  24051. * @param func The function to execute before the physics world is stepped forward
  24052. */
  24053. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24054. /**
  24055. * Unregister a function that will be executed before the physics world is stepping forward
  24056. * @param func The function to execute before the physics world is stepped forward
  24057. */
  24058. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24059. /**
  24060. * Register a function that will be executed after the physics step
  24061. * @param func The function to execute after physics step
  24062. */
  24063. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24064. /**
  24065. * Unregisters a function that will be executed after the physics step
  24066. * @param func The function to execute after physics step
  24067. */
  24068. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24069. /**
  24070. * register a function that will be executed when this impostor collides against a different body
  24071. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24072. * @param func Callback that is executed on collision
  24073. */
  24074. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24075. /**
  24076. * Unregisters the physics imposter on contact
  24077. * @param collideAgainst The physics object to collide against
  24078. * @param func Callback to execute on collision
  24079. */
  24080. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24081. private _tmpQuat;
  24082. private _tmpQuat2;
  24083. /**
  24084. * Get the parent rotation
  24085. * @returns The parent rotation
  24086. */
  24087. getParentsRotation(): Quaternion;
  24088. /**
  24089. * this function is executed by the physics engine.
  24090. */
  24091. beforeStep: () => void;
  24092. /**
  24093. * this function is executed by the physics engine
  24094. */
  24095. afterStep: () => void;
  24096. /**
  24097. * Legacy collision detection event support
  24098. */
  24099. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24100. /**
  24101. * event and body object due to cannon's event-based architecture.
  24102. */
  24103. onCollide: (e: {
  24104. body: any;
  24105. }) => void;
  24106. /**
  24107. * Apply a force
  24108. * @param force The force to apply
  24109. * @param contactPoint The contact point for the force
  24110. * @returns The physics imposter
  24111. */
  24112. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24113. /**
  24114. * Apply an impulse
  24115. * @param force The impulse force
  24116. * @param contactPoint The contact point for the impulse force
  24117. * @returns The physics imposter
  24118. */
  24119. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24120. /**
  24121. * A help function to create a joint
  24122. * @param otherImpostor A physics imposter used to create a joint
  24123. * @param jointType The type of joint
  24124. * @param jointData The data for the joint
  24125. * @returns The physics imposter
  24126. */
  24127. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24128. /**
  24129. * Add a joint to this impostor with a different impostor
  24130. * @param otherImpostor A physics imposter used to add a joint
  24131. * @param joint The joint to add
  24132. * @returns The physics imposter
  24133. */
  24134. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24135. /**
  24136. * Add an anchor to a cloth impostor
  24137. * @param otherImpostor rigid impostor to anchor to
  24138. * @param width ratio across width from 0 to 1
  24139. * @param height ratio up height from 0 to 1
  24140. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24141. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24142. * @returns impostor the soft imposter
  24143. */
  24144. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24145. /**
  24146. * Add a hook to a rope impostor
  24147. * @param otherImpostor rigid impostor to anchor to
  24148. * @param length ratio across rope from 0 to 1
  24149. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24150. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24151. * @returns impostor the rope imposter
  24152. */
  24153. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24154. /**
  24155. * Will keep this body still, in a sleep mode.
  24156. * @returns the physics imposter
  24157. */
  24158. sleep(): PhysicsImpostor;
  24159. /**
  24160. * Wake the body up.
  24161. * @returns The physics imposter
  24162. */
  24163. wakeUp(): PhysicsImpostor;
  24164. /**
  24165. * Clones the physics imposter
  24166. * @param newObject The physics imposter clones to this physics-enabled object
  24167. * @returns A nullable physics imposter
  24168. */
  24169. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24170. /**
  24171. * Disposes the physics imposter
  24172. */
  24173. dispose(): void;
  24174. /**
  24175. * Sets the delta position
  24176. * @param position The delta position amount
  24177. */
  24178. setDeltaPosition(position: Vector3): void;
  24179. /**
  24180. * Sets the delta rotation
  24181. * @param rotation The delta rotation amount
  24182. */
  24183. setDeltaRotation(rotation: Quaternion): void;
  24184. /**
  24185. * Gets the box size of the physics imposter and stores the result in the input parameter
  24186. * @param result Stores the box size
  24187. * @returns The physics imposter
  24188. */
  24189. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24190. /**
  24191. * Gets the radius of the physics imposter
  24192. * @returns Radius of the physics imposter
  24193. */
  24194. getRadius(): number;
  24195. /**
  24196. * Sync a bone with this impostor
  24197. * @param bone The bone to sync to the impostor.
  24198. * @param boneMesh The mesh that the bone is influencing.
  24199. * @param jointPivot The pivot of the joint / bone in local space.
  24200. * @param distToJoint Optional distance from the impostor to the joint.
  24201. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24202. */
  24203. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24204. /**
  24205. * Sync impostor to a bone
  24206. * @param bone The bone that the impostor will be synced to.
  24207. * @param boneMesh The mesh that the bone is influencing.
  24208. * @param jointPivot The pivot of the joint / bone in local space.
  24209. * @param distToJoint Optional distance from the impostor to the joint.
  24210. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24211. * @param boneAxis Optional vector3 axis the bone is aligned with
  24212. */
  24213. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24214. /**
  24215. * No-Imposter type
  24216. */
  24217. static NoImpostor: number;
  24218. /**
  24219. * Sphere-Imposter type
  24220. */
  24221. static SphereImpostor: number;
  24222. /**
  24223. * Box-Imposter type
  24224. */
  24225. static BoxImpostor: number;
  24226. /**
  24227. * Plane-Imposter type
  24228. */
  24229. static PlaneImpostor: number;
  24230. /**
  24231. * Mesh-imposter type
  24232. */
  24233. static MeshImpostor: number;
  24234. /**
  24235. * Capsule-Impostor type (Ammo.js plugin only)
  24236. */
  24237. static CapsuleImpostor: number;
  24238. /**
  24239. * Cylinder-Imposter type
  24240. */
  24241. static CylinderImpostor: number;
  24242. /**
  24243. * Particle-Imposter type
  24244. */
  24245. static ParticleImpostor: number;
  24246. /**
  24247. * Heightmap-Imposter type
  24248. */
  24249. static HeightmapImpostor: number;
  24250. /**
  24251. * ConvexHull-Impostor type (Ammo.js plugin only)
  24252. */
  24253. static ConvexHullImpostor: number;
  24254. /**
  24255. * Rope-Imposter type
  24256. */
  24257. static RopeImpostor: number;
  24258. /**
  24259. * Cloth-Imposter type
  24260. */
  24261. static ClothImpostor: number;
  24262. /**
  24263. * Softbody-Imposter type
  24264. */
  24265. static SoftbodyImpostor: number;
  24266. }
  24267. }
  24268. declare module "babylonjs/Meshes/mesh" {
  24269. import { Observable } from "babylonjs/Misc/observable";
  24270. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24271. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24272. import { Camera } from "babylonjs/Cameras/camera";
  24273. import { Scene } from "babylonjs/scene";
  24274. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24275. import { Color4 } from "babylonjs/Maths/math.color";
  24276. import { Engine } from "babylonjs/Engines/engine";
  24277. import { Node } from "babylonjs/node";
  24278. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24279. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24280. import { Buffer } from "babylonjs/Meshes/buffer";
  24281. import { Geometry } from "babylonjs/Meshes/geometry";
  24282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24283. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24284. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24285. import { Effect } from "babylonjs/Materials/effect";
  24286. import { Material } from "babylonjs/Materials/material";
  24287. import { Skeleton } from "babylonjs/Bones/skeleton";
  24288. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24289. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24290. import { Path3D } from "babylonjs/Maths/math.path";
  24291. import { Plane } from "babylonjs/Maths/math.plane";
  24292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24293. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24294. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24295. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24296. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24297. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24298. /**
  24299. * @hidden
  24300. **/
  24301. export class _CreationDataStorage {
  24302. closePath?: boolean;
  24303. closeArray?: boolean;
  24304. idx: number[];
  24305. dashSize: number;
  24306. gapSize: number;
  24307. path3D: Path3D;
  24308. pathArray: Vector3[][];
  24309. arc: number;
  24310. radius: number;
  24311. cap: number;
  24312. tessellation: number;
  24313. }
  24314. /**
  24315. * @hidden
  24316. **/
  24317. class _InstanceDataStorage {
  24318. visibleInstances: any;
  24319. batchCache: _InstancesBatch;
  24320. instancesBufferSize: number;
  24321. instancesBuffer: Nullable<Buffer>;
  24322. instancesData: Float32Array;
  24323. overridenInstanceCount: number;
  24324. isFrozen: boolean;
  24325. previousBatch: Nullable<_InstancesBatch>;
  24326. hardwareInstancedRendering: boolean;
  24327. sideOrientation: number;
  24328. }
  24329. /**
  24330. * @hidden
  24331. **/
  24332. export class _InstancesBatch {
  24333. mustReturn: boolean;
  24334. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24335. renderSelf: boolean[];
  24336. hardwareInstancedRendering: boolean[];
  24337. }
  24338. /**
  24339. * Class used to represent renderable models
  24340. */
  24341. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24342. /**
  24343. * Mesh side orientation : usually the external or front surface
  24344. */
  24345. static readonly FRONTSIDE: number;
  24346. /**
  24347. * Mesh side orientation : usually the internal or back surface
  24348. */
  24349. static readonly BACKSIDE: number;
  24350. /**
  24351. * Mesh side orientation : both internal and external or front and back surfaces
  24352. */
  24353. static readonly DOUBLESIDE: number;
  24354. /**
  24355. * Mesh side orientation : by default, `FRONTSIDE`
  24356. */
  24357. static readonly DEFAULTSIDE: number;
  24358. /**
  24359. * Mesh cap setting : no cap
  24360. */
  24361. static readonly NO_CAP: number;
  24362. /**
  24363. * Mesh cap setting : one cap at the beginning of the mesh
  24364. */
  24365. static readonly CAP_START: number;
  24366. /**
  24367. * Mesh cap setting : one cap at the end of the mesh
  24368. */
  24369. static readonly CAP_END: number;
  24370. /**
  24371. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24372. */
  24373. static readonly CAP_ALL: number;
  24374. /**
  24375. * Mesh pattern setting : no flip or rotate
  24376. */
  24377. static readonly NO_FLIP: number;
  24378. /**
  24379. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24380. */
  24381. static readonly FLIP_TILE: number;
  24382. /**
  24383. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24384. */
  24385. static readonly ROTATE_TILE: number;
  24386. /**
  24387. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24388. */
  24389. static readonly FLIP_ROW: number;
  24390. /**
  24391. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24392. */
  24393. static readonly ROTATE_ROW: number;
  24394. /**
  24395. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24396. */
  24397. static readonly FLIP_N_ROTATE_TILE: number;
  24398. /**
  24399. * Mesh pattern setting : rotate pattern and rotate
  24400. */
  24401. static readonly FLIP_N_ROTATE_ROW: number;
  24402. /**
  24403. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24404. */
  24405. static readonly CENTER: number;
  24406. /**
  24407. * Mesh tile positioning : part tiles on left
  24408. */
  24409. static readonly LEFT: number;
  24410. /**
  24411. * Mesh tile positioning : part tiles on right
  24412. */
  24413. static readonly RIGHT: number;
  24414. /**
  24415. * Mesh tile positioning : part tiles on top
  24416. */
  24417. static readonly TOP: number;
  24418. /**
  24419. * Mesh tile positioning : part tiles on bottom
  24420. */
  24421. static readonly BOTTOM: number;
  24422. /**
  24423. * Gets the default side orientation.
  24424. * @param orientation the orientation to value to attempt to get
  24425. * @returns the default orientation
  24426. * @hidden
  24427. */
  24428. static _GetDefaultSideOrientation(orientation?: number): number;
  24429. private _internalMeshDataInfo;
  24430. /**
  24431. * An event triggered before rendering the mesh
  24432. */
  24433. readonly onBeforeRenderObservable: Observable<Mesh>;
  24434. /**
  24435. * An event triggered before binding the mesh
  24436. */
  24437. readonly onBeforeBindObservable: Observable<Mesh>;
  24438. /**
  24439. * An event triggered after rendering the mesh
  24440. */
  24441. readonly onAfterRenderObservable: Observable<Mesh>;
  24442. /**
  24443. * An event triggered before drawing the mesh
  24444. */
  24445. readonly onBeforeDrawObservable: Observable<Mesh>;
  24446. private _onBeforeDrawObserver;
  24447. /**
  24448. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24449. */
  24450. onBeforeDraw: () => void;
  24451. readonly hasInstances: boolean;
  24452. /**
  24453. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24454. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24455. */
  24456. delayLoadState: number;
  24457. /**
  24458. * Gets the list of instances created from this mesh
  24459. * it is not supposed to be modified manually.
  24460. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24461. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24462. */
  24463. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24464. /**
  24465. * Gets the file containing delay loading data for this mesh
  24466. */
  24467. delayLoadingFile: string;
  24468. /** @hidden */
  24469. _binaryInfo: any;
  24470. /**
  24471. * User defined function used to change how LOD level selection is done
  24472. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24473. */
  24474. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24475. /**
  24476. * Gets or sets the morph target manager
  24477. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24478. */
  24479. morphTargetManager: Nullable<MorphTargetManager>;
  24480. /** @hidden */
  24481. _creationDataStorage: Nullable<_CreationDataStorage>;
  24482. /** @hidden */
  24483. _geometry: Nullable<Geometry>;
  24484. /** @hidden */
  24485. _delayInfo: Array<string>;
  24486. /** @hidden */
  24487. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24488. /** @hidden */
  24489. _instanceDataStorage: _InstanceDataStorage;
  24490. private _effectiveMaterial;
  24491. /** @hidden */
  24492. _shouldGenerateFlatShading: boolean;
  24493. /** @hidden */
  24494. _originalBuilderSideOrientation: number;
  24495. /**
  24496. * Use this property to change the original side orientation defined at construction time
  24497. */
  24498. overrideMaterialSideOrientation: Nullable<number>;
  24499. /**
  24500. * Gets the source mesh (the one used to clone this one from)
  24501. */
  24502. readonly source: Nullable<Mesh>;
  24503. /**
  24504. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24505. */
  24506. isUnIndexed: boolean;
  24507. /**
  24508. * @constructor
  24509. * @param name The value used by scene.getMeshByName() to do a lookup.
  24510. * @param scene The scene to add this mesh to.
  24511. * @param parent The parent of this mesh, if it has one
  24512. * @param source An optional Mesh from which geometry is shared, cloned.
  24513. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24514. * When false, achieved by calling a clone(), also passing False.
  24515. * This will make creation of children, recursive.
  24516. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24517. */
  24518. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24519. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24520. doNotInstantiate: boolean;
  24521. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24522. /**
  24523. * Gets the class name
  24524. * @returns the string "Mesh".
  24525. */
  24526. getClassName(): string;
  24527. /** @hidden */
  24528. readonly _isMesh: boolean;
  24529. /**
  24530. * Returns a description of this mesh
  24531. * @param fullDetails define if full details about this mesh must be used
  24532. * @returns a descriptive string representing this mesh
  24533. */
  24534. toString(fullDetails?: boolean): string;
  24535. /** @hidden */
  24536. _unBindEffect(): void;
  24537. /**
  24538. * Gets a boolean indicating if this mesh has LOD
  24539. */
  24540. readonly hasLODLevels: boolean;
  24541. /**
  24542. * Gets the list of MeshLODLevel associated with the current mesh
  24543. * @returns an array of MeshLODLevel
  24544. */
  24545. getLODLevels(): MeshLODLevel[];
  24546. private _sortLODLevels;
  24547. /**
  24548. * Add a mesh as LOD level triggered at the given distance.
  24549. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24550. * @param distance The distance from the center of the object to show this level
  24551. * @param mesh The mesh to be added as LOD level (can be null)
  24552. * @return This mesh (for chaining)
  24553. */
  24554. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24555. /**
  24556. * Returns the LOD level mesh at the passed distance or null if not found.
  24557. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24558. * @param distance The distance from the center of the object to show this level
  24559. * @returns a Mesh or `null`
  24560. */
  24561. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24562. /**
  24563. * Remove a mesh from the LOD array
  24564. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24565. * @param mesh defines the mesh to be removed
  24566. * @return This mesh (for chaining)
  24567. */
  24568. removeLODLevel(mesh: Mesh): Mesh;
  24569. /**
  24570. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24571. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24572. * @param camera defines the camera to use to compute distance
  24573. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24574. * @return This mesh (for chaining)
  24575. */
  24576. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24577. /**
  24578. * Gets the mesh internal Geometry object
  24579. */
  24580. readonly geometry: Nullable<Geometry>;
  24581. /**
  24582. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24583. * @returns the total number of vertices
  24584. */
  24585. getTotalVertices(): number;
  24586. /**
  24587. * Returns the content of an associated vertex buffer
  24588. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24589. * - VertexBuffer.PositionKind
  24590. * - VertexBuffer.UVKind
  24591. * - VertexBuffer.UV2Kind
  24592. * - VertexBuffer.UV3Kind
  24593. * - VertexBuffer.UV4Kind
  24594. * - VertexBuffer.UV5Kind
  24595. * - VertexBuffer.UV6Kind
  24596. * - VertexBuffer.ColorKind
  24597. * - VertexBuffer.MatricesIndicesKind
  24598. * - VertexBuffer.MatricesIndicesExtraKind
  24599. * - VertexBuffer.MatricesWeightsKind
  24600. * - VertexBuffer.MatricesWeightsExtraKind
  24601. * @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
  24602. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24603. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24604. */
  24605. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24606. /**
  24607. * Returns the mesh VertexBuffer object from the requested `kind`
  24608. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24609. * - VertexBuffer.PositionKind
  24610. * - VertexBuffer.NormalKind
  24611. * - VertexBuffer.UVKind
  24612. * - VertexBuffer.UV2Kind
  24613. * - VertexBuffer.UV3Kind
  24614. * - VertexBuffer.UV4Kind
  24615. * - VertexBuffer.UV5Kind
  24616. * - VertexBuffer.UV6Kind
  24617. * - VertexBuffer.ColorKind
  24618. * - VertexBuffer.MatricesIndicesKind
  24619. * - VertexBuffer.MatricesIndicesExtraKind
  24620. * - VertexBuffer.MatricesWeightsKind
  24621. * - VertexBuffer.MatricesWeightsExtraKind
  24622. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24623. */
  24624. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24625. /**
  24626. * Tests if a specific vertex buffer is associated with this mesh
  24627. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24628. * - VertexBuffer.PositionKind
  24629. * - VertexBuffer.NormalKind
  24630. * - VertexBuffer.UVKind
  24631. * - VertexBuffer.UV2Kind
  24632. * - VertexBuffer.UV3Kind
  24633. * - VertexBuffer.UV4Kind
  24634. * - VertexBuffer.UV5Kind
  24635. * - VertexBuffer.UV6Kind
  24636. * - VertexBuffer.ColorKind
  24637. * - VertexBuffer.MatricesIndicesKind
  24638. * - VertexBuffer.MatricesIndicesExtraKind
  24639. * - VertexBuffer.MatricesWeightsKind
  24640. * - VertexBuffer.MatricesWeightsExtraKind
  24641. * @returns a boolean
  24642. */
  24643. isVerticesDataPresent(kind: string): boolean;
  24644. /**
  24645. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24646. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24647. * - VertexBuffer.PositionKind
  24648. * - VertexBuffer.UVKind
  24649. * - VertexBuffer.UV2Kind
  24650. * - VertexBuffer.UV3Kind
  24651. * - VertexBuffer.UV4Kind
  24652. * - VertexBuffer.UV5Kind
  24653. * - VertexBuffer.UV6Kind
  24654. * - VertexBuffer.ColorKind
  24655. * - VertexBuffer.MatricesIndicesKind
  24656. * - VertexBuffer.MatricesIndicesExtraKind
  24657. * - VertexBuffer.MatricesWeightsKind
  24658. * - VertexBuffer.MatricesWeightsExtraKind
  24659. * @returns a boolean
  24660. */
  24661. isVertexBufferUpdatable(kind: string): boolean;
  24662. /**
  24663. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24664. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24665. * - VertexBuffer.PositionKind
  24666. * - VertexBuffer.NormalKind
  24667. * - VertexBuffer.UVKind
  24668. * - VertexBuffer.UV2Kind
  24669. * - VertexBuffer.UV3Kind
  24670. * - VertexBuffer.UV4Kind
  24671. * - VertexBuffer.UV5Kind
  24672. * - VertexBuffer.UV6Kind
  24673. * - VertexBuffer.ColorKind
  24674. * - VertexBuffer.MatricesIndicesKind
  24675. * - VertexBuffer.MatricesIndicesExtraKind
  24676. * - VertexBuffer.MatricesWeightsKind
  24677. * - VertexBuffer.MatricesWeightsExtraKind
  24678. * @returns an array of strings
  24679. */
  24680. getVerticesDataKinds(): string[];
  24681. /**
  24682. * Returns a positive integer : the total number of indices in this mesh geometry.
  24683. * @returns the numner of indices or zero if the mesh has no geometry.
  24684. */
  24685. getTotalIndices(): number;
  24686. /**
  24687. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24688. * @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.
  24689. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24690. * @returns the indices array or an empty array if the mesh has no geometry
  24691. */
  24692. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24693. readonly isBlocked: boolean;
  24694. /**
  24695. * Determine if the current mesh is ready to be rendered
  24696. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24697. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24698. * @returns true if all associated assets are ready (material, textures, shaders)
  24699. */
  24700. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24701. /**
  24702. * 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.
  24703. */
  24704. readonly areNormalsFrozen: boolean;
  24705. /**
  24706. * 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.
  24707. * @returns the current mesh
  24708. */
  24709. freezeNormals(): Mesh;
  24710. /**
  24711. * 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
  24712. * @returns the current mesh
  24713. */
  24714. unfreezeNormals(): Mesh;
  24715. /**
  24716. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24717. */
  24718. overridenInstanceCount: number;
  24719. /** @hidden */
  24720. _preActivate(): Mesh;
  24721. /** @hidden */
  24722. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24723. /** @hidden */
  24724. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24725. /**
  24726. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24727. * This means the mesh underlying bounding box and sphere are recomputed.
  24728. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24729. * @returns the current mesh
  24730. */
  24731. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24732. /** @hidden */
  24733. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24734. /**
  24735. * This function will subdivide the mesh into multiple submeshes
  24736. * @param count defines the expected number of submeshes
  24737. */
  24738. subdivide(count: number): void;
  24739. /**
  24740. * Copy a FloatArray into a specific associated vertex buffer
  24741. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24742. * - VertexBuffer.PositionKind
  24743. * - VertexBuffer.UVKind
  24744. * - VertexBuffer.UV2Kind
  24745. * - VertexBuffer.UV3Kind
  24746. * - VertexBuffer.UV4Kind
  24747. * - VertexBuffer.UV5Kind
  24748. * - VertexBuffer.UV6Kind
  24749. * - VertexBuffer.ColorKind
  24750. * - VertexBuffer.MatricesIndicesKind
  24751. * - VertexBuffer.MatricesIndicesExtraKind
  24752. * - VertexBuffer.MatricesWeightsKind
  24753. * - VertexBuffer.MatricesWeightsExtraKind
  24754. * @param data defines the data source
  24755. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24756. * @param stride defines the data stride size (can be null)
  24757. * @returns the current mesh
  24758. */
  24759. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24760. /**
  24761. * Delete a vertex buffer associated with this mesh
  24762. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24763. * - VertexBuffer.PositionKind
  24764. * - VertexBuffer.UVKind
  24765. * - VertexBuffer.UV2Kind
  24766. * - VertexBuffer.UV3Kind
  24767. * - VertexBuffer.UV4Kind
  24768. * - VertexBuffer.UV5Kind
  24769. * - VertexBuffer.UV6Kind
  24770. * - VertexBuffer.ColorKind
  24771. * - VertexBuffer.MatricesIndicesKind
  24772. * - VertexBuffer.MatricesIndicesExtraKind
  24773. * - VertexBuffer.MatricesWeightsKind
  24774. * - VertexBuffer.MatricesWeightsExtraKind
  24775. */
  24776. removeVerticesData(kind: string): void;
  24777. /**
  24778. * Flags an associated vertex buffer as updatable
  24779. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24780. * - VertexBuffer.PositionKind
  24781. * - VertexBuffer.UVKind
  24782. * - VertexBuffer.UV2Kind
  24783. * - VertexBuffer.UV3Kind
  24784. * - VertexBuffer.UV4Kind
  24785. * - VertexBuffer.UV5Kind
  24786. * - VertexBuffer.UV6Kind
  24787. * - VertexBuffer.ColorKind
  24788. * - VertexBuffer.MatricesIndicesKind
  24789. * - VertexBuffer.MatricesIndicesExtraKind
  24790. * - VertexBuffer.MatricesWeightsKind
  24791. * - VertexBuffer.MatricesWeightsExtraKind
  24792. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24793. */
  24794. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24795. /**
  24796. * Sets the mesh global Vertex Buffer
  24797. * @param buffer defines the buffer to use
  24798. * @returns the current mesh
  24799. */
  24800. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24801. /**
  24802. * Update a specific associated vertex buffer
  24803. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24804. * - VertexBuffer.PositionKind
  24805. * - VertexBuffer.UVKind
  24806. * - VertexBuffer.UV2Kind
  24807. * - VertexBuffer.UV3Kind
  24808. * - VertexBuffer.UV4Kind
  24809. * - VertexBuffer.UV5Kind
  24810. * - VertexBuffer.UV6Kind
  24811. * - VertexBuffer.ColorKind
  24812. * - VertexBuffer.MatricesIndicesKind
  24813. * - VertexBuffer.MatricesIndicesExtraKind
  24814. * - VertexBuffer.MatricesWeightsKind
  24815. * - VertexBuffer.MatricesWeightsExtraKind
  24816. * @param data defines the data source
  24817. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24818. * @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)
  24819. * @returns the current mesh
  24820. */
  24821. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24822. /**
  24823. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24824. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24825. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24826. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24827. * @returns the current mesh
  24828. */
  24829. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24830. /**
  24831. * Creates a un-shared specific occurence of the geometry for the mesh.
  24832. * @returns the current mesh
  24833. */
  24834. makeGeometryUnique(): Mesh;
  24835. /**
  24836. * Set the index buffer of this mesh
  24837. * @param indices defines the source data
  24838. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24839. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24840. * @returns the current mesh
  24841. */
  24842. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24843. /**
  24844. * Update the current index buffer
  24845. * @param indices defines the source data
  24846. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24847. * @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)
  24848. * @returns the current mesh
  24849. */
  24850. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24851. /**
  24852. * Invert the geometry to move from a right handed system to a left handed one.
  24853. * @returns the current mesh
  24854. */
  24855. toLeftHanded(): Mesh;
  24856. /** @hidden */
  24857. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24858. /** @hidden */
  24859. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24860. /**
  24861. * Registers for this mesh a javascript function called just before the rendering process
  24862. * @param func defines the function to call before rendering this mesh
  24863. * @returns the current mesh
  24864. */
  24865. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24866. /**
  24867. * Disposes a previously registered javascript function called before the rendering
  24868. * @param func defines the function to remove
  24869. * @returns the current mesh
  24870. */
  24871. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24872. /**
  24873. * Registers for this mesh a javascript function called just after the rendering is complete
  24874. * @param func defines the function to call after rendering this mesh
  24875. * @returns the current mesh
  24876. */
  24877. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24878. /**
  24879. * Disposes a previously registered javascript function called after the rendering.
  24880. * @param func defines the function to remove
  24881. * @returns the current mesh
  24882. */
  24883. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24884. /** @hidden */
  24885. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24886. /** @hidden */
  24887. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24888. /** @hidden */
  24889. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24890. /** @hidden */
  24891. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24892. /** @hidden */
  24893. _rebuild(): void;
  24894. /** @hidden */
  24895. _freeze(): void;
  24896. /** @hidden */
  24897. _unFreeze(): void;
  24898. /**
  24899. * 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
  24900. * @param subMesh defines the subMesh to render
  24901. * @param enableAlphaMode defines if alpha mode can be changed
  24902. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24903. * @returns the current mesh
  24904. */
  24905. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24906. private _onBeforeDraw;
  24907. /**
  24908. * Renormalize the mesh and patch it up if there are no weights
  24909. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24910. * However in the case of zero weights then we set just a single influence to 1.
  24911. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24912. */
  24913. cleanMatrixWeights(): void;
  24914. private normalizeSkinFourWeights;
  24915. private normalizeSkinWeightsAndExtra;
  24916. /**
  24917. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24918. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24919. * the user know there was an issue with importing the mesh
  24920. * @returns a validation object with skinned, valid and report string
  24921. */
  24922. validateSkinning(): {
  24923. skinned: boolean;
  24924. valid: boolean;
  24925. report: string;
  24926. };
  24927. /** @hidden */
  24928. _checkDelayState(): Mesh;
  24929. private _queueLoad;
  24930. /**
  24931. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24932. * A mesh is in the frustum if its bounding box intersects the frustum
  24933. * @param frustumPlanes defines the frustum to test
  24934. * @returns true if the mesh is in the frustum planes
  24935. */
  24936. isInFrustum(frustumPlanes: Plane[]): boolean;
  24937. /**
  24938. * Sets the mesh material by the material or multiMaterial `id` property
  24939. * @param id is a string identifying the material or the multiMaterial
  24940. * @returns the current mesh
  24941. */
  24942. setMaterialByID(id: string): Mesh;
  24943. /**
  24944. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24945. * @returns an array of IAnimatable
  24946. */
  24947. getAnimatables(): IAnimatable[];
  24948. /**
  24949. * Modifies the mesh geometry according to the passed transformation matrix.
  24950. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24951. * The mesh normals are modified using the same transformation.
  24952. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24953. * @param transform defines the transform matrix to use
  24954. * @see http://doc.babylonjs.com/resources/baking_transformations
  24955. * @returns the current mesh
  24956. */
  24957. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24958. /**
  24959. * Modifies the mesh geometry according to its own current World Matrix.
  24960. * The mesh World Matrix is then reset.
  24961. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24962. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24963. * @see http://doc.babylonjs.com/resources/baking_transformations
  24964. * @returns the current mesh
  24965. */
  24966. bakeCurrentTransformIntoVertices(): Mesh;
  24967. /** @hidden */
  24968. readonly _positions: Nullable<Vector3[]>;
  24969. /** @hidden */
  24970. _resetPointsArrayCache(): Mesh;
  24971. /** @hidden */
  24972. _generatePointsArray(): boolean;
  24973. /**
  24974. * Returns a new Mesh object generated from the current mesh properties.
  24975. * This method must not get confused with createInstance()
  24976. * @param name is a string, the name given to the new mesh
  24977. * @param newParent can be any Node object (default `null`)
  24978. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24979. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24980. * @returns a new mesh
  24981. */
  24982. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24983. /**
  24984. * Releases resources associated with this mesh.
  24985. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24986. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24987. */
  24988. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24989. /** @hidden */
  24990. _disposeInstanceSpecificData(): void;
  24991. /**
  24992. * Modifies the mesh geometry according to a displacement map.
  24993. * 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.
  24994. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24995. * @param url is a string, the URL from the image file is to be downloaded.
  24996. * @param minHeight is the lower limit of the displacement.
  24997. * @param maxHeight is the upper limit of the displacement.
  24998. * @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.
  24999. * @param uvOffset is an optional vector2 used to offset UV.
  25000. * @param uvScale is an optional vector2 used to scale UV.
  25001. * @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.
  25002. * @returns the Mesh.
  25003. */
  25004. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25005. /**
  25006. * Modifies the mesh geometry according to a displacementMap buffer.
  25007. * 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.
  25008. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25009. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25010. * @param heightMapWidth is the width of the buffer image.
  25011. * @param heightMapHeight is the height of the buffer image.
  25012. * @param minHeight is the lower limit of the displacement.
  25013. * @param maxHeight is the upper limit of the displacement.
  25014. * @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.
  25015. * @param uvOffset is an optional vector2 used to offset UV.
  25016. * @param uvScale is an optional vector2 used to scale UV.
  25017. * @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.
  25018. * @returns the Mesh.
  25019. */
  25020. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25021. /**
  25022. * Modify the mesh to get a flat shading rendering.
  25023. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25024. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25025. * @returns current mesh
  25026. */
  25027. convertToFlatShadedMesh(): Mesh;
  25028. /**
  25029. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25030. * In other words, more vertices, no more indices and a single bigger VBO.
  25031. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25032. * @returns current mesh
  25033. */
  25034. convertToUnIndexedMesh(): Mesh;
  25035. /**
  25036. * Inverses facet orientations.
  25037. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25038. * @param flipNormals will also inverts the normals
  25039. * @returns current mesh
  25040. */
  25041. flipFaces(flipNormals?: boolean): Mesh;
  25042. /**
  25043. * Increase the number of facets and hence vertices in a mesh
  25044. * Vertex normals are interpolated from existing vertex normals
  25045. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25046. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25047. */
  25048. increaseVertices(numberPerEdge: number): void;
  25049. /**
  25050. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25051. * This will undo any application of covertToFlatShadedMesh
  25052. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25053. */
  25054. forceSharedVertices(): void;
  25055. /** @hidden */
  25056. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25057. /** @hidden */
  25058. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25059. /**
  25060. * Creates a new InstancedMesh object from the mesh model.
  25061. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25062. * @param name defines the name of the new instance
  25063. * @returns a new InstancedMesh
  25064. */
  25065. createInstance(name: string): InstancedMesh;
  25066. /**
  25067. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25068. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25069. * @returns the current mesh
  25070. */
  25071. synchronizeInstances(): Mesh;
  25072. /**
  25073. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25074. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25075. * This should be used together with the simplification to avoid disappearing triangles.
  25076. * @param successCallback an optional success callback to be called after the optimization finished.
  25077. * @returns the current mesh
  25078. */
  25079. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25080. /**
  25081. * Serialize current mesh
  25082. * @param serializationObject defines the object which will receive the serialization data
  25083. */
  25084. serialize(serializationObject: any): void;
  25085. /** @hidden */
  25086. _syncGeometryWithMorphTargetManager(): void;
  25087. /** @hidden */
  25088. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25089. /**
  25090. * Returns a new Mesh object parsed from the source provided.
  25091. * @param parsedMesh is the source
  25092. * @param scene defines the hosting scene
  25093. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25094. * @returns a new Mesh
  25095. */
  25096. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25097. /**
  25098. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25099. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25100. * @param name defines the name of the mesh to create
  25101. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25102. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25103. * @param closePath creates a seam between the first and the last points of each path of the path array
  25104. * @param offset is taken in account only if the `pathArray` is containing a single path
  25105. * @param scene defines the hosting scene
  25106. * @param updatable defines if the mesh must be flagged as updatable
  25107. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25108. * @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)
  25109. * @returns a new Mesh
  25110. */
  25111. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25112. /**
  25113. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25114. * @param name defines the name of the mesh to create
  25115. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25116. * @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
  25117. * @param scene defines the hosting scene
  25118. * @param updatable defines if the mesh must be flagged as updatable
  25119. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25120. * @returns a new Mesh
  25121. */
  25122. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25123. /**
  25124. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25125. * @param name defines the name of the mesh to create
  25126. * @param size sets the size (float) of each box side (default 1)
  25127. * @param scene defines the hosting scene
  25128. * @param updatable defines if the mesh must be flagged as updatable
  25129. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25130. * @returns a new Mesh
  25131. */
  25132. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25133. /**
  25134. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25135. * @param name defines the name of the mesh to create
  25136. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25137. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25138. * @param scene defines the hosting scene
  25139. * @param updatable defines if the mesh must be flagged as updatable
  25140. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25141. * @returns a new Mesh
  25142. */
  25143. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25144. /**
  25145. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25146. * @param name defines the name of the mesh to create
  25147. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25148. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25149. * @param scene defines the hosting scene
  25150. * @returns a new Mesh
  25151. */
  25152. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25153. /**
  25154. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25155. * @param name defines the name of the mesh to create
  25156. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25157. * @param diameterTop set the top cap diameter (floats, default 1)
  25158. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25159. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25160. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25161. * @param scene defines the hosting scene
  25162. * @param updatable defines if the mesh must be flagged as updatable
  25163. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25164. * @returns a new Mesh
  25165. */
  25166. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25167. /**
  25168. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25169. * @param name defines the name of the mesh to create
  25170. * @param diameter sets the diameter size (float) of the torus (default 1)
  25171. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25172. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25173. * @param scene defines the hosting scene
  25174. * @param updatable defines if the mesh must be flagged as updatable
  25175. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25176. * @returns a new Mesh
  25177. */
  25178. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25179. /**
  25180. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25181. * @param name defines the name of the mesh to create
  25182. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25183. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25184. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25185. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25186. * @param p the number of windings on X axis (positive integers, default 2)
  25187. * @param q the number of windings on Y axis (positive integers, default 3)
  25188. * @param scene defines the hosting scene
  25189. * @param updatable defines if the mesh must be flagged as updatable
  25190. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25191. * @returns a new Mesh
  25192. */
  25193. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25194. /**
  25195. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25196. * @param name defines the name of the mesh to create
  25197. * @param points is an array successive Vector3
  25198. * @param scene defines the hosting scene
  25199. * @param updatable defines if the mesh must be flagged as updatable
  25200. * @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).
  25201. * @returns a new Mesh
  25202. */
  25203. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25204. /**
  25205. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25206. * @param name defines the name of the mesh to create
  25207. * @param points is an array successive Vector3
  25208. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25209. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25210. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25211. * @param scene defines the hosting scene
  25212. * @param updatable defines if the mesh must be flagged as updatable
  25213. * @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)
  25214. * @returns a new Mesh
  25215. */
  25216. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25217. /**
  25218. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25219. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25220. * 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.
  25221. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25222. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25223. * Remember you can only change the shape positions, not their number when updating a polygon.
  25224. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25225. * @param name defines the name of the mesh to create
  25226. * @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
  25227. * @param scene defines the hosting scene
  25228. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25229. * @param updatable defines if the mesh must be flagged as updatable
  25230. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25231. * @param earcutInjection can be used to inject your own earcut reference
  25232. * @returns a new Mesh
  25233. */
  25234. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25235. /**
  25236. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25237. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25238. * @param name defines the name of the mesh to create
  25239. * @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
  25240. * @param depth defines the height of extrusion
  25241. * @param scene defines the hosting scene
  25242. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25243. * @param updatable defines if the mesh must be flagged as updatable
  25244. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25245. * @param earcutInjection can be used to inject your own earcut reference
  25246. * @returns a new Mesh
  25247. */
  25248. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25249. /**
  25250. * Creates an extruded shape mesh.
  25251. * 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
  25252. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25253. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25254. * @param name defines the name of the mesh to create
  25255. * @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
  25256. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25257. * @param scale is the value to scale the shape
  25258. * @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
  25259. * @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
  25260. * @param scene defines the hosting scene
  25261. * @param updatable defines if the mesh must be flagged as updatable
  25262. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25263. * @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)
  25264. * @returns a new Mesh
  25265. */
  25266. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25267. /**
  25268. * Creates an custom extruded shape mesh.
  25269. * The custom extrusion is a parametric shape.
  25270. * It has no predefined shape. Its final shape will depend on the input parameters.
  25271. * Please consider using the same method from the MeshBuilder class instead
  25272. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25273. * @param name defines the name of the mesh to create
  25274. * @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
  25275. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25276. * @param scaleFunction is a custom Javascript function called on each path point
  25277. * @param rotationFunction is a custom Javascript function called on each path point
  25278. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25279. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25280. * @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
  25281. * @param scene defines the hosting scene
  25282. * @param updatable defines if the mesh must be flagged as updatable
  25283. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25284. * @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)
  25285. * @returns a new Mesh
  25286. */
  25287. 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;
  25288. /**
  25289. * Creates lathe mesh.
  25290. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25291. * Please consider using the same method from the MeshBuilder class instead
  25292. * @param name defines the name of the mesh to create
  25293. * @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
  25294. * @param radius is the radius value of the lathe
  25295. * @param tessellation is the side number of the lathe.
  25296. * @param scene defines the hosting scene
  25297. * @param updatable defines if the mesh must be flagged as updatable
  25298. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25299. * @returns a new Mesh
  25300. */
  25301. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25302. /**
  25303. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25304. * @param name defines the name of the mesh to create
  25305. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25306. * @param scene defines the hosting scene
  25307. * @param updatable defines if the mesh must be flagged as updatable
  25308. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25309. * @returns a new Mesh
  25310. */
  25311. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25312. /**
  25313. * Creates a ground mesh.
  25314. * Please consider using the same method from the MeshBuilder class instead
  25315. * @param name defines the name of the mesh to create
  25316. * @param width set the width of the ground
  25317. * @param height set the height of the ground
  25318. * @param subdivisions sets the number of subdivisions per side
  25319. * @param scene defines the hosting scene
  25320. * @param updatable defines if the mesh must be flagged as updatable
  25321. * @returns a new Mesh
  25322. */
  25323. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25324. /**
  25325. * Creates a tiled ground mesh.
  25326. * Please consider using the same method from the MeshBuilder class instead
  25327. * @param name defines the name of the mesh to create
  25328. * @param xmin set the ground minimum X coordinate
  25329. * @param zmin set the ground minimum Y coordinate
  25330. * @param xmax set the ground maximum X coordinate
  25331. * @param zmax set the ground maximum Z coordinate
  25332. * @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
  25333. * @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
  25334. * @param scene defines the hosting scene
  25335. * @param updatable defines if the mesh must be flagged as updatable
  25336. * @returns a new Mesh
  25337. */
  25338. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25339. w: number;
  25340. h: number;
  25341. }, precision: {
  25342. w: number;
  25343. h: number;
  25344. }, scene: Scene, updatable?: boolean): Mesh;
  25345. /**
  25346. * Creates a ground mesh from a height map.
  25347. * Please consider using the same method from the MeshBuilder class instead
  25348. * @see http://doc.babylonjs.com/babylon101/height_map
  25349. * @param name defines the name of the mesh to create
  25350. * @param url sets the URL of the height map image resource
  25351. * @param width set the ground width size
  25352. * @param height set the ground height size
  25353. * @param subdivisions sets the number of subdivision per side
  25354. * @param minHeight is the minimum altitude on the ground
  25355. * @param maxHeight is the maximum altitude on the ground
  25356. * @param scene defines the hosting scene
  25357. * @param updatable defines if the mesh must be flagged as updatable
  25358. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25359. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25360. * @returns a new Mesh
  25361. */
  25362. 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;
  25363. /**
  25364. * Creates a tube mesh.
  25365. * The tube is a parametric shape.
  25366. * It has no predefined shape. Its final shape will depend on the input parameters.
  25367. * Please consider using the same method from the MeshBuilder class instead
  25368. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25369. * @param name defines the name of the mesh to create
  25370. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25371. * @param radius sets the tube radius size
  25372. * @param tessellation is the number of sides on the tubular surface
  25373. * @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
  25374. * @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
  25375. * @param scene defines the hosting scene
  25376. * @param updatable defines if the mesh must be flagged as updatable
  25377. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25378. * @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)
  25379. * @returns a new Mesh
  25380. */
  25381. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25382. (i: number, distance: number): number;
  25383. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25384. /**
  25385. * Creates a polyhedron mesh.
  25386. * Please consider using the same method from the MeshBuilder class instead.
  25387. * * 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
  25388. * * The parameter `size` (positive float, default 1) sets the polygon size
  25389. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25390. * * 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`
  25391. * * 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
  25392. * * 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)`)
  25393. * * 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
  25394. * * 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
  25395. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25396. * * If you create a double-sided mesh, you can choose what parts of 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
  25397. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25398. * @param name defines the name of the mesh to create
  25399. * @param options defines the options used to create the mesh
  25400. * @param scene defines the hosting scene
  25401. * @returns a new Mesh
  25402. */
  25403. static CreatePolyhedron(name: string, options: {
  25404. type?: number;
  25405. size?: number;
  25406. sizeX?: number;
  25407. sizeY?: number;
  25408. sizeZ?: number;
  25409. custom?: any;
  25410. faceUV?: Vector4[];
  25411. faceColors?: Color4[];
  25412. updatable?: boolean;
  25413. sideOrientation?: number;
  25414. }, scene: Scene): Mesh;
  25415. /**
  25416. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25417. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25418. * * 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`)
  25419. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25420. * * 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
  25421. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25422. * * If you create a double-sided mesh, you can choose what parts of 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
  25423. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25424. * @param name defines the name of the mesh
  25425. * @param options defines the options used to create the mesh
  25426. * @param scene defines the hosting scene
  25427. * @returns a new Mesh
  25428. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25429. */
  25430. static CreateIcoSphere(name: string, options: {
  25431. radius?: number;
  25432. flat?: boolean;
  25433. subdivisions?: number;
  25434. sideOrientation?: number;
  25435. updatable?: boolean;
  25436. }, scene: Scene): Mesh;
  25437. /**
  25438. * Creates a decal mesh.
  25439. * Please consider using the same method from the MeshBuilder class instead.
  25440. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25441. * @param name defines the name of the mesh
  25442. * @param sourceMesh defines the mesh receiving the decal
  25443. * @param position sets the position of the decal in world coordinates
  25444. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25445. * @param size sets the decal scaling
  25446. * @param angle sets the angle to rotate the decal
  25447. * @returns a new Mesh
  25448. */
  25449. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25450. /**
  25451. * Prepare internal position array for software CPU skinning
  25452. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25453. */
  25454. setPositionsForCPUSkinning(): Float32Array;
  25455. /**
  25456. * Prepare internal normal array for software CPU skinning
  25457. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25458. */
  25459. setNormalsForCPUSkinning(): Float32Array;
  25460. /**
  25461. * Updates the vertex buffer by applying transformation from the bones
  25462. * @param skeleton defines the skeleton to apply to current mesh
  25463. * @returns the current mesh
  25464. */
  25465. applySkeleton(skeleton: Skeleton): Mesh;
  25466. /**
  25467. * 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
  25468. * @param meshes defines the list of meshes to scan
  25469. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25470. */
  25471. static MinMax(meshes: AbstractMesh[]): {
  25472. min: Vector3;
  25473. max: Vector3;
  25474. };
  25475. /**
  25476. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25477. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25478. * @returns a vector3
  25479. */
  25480. static Center(meshesOrMinMaxVector: {
  25481. min: Vector3;
  25482. max: Vector3;
  25483. } | AbstractMesh[]): Vector3;
  25484. /**
  25485. * Merge the array of meshes into a single mesh for performance reasons.
  25486. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25487. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25488. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25489. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25490. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25491. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25492. * @returns a new mesh
  25493. */
  25494. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25495. /** @hidden */
  25496. addInstance(instance: InstancedMesh): void;
  25497. /** @hidden */
  25498. removeInstance(instance: InstancedMesh): void;
  25499. }
  25500. }
  25501. declare module "babylonjs/Cameras/camera" {
  25502. import { SmartArray } from "babylonjs/Misc/smartArray";
  25503. import { Observable } from "babylonjs/Misc/observable";
  25504. import { Nullable } from "babylonjs/types";
  25505. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25506. import { Scene } from "babylonjs/scene";
  25507. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25508. import { Node } from "babylonjs/node";
  25509. import { Mesh } from "babylonjs/Meshes/mesh";
  25510. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25511. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25512. import { Viewport } from "babylonjs/Maths/math.viewport";
  25513. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25514. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25515. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25516. import { Ray } from "babylonjs/Culling/ray";
  25517. /**
  25518. * This is the base class of all the camera used in the application.
  25519. * @see http://doc.babylonjs.com/features/cameras
  25520. */
  25521. export class Camera extends Node {
  25522. /** @hidden */
  25523. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25524. /**
  25525. * This is the default projection mode used by the cameras.
  25526. * It helps recreating a feeling of perspective and better appreciate depth.
  25527. * This is the best way to simulate real life cameras.
  25528. */
  25529. static readonly PERSPECTIVE_CAMERA: number;
  25530. /**
  25531. * This helps creating camera with an orthographic mode.
  25532. * 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.
  25533. */
  25534. static readonly ORTHOGRAPHIC_CAMERA: number;
  25535. /**
  25536. * This is the default FOV mode for perspective cameras.
  25537. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25538. */
  25539. static readonly FOVMODE_VERTICAL_FIXED: number;
  25540. /**
  25541. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25542. */
  25543. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25544. /**
  25545. * This specifies ther is no need for a camera rig.
  25546. * Basically only one eye is rendered corresponding to the camera.
  25547. */
  25548. static readonly RIG_MODE_NONE: number;
  25549. /**
  25550. * Simulates a camera Rig with one blue eye and one red eye.
  25551. * This can be use with 3d blue and red glasses.
  25552. */
  25553. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25554. /**
  25555. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25556. */
  25557. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25558. /**
  25559. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25560. */
  25561. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25562. /**
  25563. * Defines that both eyes of the camera will be rendered over under each other.
  25564. */
  25565. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25566. /**
  25567. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25568. */
  25569. static readonly RIG_MODE_VR: number;
  25570. /**
  25571. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25572. */
  25573. static readonly RIG_MODE_WEBVR: number;
  25574. /**
  25575. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25576. */
  25577. static readonly RIG_MODE_CUSTOM: number;
  25578. /**
  25579. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25580. */
  25581. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25582. /**
  25583. * Define the input manager associated with the camera.
  25584. */
  25585. inputs: CameraInputsManager<Camera>;
  25586. /** @hidden */
  25587. _position: Vector3;
  25588. /**
  25589. * Define the current local position of the camera in the scene
  25590. */
  25591. position: Vector3;
  25592. /**
  25593. * The vector the camera should consider as up.
  25594. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25595. */
  25596. upVector: Vector3;
  25597. /**
  25598. * Define the current limit on the left side for an orthographic camera
  25599. * In scene unit
  25600. */
  25601. orthoLeft: Nullable<number>;
  25602. /**
  25603. * Define the current limit on the right side for an orthographic camera
  25604. * In scene unit
  25605. */
  25606. orthoRight: Nullable<number>;
  25607. /**
  25608. * Define the current limit on the bottom side for an orthographic camera
  25609. * In scene unit
  25610. */
  25611. orthoBottom: Nullable<number>;
  25612. /**
  25613. * Define the current limit on the top side for an orthographic camera
  25614. * In scene unit
  25615. */
  25616. orthoTop: Nullable<number>;
  25617. /**
  25618. * Field Of View is set in Radians. (default is 0.8)
  25619. */
  25620. fov: number;
  25621. /**
  25622. * Define the minimum distance the camera can see from.
  25623. * This is important to note that the depth buffer are not infinite and the closer it starts
  25624. * the more your scene might encounter depth fighting issue.
  25625. */
  25626. minZ: number;
  25627. /**
  25628. * Define the maximum distance the camera can see to.
  25629. * This is important to note that the depth buffer are not infinite and the further it end
  25630. * the more your scene might encounter depth fighting issue.
  25631. */
  25632. maxZ: number;
  25633. /**
  25634. * Define the default inertia of the camera.
  25635. * This helps giving a smooth feeling to the camera movement.
  25636. */
  25637. inertia: number;
  25638. /**
  25639. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25640. */
  25641. mode: number;
  25642. /**
  25643. * Define wether the camera is intermediate.
  25644. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25645. */
  25646. isIntermediate: boolean;
  25647. /**
  25648. * Define the viewport of the camera.
  25649. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25650. */
  25651. viewport: Viewport;
  25652. /**
  25653. * Restricts the camera to viewing objects with the same layerMask.
  25654. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25655. */
  25656. layerMask: number;
  25657. /**
  25658. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25659. */
  25660. fovMode: number;
  25661. /**
  25662. * Rig mode of the camera.
  25663. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25664. * This is normally controlled byt the camera themselves as internal use.
  25665. */
  25666. cameraRigMode: number;
  25667. /**
  25668. * Defines the distance between both "eyes" in case of a RIG
  25669. */
  25670. interaxialDistance: number;
  25671. /**
  25672. * Defines if stereoscopic rendering is done side by side or over under.
  25673. */
  25674. isStereoscopicSideBySide: boolean;
  25675. /**
  25676. * 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
  25677. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25678. * else in the scene. (Eg. security camera)
  25679. *
  25680. * 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)
  25681. */
  25682. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25683. /**
  25684. * When set, the camera will render to this render target instead of the default canvas
  25685. *
  25686. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25687. */
  25688. outputRenderTarget: Nullable<RenderTargetTexture>;
  25689. /**
  25690. * Observable triggered when the camera view matrix has changed.
  25691. */
  25692. onViewMatrixChangedObservable: Observable<Camera>;
  25693. /**
  25694. * Observable triggered when the camera Projection matrix has changed.
  25695. */
  25696. onProjectionMatrixChangedObservable: Observable<Camera>;
  25697. /**
  25698. * Observable triggered when the inputs have been processed.
  25699. */
  25700. onAfterCheckInputsObservable: Observable<Camera>;
  25701. /**
  25702. * Observable triggered when reset has been called and applied to the camera.
  25703. */
  25704. onRestoreStateObservable: Observable<Camera>;
  25705. /** @hidden */
  25706. _cameraRigParams: any;
  25707. /** @hidden */
  25708. _rigCameras: Camera[];
  25709. /** @hidden */
  25710. _rigPostProcess: Nullable<PostProcess>;
  25711. protected _webvrViewMatrix: Matrix;
  25712. /** @hidden */
  25713. _skipRendering: boolean;
  25714. /** @hidden */
  25715. _projectionMatrix: Matrix;
  25716. /** @hidden */
  25717. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25718. /** @hidden */
  25719. _activeMeshes: SmartArray<AbstractMesh>;
  25720. protected _globalPosition: Vector3;
  25721. /** @hidden */
  25722. _computedViewMatrix: Matrix;
  25723. private _doNotComputeProjectionMatrix;
  25724. private _transformMatrix;
  25725. private _frustumPlanes;
  25726. private _refreshFrustumPlanes;
  25727. private _storedFov;
  25728. private _stateStored;
  25729. /**
  25730. * Instantiates a new camera object.
  25731. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25732. * @see http://doc.babylonjs.com/features/cameras
  25733. * @param name Defines the name of the camera in the scene
  25734. * @param position Defines the position of the camera
  25735. * @param scene Defines the scene the camera belongs too
  25736. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25737. */
  25738. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25739. /**
  25740. * Store current camera state (fov, position, etc..)
  25741. * @returns the camera
  25742. */
  25743. storeState(): Camera;
  25744. /**
  25745. * Restores the camera state values if it has been stored. You must call storeState() first
  25746. */
  25747. protected _restoreStateValues(): boolean;
  25748. /**
  25749. * Restored camera state. You must call storeState() first.
  25750. * @returns true if restored and false otherwise
  25751. */
  25752. restoreState(): boolean;
  25753. /**
  25754. * Gets the class name of the camera.
  25755. * @returns the class name
  25756. */
  25757. getClassName(): string;
  25758. /** @hidden */
  25759. readonly _isCamera: boolean;
  25760. /**
  25761. * Gets a string representation of the camera useful for debug purpose.
  25762. * @param fullDetails Defines that a more verboe level of logging is required
  25763. * @returns the string representation
  25764. */
  25765. toString(fullDetails?: boolean): string;
  25766. /**
  25767. * Gets the current world space position of the camera.
  25768. */
  25769. readonly globalPosition: Vector3;
  25770. /**
  25771. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25772. * @returns the active meshe list
  25773. */
  25774. getActiveMeshes(): SmartArray<AbstractMesh>;
  25775. /**
  25776. * Check wether a mesh is part of the current active mesh list of the camera
  25777. * @param mesh Defines the mesh to check
  25778. * @returns true if active, false otherwise
  25779. */
  25780. isActiveMesh(mesh: Mesh): boolean;
  25781. /**
  25782. * Is this camera ready to be used/rendered
  25783. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25784. * @return true if the camera is ready
  25785. */
  25786. isReady(completeCheck?: boolean): boolean;
  25787. /** @hidden */
  25788. _initCache(): void;
  25789. /** @hidden */
  25790. _updateCache(ignoreParentClass?: boolean): void;
  25791. /** @hidden */
  25792. _isSynchronized(): boolean;
  25793. /** @hidden */
  25794. _isSynchronizedViewMatrix(): boolean;
  25795. /** @hidden */
  25796. _isSynchronizedProjectionMatrix(): boolean;
  25797. /**
  25798. * Attach the input controls to a specific dom element to get the input from.
  25799. * @param element Defines the element the controls should be listened from
  25800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25801. */
  25802. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25803. /**
  25804. * Detach the current controls from the specified dom element.
  25805. * @param element Defines the element to stop listening the inputs from
  25806. */
  25807. detachControl(element: HTMLElement): void;
  25808. /**
  25809. * Update the camera state according to the different inputs gathered during the frame.
  25810. */
  25811. update(): void;
  25812. /** @hidden */
  25813. _checkInputs(): void;
  25814. /** @hidden */
  25815. readonly rigCameras: Camera[];
  25816. /**
  25817. * Gets the post process used by the rig cameras
  25818. */
  25819. readonly rigPostProcess: Nullable<PostProcess>;
  25820. /**
  25821. * Internal, gets the first post proces.
  25822. * @returns the first post process to be run on this camera.
  25823. */
  25824. _getFirstPostProcess(): Nullable<PostProcess>;
  25825. private _cascadePostProcessesToRigCams;
  25826. /**
  25827. * Attach a post process to the camera.
  25828. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25829. * @param postProcess The post process to attach to the camera
  25830. * @param insertAt The position of the post process in case several of them are in use in the scene
  25831. * @returns the position the post process has been inserted at
  25832. */
  25833. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25834. /**
  25835. * Detach a post process to the camera.
  25836. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25837. * @param postProcess The post process to detach from the camera
  25838. */
  25839. detachPostProcess(postProcess: PostProcess): void;
  25840. /**
  25841. * Gets the current world matrix of the camera
  25842. */
  25843. getWorldMatrix(): Matrix;
  25844. /** @hidden */
  25845. _getViewMatrix(): Matrix;
  25846. /**
  25847. * Gets the current view matrix of the camera.
  25848. * @param force forces the camera to recompute the matrix without looking at the cached state
  25849. * @returns the view matrix
  25850. */
  25851. getViewMatrix(force?: boolean): Matrix;
  25852. /**
  25853. * Freeze the projection matrix.
  25854. * It will prevent the cache check of the camera projection compute and can speed up perf
  25855. * if no parameter of the camera are meant to change
  25856. * @param projection Defines manually a projection if necessary
  25857. */
  25858. freezeProjectionMatrix(projection?: Matrix): void;
  25859. /**
  25860. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25861. */
  25862. unfreezeProjectionMatrix(): void;
  25863. /**
  25864. * Gets the current projection matrix of the camera.
  25865. * @param force forces the camera to recompute the matrix without looking at the cached state
  25866. * @returns the projection matrix
  25867. */
  25868. getProjectionMatrix(force?: boolean): Matrix;
  25869. /**
  25870. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25871. * @returns a Matrix
  25872. */
  25873. getTransformationMatrix(): Matrix;
  25874. private _updateFrustumPlanes;
  25875. /**
  25876. * Checks if a cullable object (mesh...) is in the camera frustum
  25877. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25878. * @param target The object to check
  25879. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25880. * @returns true if the object is in frustum otherwise false
  25881. */
  25882. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25883. /**
  25884. * Checks if a cullable object (mesh...) is in the camera frustum
  25885. * Unlike isInFrustum this cheks the full bounding box
  25886. * @param target The object to check
  25887. * @returns true if the object is in frustum otherwise false
  25888. */
  25889. isCompletelyInFrustum(target: ICullable): boolean;
  25890. /**
  25891. * Gets a ray in the forward direction from the camera.
  25892. * @param length Defines the length of the ray to create
  25893. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25894. * @param origin Defines the start point of the ray which defaults to the camera position
  25895. * @returns the forward ray
  25896. */
  25897. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25898. /**
  25899. * Releases resources associated with this node.
  25900. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25901. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25902. */
  25903. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25904. /** @hidden */
  25905. _isLeftCamera: boolean;
  25906. /**
  25907. * Gets the left camera of a rig setup in case of Rigged Camera
  25908. */
  25909. readonly isLeftCamera: boolean;
  25910. /** @hidden */
  25911. _isRightCamera: boolean;
  25912. /**
  25913. * Gets the right camera of a rig setup in case of Rigged Camera
  25914. */
  25915. readonly isRightCamera: boolean;
  25916. /**
  25917. * Gets the left camera of a rig setup in case of Rigged Camera
  25918. */
  25919. readonly leftCamera: Nullable<FreeCamera>;
  25920. /**
  25921. * Gets the right camera of a rig setup in case of Rigged Camera
  25922. */
  25923. readonly rightCamera: Nullable<FreeCamera>;
  25924. /**
  25925. * Gets the left camera target of a rig setup in case of Rigged Camera
  25926. * @returns the target position
  25927. */
  25928. getLeftTarget(): Nullable<Vector3>;
  25929. /**
  25930. * Gets the right camera target of a rig setup in case of Rigged Camera
  25931. * @returns the target position
  25932. */
  25933. getRightTarget(): Nullable<Vector3>;
  25934. /**
  25935. * @hidden
  25936. */
  25937. setCameraRigMode(mode: number, rigParams: any): void;
  25938. /** @hidden */
  25939. static _setStereoscopicRigMode(camera: Camera): void;
  25940. /** @hidden */
  25941. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25942. /** @hidden */
  25943. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25944. /** @hidden */
  25945. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25946. /** @hidden */
  25947. _getVRProjectionMatrix(): Matrix;
  25948. protected _updateCameraRotationMatrix(): void;
  25949. protected _updateWebVRCameraRotationMatrix(): void;
  25950. /**
  25951. * This function MUST be overwritten by the different WebVR cameras available.
  25952. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25953. * @hidden
  25954. */
  25955. _getWebVRProjectionMatrix(): Matrix;
  25956. /**
  25957. * This function MUST be overwritten by the different WebVR cameras available.
  25958. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25959. * @hidden
  25960. */
  25961. _getWebVRViewMatrix(): Matrix;
  25962. /** @hidden */
  25963. setCameraRigParameter(name: string, value: any): void;
  25964. /**
  25965. * needs to be overridden by children so sub has required properties to be copied
  25966. * @hidden
  25967. */
  25968. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25969. /**
  25970. * May need to be overridden by children
  25971. * @hidden
  25972. */
  25973. _updateRigCameras(): void;
  25974. /** @hidden */
  25975. _setupInputs(): void;
  25976. /**
  25977. * Serialiaze the camera setup to a json represention
  25978. * @returns the JSON representation
  25979. */
  25980. serialize(): any;
  25981. /**
  25982. * Clones the current camera.
  25983. * @param name The cloned camera name
  25984. * @returns the cloned camera
  25985. */
  25986. clone(name: string): Camera;
  25987. /**
  25988. * Gets the direction of the camera relative to a given local axis.
  25989. * @param localAxis Defines the reference axis to provide a relative direction.
  25990. * @return the direction
  25991. */
  25992. getDirection(localAxis: Vector3): Vector3;
  25993. /**
  25994. * Returns the current camera absolute rotation
  25995. */
  25996. readonly absoluteRotation: Quaternion;
  25997. /**
  25998. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25999. * @param localAxis Defines the reference axis to provide a relative direction.
  26000. * @param result Defines the vector to store the result in
  26001. */
  26002. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26003. /**
  26004. * Gets a camera constructor for a given camera type
  26005. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26006. * @param name The name of the camera the result will be able to instantiate
  26007. * @param scene The scene the result will construct the camera in
  26008. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26009. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26010. * @returns a factory method to construc the camera
  26011. */
  26012. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26013. /**
  26014. * Compute the world matrix of the camera.
  26015. * @returns the camera world matrix
  26016. */
  26017. computeWorldMatrix(): Matrix;
  26018. /**
  26019. * Parse a JSON and creates the camera from the parsed information
  26020. * @param parsedCamera The JSON to parse
  26021. * @param scene The scene to instantiate the camera in
  26022. * @returns the newly constructed camera
  26023. */
  26024. static Parse(parsedCamera: any, scene: Scene): Camera;
  26025. }
  26026. }
  26027. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26028. import { Nullable } from "babylonjs/types";
  26029. import { Scene } from "babylonjs/scene";
  26030. import { Vector4 } from "babylonjs/Maths/math.vector";
  26031. import { Mesh } from "babylonjs/Meshes/mesh";
  26032. /**
  26033. * Class containing static functions to help procedurally build meshes
  26034. */
  26035. export class DiscBuilder {
  26036. /**
  26037. * Creates a plane polygonal mesh. By default, this is a disc
  26038. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26039. * * 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
  26040. * * 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
  26041. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26042. * * If you create a double-sided mesh, you can choose what parts of 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
  26043. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26044. * @param name defines the name of the mesh
  26045. * @param options defines the options used to create the mesh
  26046. * @param scene defines the hosting scene
  26047. * @returns the plane polygonal mesh
  26048. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26049. */
  26050. static CreateDisc(name: string, options: {
  26051. radius?: number;
  26052. tessellation?: number;
  26053. arc?: number;
  26054. updatable?: boolean;
  26055. sideOrientation?: number;
  26056. frontUVs?: Vector4;
  26057. backUVs?: Vector4;
  26058. }, scene?: Nullable<Scene>): Mesh;
  26059. }
  26060. }
  26061. declare module "babylonjs/Particles/solidParticleSystem" {
  26062. import { Vector3 } from "babylonjs/Maths/math.vector";
  26063. import { Mesh } from "babylonjs/Meshes/mesh";
  26064. import { Scene, IDisposable } from "babylonjs/scene";
  26065. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26066. /**
  26067. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26068. *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.
  26069. * The SPS is also a particle system. It provides some methods to manage the particles.
  26070. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26071. *
  26072. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26073. */
  26074. export class SolidParticleSystem implements IDisposable {
  26075. /**
  26076. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26077. * Example : var p = SPS.particles[i];
  26078. */
  26079. particles: SolidParticle[];
  26080. /**
  26081. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26082. */
  26083. nbParticles: number;
  26084. /**
  26085. * If the particles must ever face the camera (default false). Useful for planar particles.
  26086. */
  26087. billboard: boolean;
  26088. /**
  26089. * Recompute normals when adding a shape
  26090. */
  26091. recomputeNormals: boolean;
  26092. /**
  26093. * This a counter ofr your own usage. It's not set by any SPS functions.
  26094. */
  26095. counter: number;
  26096. /**
  26097. * The SPS name. This name is also given to the underlying mesh.
  26098. */
  26099. name: string;
  26100. /**
  26101. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26102. */
  26103. mesh: Mesh;
  26104. /**
  26105. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26106. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26107. */
  26108. vars: any;
  26109. /**
  26110. * This array is populated when the SPS is set as 'pickable'.
  26111. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26112. * Each element of this array is an object `{idx: int, faceId: int}`.
  26113. * `idx` is the picked particle index in the `SPS.particles` array
  26114. * `faceId` is the picked face index counted within this particle.
  26115. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26116. */
  26117. pickedParticles: {
  26118. idx: number;
  26119. faceId: number;
  26120. }[];
  26121. /**
  26122. * This array is populated when `enableDepthSort` is set to true.
  26123. * Each element of this array is an instance of the class DepthSortedParticle.
  26124. */
  26125. depthSortedParticles: DepthSortedParticle[];
  26126. /**
  26127. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26128. * @hidden
  26129. */
  26130. _bSphereOnly: boolean;
  26131. /**
  26132. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26133. * @hidden
  26134. */
  26135. _bSphereRadiusFactor: number;
  26136. private _scene;
  26137. private _positions;
  26138. private _indices;
  26139. private _normals;
  26140. private _colors;
  26141. private _uvs;
  26142. private _indices32;
  26143. private _positions32;
  26144. private _normals32;
  26145. private _fixedNormal32;
  26146. private _colors32;
  26147. private _uvs32;
  26148. private _index;
  26149. private _updatable;
  26150. private _pickable;
  26151. private _isVisibilityBoxLocked;
  26152. private _alwaysVisible;
  26153. private _depthSort;
  26154. private _expandable;
  26155. private _shapeCounter;
  26156. private _copy;
  26157. private _color;
  26158. private _computeParticleColor;
  26159. private _computeParticleTexture;
  26160. private _computeParticleRotation;
  26161. private _computeParticleVertex;
  26162. private _computeBoundingBox;
  26163. private _depthSortParticles;
  26164. private _camera;
  26165. private _mustUnrotateFixedNormals;
  26166. private _particlesIntersect;
  26167. private _needs32Bits;
  26168. private _isNotBuilt;
  26169. /**
  26170. * Creates a SPS (Solid Particle System) object.
  26171. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26172. * @param scene (Scene) is the scene in which the SPS is added.
  26173. * @param options defines the options of the sps e.g.
  26174. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26175. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26176. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26177. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26178. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26179. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26180. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26181. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26182. */
  26183. constructor(name: string, scene: Scene, options?: {
  26184. updatable?: boolean;
  26185. isPickable?: boolean;
  26186. enableDepthSort?: boolean;
  26187. particleIntersection?: boolean;
  26188. boundingSphereOnly?: boolean;
  26189. bSphereRadiusFactor?: number;
  26190. expandable?: boolean;
  26191. });
  26192. /**
  26193. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26194. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26195. * @returns the created mesh
  26196. */
  26197. buildMesh(): Mesh;
  26198. /**
  26199. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26200. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26201. * Thus the particles generated from `digest()` have their property `position` set yet.
  26202. * @param mesh ( Mesh ) is the mesh to be digested
  26203. * @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
  26204. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26205. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26206. * @returns the current SPS
  26207. */
  26208. digest(mesh: Mesh, options?: {
  26209. facetNb?: number;
  26210. number?: number;
  26211. delta?: number;
  26212. }): SolidParticleSystem;
  26213. private _unrotateFixedNormals;
  26214. private _resetCopy;
  26215. private _meshBuilder;
  26216. private _posToShape;
  26217. private _uvsToShapeUV;
  26218. private _addParticle;
  26219. /**
  26220. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26221. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26222. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26223. * @param nb (positive integer) the number of particles to be created from this model
  26224. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26225. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26226. * @returns the number of shapes in the system
  26227. */
  26228. addShape(mesh: Mesh, nb: number, options?: {
  26229. positionFunction?: any;
  26230. vertexFunction?: any;
  26231. }): number;
  26232. private _rebuildParticle;
  26233. /**
  26234. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26235. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26236. * @returns the SPS.
  26237. */
  26238. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26239. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26240. * Returns an array with the removed particles.
  26241. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26242. * The SPS can't be empty so at least one particle needs to remain in place.
  26243. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26244. * @param start index of the first particle to remove
  26245. * @param end index of the last particle to remove (included)
  26246. * @returns an array populated with the removed particles
  26247. */
  26248. removeParticles(start: number, end: number): SolidParticle[];
  26249. /**
  26250. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26251. * This method calls `updateParticle()` for each particle of the SPS.
  26252. * For an animated SPS, it is usually called within the render loop.
  26253. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26254. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26255. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26256. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26257. * @returns the SPS.
  26258. */
  26259. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26260. /**
  26261. * Disposes the SPS.
  26262. */
  26263. dispose(): void;
  26264. /**
  26265. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26266. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26267. * @returns the SPS.
  26268. */
  26269. refreshVisibleSize(): SolidParticleSystem;
  26270. /**
  26271. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26272. * @param size the size (float) of the visibility box
  26273. * note : this doesn't lock the SPS mesh bounding box.
  26274. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26275. */
  26276. setVisibilityBox(size: number): void;
  26277. /**
  26278. * Gets whether the SPS as always visible or not
  26279. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26280. */
  26281. /**
  26282. * Sets the SPS as always visible or not
  26283. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26284. */
  26285. isAlwaysVisible: boolean;
  26286. /**
  26287. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26288. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26289. */
  26290. /**
  26291. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26292. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26293. */
  26294. isVisibilityBoxLocked: boolean;
  26295. /**
  26296. * Tells to `setParticles()` to compute the particle rotations or not.
  26297. * Default value : true. The SPS is faster when it's set to false.
  26298. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26299. */
  26300. /**
  26301. * Gets if `setParticles()` computes the particle rotations or not.
  26302. * Default value : true. The SPS is faster when it's set to false.
  26303. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26304. */
  26305. computeParticleRotation: boolean;
  26306. /**
  26307. * Tells to `setParticles()` to compute the particle colors or not.
  26308. * Default value : true. The SPS is faster when it's set to false.
  26309. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26310. */
  26311. /**
  26312. * Gets if `setParticles()` computes the particle colors or not.
  26313. * Default value : true. The SPS is faster when it's set to false.
  26314. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26315. */
  26316. computeParticleColor: boolean;
  26317. /**
  26318. * Gets if `setParticles()` computes the particle textures or not.
  26319. * Default value : true. The SPS is faster when it's set to false.
  26320. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26321. */
  26322. computeParticleTexture: boolean;
  26323. /**
  26324. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26325. * Default value : false. The SPS is faster when it's set to false.
  26326. * Note : the particle custom vertex positions aren't stored values.
  26327. */
  26328. /**
  26329. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26330. * Default value : false. The SPS is faster when it's set to false.
  26331. * Note : the particle custom vertex positions aren't stored values.
  26332. */
  26333. computeParticleVertex: boolean;
  26334. /**
  26335. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26336. */
  26337. /**
  26338. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26339. */
  26340. computeBoundingBox: boolean;
  26341. /**
  26342. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26343. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26344. * Default : `true`
  26345. */
  26346. /**
  26347. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26348. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26349. * Default : `true`
  26350. */
  26351. depthSortParticles: boolean;
  26352. /**
  26353. * Gets if the SPS is created as expandable at construction time.
  26354. * Default : `false`
  26355. */
  26356. readonly expandable: boolean;
  26357. /**
  26358. * This function does nothing. It may be overwritten to set all the particle first values.
  26359. * The SPS doesn't call this function, you may have to call it by your own.
  26360. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26361. */
  26362. initParticles(): void;
  26363. /**
  26364. * This function does nothing. It may be overwritten to recycle a particle.
  26365. * The SPS doesn't call this function, you may have to call it by your own.
  26366. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26367. * @param particle The particle to recycle
  26368. * @returns the recycled particle
  26369. */
  26370. recycleParticle(particle: SolidParticle): SolidParticle;
  26371. /**
  26372. * Updates a particle : this function should be overwritten by the user.
  26373. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26374. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26375. * @example : just set a particle position or velocity and recycle conditions
  26376. * @param particle The particle to update
  26377. * @returns the updated particle
  26378. */
  26379. updateParticle(particle: SolidParticle): SolidParticle;
  26380. /**
  26381. * Updates a vertex of a particle : it can be overwritten by the user.
  26382. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26383. * @param particle the current particle
  26384. * @param vertex the current index of the current particle
  26385. * @param pt the index of the current vertex in the particle shape
  26386. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26387. * @example : just set a vertex particle position
  26388. * @returns the updated vertex
  26389. */
  26390. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26391. /**
  26392. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26393. * This does nothing and may be overwritten by the user.
  26394. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26395. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26396. * @param update the boolean update value actually passed to setParticles()
  26397. */
  26398. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26399. /**
  26400. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26401. * This will be passed three parameters.
  26402. * This does nothing and may be overwritten by the user.
  26403. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26404. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26405. * @param update the boolean update value actually passed to setParticles()
  26406. */
  26407. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26408. }
  26409. }
  26410. declare module "babylonjs/Particles/solidParticle" {
  26411. import { Nullable } from "babylonjs/types";
  26412. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26413. import { Color4 } from "babylonjs/Maths/math.color";
  26414. import { Mesh } from "babylonjs/Meshes/mesh";
  26415. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26416. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26417. import { Plane } from "babylonjs/Maths/math.plane";
  26418. /**
  26419. * Represents one particle of a solid particle system.
  26420. */
  26421. export class SolidParticle {
  26422. /**
  26423. * particle global index
  26424. */
  26425. idx: number;
  26426. /**
  26427. * The color of the particle
  26428. */
  26429. color: Nullable<Color4>;
  26430. /**
  26431. * The world space position of the particle.
  26432. */
  26433. position: Vector3;
  26434. /**
  26435. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26436. */
  26437. rotation: Vector3;
  26438. /**
  26439. * The world space rotation quaternion of the particle.
  26440. */
  26441. rotationQuaternion: Nullable<Quaternion>;
  26442. /**
  26443. * The scaling of the particle.
  26444. */
  26445. scaling: Vector3;
  26446. /**
  26447. * The uvs of the particle.
  26448. */
  26449. uvs: Vector4;
  26450. /**
  26451. * The current speed of the particle.
  26452. */
  26453. velocity: Vector3;
  26454. /**
  26455. * The pivot point in the particle local space.
  26456. */
  26457. pivot: Vector3;
  26458. /**
  26459. * Must the particle be translated from its pivot point in its local space ?
  26460. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26461. * Default : false
  26462. */
  26463. translateFromPivot: boolean;
  26464. /**
  26465. * Is the particle active or not ?
  26466. */
  26467. alive: boolean;
  26468. /**
  26469. * Is the particle visible or not ?
  26470. */
  26471. isVisible: boolean;
  26472. /**
  26473. * Index of this particle in the global "positions" array (Internal use)
  26474. * @hidden
  26475. */
  26476. _pos: number;
  26477. /**
  26478. * @hidden Index of this particle in the global "indices" array (Internal use)
  26479. */
  26480. _ind: number;
  26481. /**
  26482. * @hidden ModelShape of this particle (Internal use)
  26483. */
  26484. _model: ModelShape;
  26485. /**
  26486. * ModelShape id of this particle
  26487. */
  26488. shapeId: number;
  26489. /**
  26490. * Index of the particle in its shape id
  26491. */
  26492. idxInShape: number;
  26493. /**
  26494. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26495. */
  26496. _modelBoundingInfo: BoundingInfo;
  26497. /**
  26498. * @hidden Particle BoundingInfo object (Internal use)
  26499. */
  26500. _boundingInfo: BoundingInfo;
  26501. /**
  26502. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26503. */
  26504. _sps: SolidParticleSystem;
  26505. /**
  26506. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26507. */
  26508. _stillInvisible: boolean;
  26509. /**
  26510. * @hidden Last computed particle rotation matrix
  26511. */
  26512. _rotationMatrix: number[];
  26513. /**
  26514. * Parent particle Id, if any.
  26515. * Default null.
  26516. */
  26517. parentId: Nullable<number>;
  26518. /**
  26519. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26520. * The possible values are :
  26521. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26522. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26523. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26524. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26525. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26526. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26527. * */
  26528. cullingStrategy: number;
  26529. /**
  26530. * @hidden Internal global position in the SPS.
  26531. */
  26532. _globalPosition: Vector3;
  26533. /**
  26534. * Creates a Solid Particle object.
  26535. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26536. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26537. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26538. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26539. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26540. * @param shapeId (integer) is the model shape identifier in the SPS.
  26541. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26542. * @param sps defines the sps it is associated to
  26543. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26544. */
  26545. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26546. /**
  26547. * Legacy support, changed scale to scaling
  26548. */
  26549. /**
  26550. * Legacy support, changed scale to scaling
  26551. */
  26552. scale: Vector3;
  26553. /**
  26554. * Legacy support, changed quaternion to rotationQuaternion
  26555. */
  26556. /**
  26557. * Legacy support, changed quaternion to rotationQuaternion
  26558. */
  26559. quaternion: Nullable<Quaternion>;
  26560. /**
  26561. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26562. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26563. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26564. * @returns true if it intersects
  26565. */
  26566. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26567. /**
  26568. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26569. * A particle is in the frustum if its bounding box intersects the frustum
  26570. * @param frustumPlanes defines the frustum to test
  26571. * @returns true if the particle is in the frustum planes
  26572. */
  26573. isInFrustum(frustumPlanes: Plane[]): boolean;
  26574. /**
  26575. * get the rotation matrix of the particle
  26576. * @hidden
  26577. */
  26578. getRotationMatrix(m: Matrix): void;
  26579. }
  26580. /**
  26581. * Represents the shape of the model used by one particle of a solid particle system.
  26582. * SPS internal tool, don't use it manually.
  26583. */
  26584. export class ModelShape {
  26585. /**
  26586. * The shape id
  26587. * @hidden
  26588. */
  26589. shapeID: number;
  26590. /**
  26591. * flat array of model positions (internal use)
  26592. * @hidden
  26593. */
  26594. _shape: Vector3[];
  26595. /**
  26596. * flat array of model UVs (internal use)
  26597. * @hidden
  26598. */
  26599. _shapeUV: number[];
  26600. /**
  26601. * color array of the model
  26602. * @hidden
  26603. */
  26604. _shapeColors: number[];
  26605. /**
  26606. * indices array of the model
  26607. * @hidden
  26608. */
  26609. _indices: number[];
  26610. /**
  26611. * normals array of the model
  26612. * @hidden
  26613. */
  26614. _normals: number[];
  26615. /**
  26616. * length of the shape in the model indices array (internal use)
  26617. * @hidden
  26618. */
  26619. _indicesLength: number;
  26620. /**
  26621. * Custom position function (internal use)
  26622. * @hidden
  26623. */
  26624. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26625. /**
  26626. * Custom vertex function (internal use)
  26627. * @hidden
  26628. */
  26629. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26630. /**
  26631. * 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.
  26632. * SPS internal tool, don't use it manually.
  26633. * @hidden
  26634. */
  26635. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26636. }
  26637. /**
  26638. * Represents a Depth Sorted Particle in the solid particle system.
  26639. */
  26640. export class DepthSortedParticle {
  26641. /**
  26642. * Index of the particle in the "indices" array
  26643. */
  26644. ind: number;
  26645. /**
  26646. * Length of the particle shape in the "indices" array
  26647. */
  26648. indicesLength: number;
  26649. /**
  26650. * Squared distance from the particle to the camera
  26651. */
  26652. sqDistance: number;
  26653. }
  26654. }
  26655. declare module "babylonjs/Collisions/meshCollisionData" {
  26656. import { Collider } from "babylonjs/Collisions/collider";
  26657. import { Vector3 } from "babylonjs/Maths/math.vector";
  26658. import { Nullable } from "babylonjs/types";
  26659. import { Observer } from "babylonjs/Misc/observable";
  26660. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26661. /**
  26662. * @hidden
  26663. */
  26664. export class _MeshCollisionData {
  26665. _checkCollisions: boolean;
  26666. _collisionMask: number;
  26667. _collisionGroup: number;
  26668. _collider: Nullable<Collider>;
  26669. _oldPositionForCollisions: Vector3;
  26670. _diffPositionForCollisions: Vector3;
  26671. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26672. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26673. }
  26674. }
  26675. declare module "babylonjs/Meshes/abstractMesh" {
  26676. import { Observable } from "babylonjs/Misc/observable";
  26677. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26678. import { Camera } from "babylonjs/Cameras/camera";
  26679. import { Scene, IDisposable } from "babylonjs/scene";
  26680. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26681. import { Node } from "babylonjs/node";
  26682. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26683. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26684. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26685. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26686. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26687. import { Material } from "babylonjs/Materials/material";
  26688. import { Light } from "babylonjs/Lights/light";
  26689. import { Skeleton } from "babylonjs/Bones/skeleton";
  26690. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26691. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26692. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26693. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26694. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26695. import { Plane } from "babylonjs/Maths/math.plane";
  26696. import { Ray } from "babylonjs/Culling/ray";
  26697. import { Collider } from "babylonjs/Collisions/collider";
  26698. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26699. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26700. /** @hidden */
  26701. class _FacetDataStorage {
  26702. facetPositions: Vector3[];
  26703. facetNormals: Vector3[];
  26704. facetPartitioning: number[][];
  26705. facetNb: number;
  26706. partitioningSubdivisions: number;
  26707. partitioningBBoxRatio: number;
  26708. facetDataEnabled: boolean;
  26709. facetParameters: any;
  26710. bbSize: Vector3;
  26711. subDiv: {
  26712. max: number;
  26713. X: number;
  26714. Y: number;
  26715. Z: number;
  26716. };
  26717. facetDepthSort: boolean;
  26718. facetDepthSortEnabled: boolean;
  26719. depthSortedIndices: IndicesArray;
  26720. depthSortedFacets: {
  26721. ind: number;
  26722. sqDistance: number;
  26723. }[];
  26724. facetDepthSortFunction: (f1: {
  26725. ind: number;
  26726. sqDistance: number;
  26727. }, f2: {
  26728. ind: number;
  26729. sqDistance: number;
  26730. }) => number;
  26731. facetDepthSortFrom: Vector3;
  26732. facetDepthSortOrigin: Vector3;
  26733. invertedMatrix: Matrix;
  26734. }
  26735. /**
  26736. * @hidden
  26737. **/
  26738. class _InternalAbstractMeshDataInfo {
  26739. _hasVertexAlpha: boolean;
  26740. _useVertexColors: boolean;
  26741. _numBoneInfluencers: number;
  26742. _applyFog: boolean;
  26743. _receiveShadows: boolean;
  26744. _facetData: _FacetDataStorage;
  26745. _visibility: number;
  26746. _skeleton: Nullable<Skeleton>;
  26747. _layerMask: number;
  26748. _computeBonesUsingShaders: boolean;
  26749. _isActive: boolean;
  26750. _onlyForInstances: boolean;
  26751. _isActiveIntermediate: boolean;
  26752. _onlyForInstancesIntermediate: boolean;
  26753. _actAsRegularMesh: boolean;
  26754. }
  26755. /**
  26756. * Class used to store all common mesh properties
  26757. */
  26758. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26759. /** No occlusion */
  26760. static OCCLUSION_TYPE_NONE: number;
  26761. /** Occlusion set to optimisitic */
  26762. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26763. /** Occlusion set to strict */
  26764. static OCCLUSION_TYPE_STRICT: number;
  26765. /** Use an accurante occlusion algorithm */
  26766. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26767. /** Use a conservative occlusion algorithm */
  26768. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26769. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26770. * Test order :
  26771. * Is the bounding sphere outside the frustum ?
  26772. * If not, are the bounding box vertices outside the frustum ?
  26773. * It not, then the cullable object is in the frustum.
  26774. */
  26775. static readonly CULLINGSTRATEGY_STANDARD: number;
  26776. /** Culling strategy : Bounding Sphere Only.
  26777. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26778. * It's also less accurate than the standard because some not visible objects can still be selected.
  26779. * Test : is the bounding sphere outside the frustum ?
  26780. * If not, then the cullable object is in the frustum.
  26781. */
  26782. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26783. /** Culling strategy : Optimistic Inclusion.
  26784. * This in an inclusion test first, then the standard exclusion test.
  26785. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26786. * 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.
  26787. * Anyway, it's as accurate as the standard strategy.
  26788. * Test :
  26789. * Is the cullable object bounding sphere center in the frustum ?
  26790. * If not, apply the default culling strategy.
  26791. */
  26792. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26793. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26794. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26795. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26796. * 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.
  26797. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26798. * Test :
  26799. * Is the cullable object bounding sphere center in the frustum ?
  26800. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26801. */
  26802. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26803. /**
  26804. * No billboard
  26805. */
  26806. static readonly BILLBOARDMODE_NONE: number;
  26807. /** Billboard on X axis */
  26808. static readonly BILLBOARDMODE_X: number;
  26809. /** Billboard on Y axis */
  26810. static readonly BILLBOARDMODE_Y: number;
  26811. /** Billboard on Z axis */
  26812. static readonly BILLBOARDMODE_Z: number;
  26813. /** Billboard on all axes */
  26814. static readonly BILLBOARDMODE_ALL: number;
  26815. /** Billboard on using position instead of orientation */
  26816. static readonly BILLBOARDMODE_USE_POSITION: number;
  26817. /** @hidden */
  26818. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26819. /**
  26820. * The culling strategy to use to check whether the mesh must be rendered or not.
  26821. * This value can be changed at any time and will be used on the next render mesh selection.
  26822. * The possible values are :
  26823. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26824. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26825. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26826. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26827. * Please read each static variable documentation to get details about the culling process.
  26828. * */
  26829. cullingStrategy: number;
  26830. /**
  26831. * Gets the number of facets in the mesh
  26832. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26833. */
  26834. readonly facetNb: number;
  26835. /**
  26836. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26837. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26838. */
  26839. partitioningSubdivisions: number;
  26840. /**
  26841. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26842. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26843. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26844. */
  26845. partitioningBBoxRatio: number;
  26846. /**
  26847. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26848. * Works only for updatable meshes.
  26849. * Doesn't work with multi-materials
  26850. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26851. */
  26852. mustDepthSortFacets: boolean;
  26853. /**
  26854. * The location (Vector3) where the facet depth sort must be computed from.
  26855. * By default, the active camera position.
  26856. * Used only when facet depth sort is enabled
  26857. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26858. */
  26859. facetDepthSortFrom: Vector3;
  26860. /**
  26861. * gets a boolean indicating if facetData is enabled
  26862. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26863. */
  26864. readonly isFacetDataEnabled: boolean;
  26865. /** @hidden */
  26866. _updateNonUniformScalingState(value: boolean): boolean;
  26867. /**
  26868. * An event triggered when this mesh collides with another one
  26869. */
  26870. onCollideObservable: Observable<AbstractMesh>;
  26871. /** Set a function to call when this mesh collides with another one */
  26872. onCollide: () => void;
  26873. /**
  26874. * An event triggered when the collision's position changes
  26875. */
  26876. onCollisionPositionChangeObservable: Observable<Vector3>;
  26877. /** Set a function to call when the collision's position changes */
  26878. onCollisionPositionChange: () => void;
  26879. /**
  26880. * An event triggered when material is changed
  26881. */
  26882. onMaterialChangedObservable: Observable<AbstractMesh>;
  26883. /**
  26884. * Gets or sets the orientation for POV movement & rotation
  26885. */
  26886. definedFacingForward: boolean;
  26887. /** @hidden */
  26888. _occlusionQuery: Nullable<WebGLQuery>;
  26889. /** @hidden */
  26890. _renderingGroup: Nullable<RenderingGroup>;
  26891. /**
  26892. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26893. */
  26894. /**
  26895. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26896. */
  26897. visibility: number;
  26898. /** Gets or sets the alpha index used to sort transparent meshes
  26899. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26900. */
  26901. alphaIndex: number;
  26902. /**
  26903. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26904. */
  26905. isVisible: boolean;
  26906. /**
  26907. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26908. */
  26909. isPickable: boolean;
  26910. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26911. showSubMeshesBoundingBox: boolean;
  26912. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26913. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26914. */
  26915. isBlocker: boolean;
  26916. /**
  26917. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26918. */
  26919. enablePointerMoveEvents: boolean;
  26920. /**
  26921. * Specifies the rendering group id for this mesh (0 by default)
  26922. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26923. */
  26924. renderingGroupId: number;
  26925. private _material;
  26926. /** Gets or sets current material */
  26927. material: Nullable<Material>;
  26928. /**
  26929. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26930. * @see http://doc.babylonjs.com/babylon101/shadows
  26931. */
  26932. receiveShadows: boolean;
  26933. /** Defines color to use when rendering outline */
  26934. outlineColor: Color3;
  26935. /** Define width to use when rendering outline */
  26936. outlineWidth: number;
  26937. /** Defines color to use when rendering overlay */
  26938. overlayColor: Color3;
  26939. /** Defines alpha to use when rendering overlay */
  26940. overlayAlpha: number;
  26941. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26942. hasVertexAlpha: boolean;
  26943. /** 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) */
  26944. useVertexColors: boolean;
  26945. /**
  26946. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26947. */
  26948. computeBonesUsingShaders: boolean;
  26949. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26950. numBoneInfluencers: number;
  26951. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26952. applyFog: boolean;
  26953. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26954. useOctreeForRenderingSelection: boolean;
  26955. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26956. useOctreeForPicking: boolean;
  26957. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26958. useOctreeForCollisions: boolean;
  26959. /**
  26960. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26961. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26962. */
  26963. layerMask: number;
  26964. /**
  26965. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26966. */
  26967. alwaysSelectAsActiveMesh: boolean;
  26968. /**
  26969. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26970. */
  26971. doNotSyncBoundingInfo: boolean;
  26972. /**
  26973. * Gets or sets the current action manager
  26974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26975. */
  26976. actionManager: Nullable<AbstractActionManager>;
  26977. private _meshCollisionData;
  26978. /**
  26979. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26980. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26981. */
  26982. ellipsoid: Vector3;
  26983. /**
  26984. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26985. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26986. */
  26987. ellipsoidOffset: Vector3;
  26988. /**
  26989. * Gets or sets a collision mask used to mask collisions (default is -1).
  26990. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26991. */
  26992. collisionMask: number;
  26993. /**
  26994. * Gets or sets the current collision group mask (-1 by default).
  26995. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26996. */
  26997. collisionGroup: number;
  26998. /**
  26999. * Defines edge width used when edgesRenderer is enabled
  27000. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27001. */
  27002. edgesWidth: number;
  27003. /**
  27004. * Defines edge color used when edgesRenderer is enabled
  27005. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27006. */
  27007. edgesColor: Color4;
  27008. /** @hidden */
  27009. _edgesRenderer: Nullable<IEdgesRenderer>;
  27010. /** @hidden */
  27011. _masterMesh: Nullable<AbstractMesh>;
  27012. /** @hidden */
  27013. _boundingInfo: Nullable<BoundingInfo>;
  27014. /** @hidden */
  27015. _renderId: number;
  27016. /**
  27017. * Gets or sets the list of subMeshes
  27018. * @see http://doc.babylonjs.com/how_to/multi_materials
  27019. */
  27020. subMeshes: SubMesh[];
  27021. /** @hidden */
  27022. _intersectionsInProgress: AbstractMesh[];
  27023. /** @hidden */
  27024. _unIndexed: boolean;
  27025. /** @hidden */
  27026. _lightSources: Light[];
  27027. /** Gets the list of lights affecting that mesh */
  27028. readonly lightSources: Light[];
  27029. /** @hidden */
  27030. readonly _positions: Nullable<Vector3[]>;
  27031. /** @hidden */
  27032. _waitingData: {
  27033. lods: Nullable<any>;
  27034. actions: Nullable<any>;
  27035. freezeWorldMatrix: Nullable<boolean>;
  27036. };
  27037. /** @hidden */
  27038. _bonesTransformMatrices: Nullable<Float32Array>;
  27039. /** @hidden */
  27040. _transformMatrixTexture: Nullable<RawTexture>;
  27041. /**
  27042. * Gets or sets a skeleton to apply skining transformations
  27043. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27044. */
  27045. skeleton: Nullable<Skeleton>;
  27046. /**
  27047. * An event triggered when the mesh is rebuilt.
  27048. */
  27049. onRebuildObservable: Observable<AbstractMesh>;
  27050. /**
  27051. * Creates a new AbstractMesh
  27052. * @param name defines the name of the mesh
  27053. * @param scene defines the hosting scene
  27054. */
  27055. constructor(name: string, scene?: Nullable<Scene>);
  27056. /**
  27057. * Returns the string "AbstractMesh"
  27058. * @returns "AbstractMesh"
  27059. */
  27060. getClassName(): string;
  27061. /**
  27062. * Gets a string representation of the current mesh
  27063. * @param fullDetails defines a boolean indicating if full details must be included
  27064. * @returns a string representation of the current mesh
  27065. */
  27066. toString(fullDetails?: boolean): string;
  27067. /**
  27068. * @hidden
  27069. */
  27070. protected _getEffectiveParent(): Nullable<Node>;
  27071. /** @hidden */
  27072. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27073. /** @hidden */
  27074. _rebuild(): void;
  27075. /** @hidden */
  27076. _resyncLightSources(): void;
  27077. /** @hidden */
  27078. _resyncLighSource(light: Light): void;
  27079. /** @hidden */
  27080. _unBindEffect(): void;
  27081. /** @hidden */
  27082. _removeLightSource(light: Light, dispose: boolean): void;
  27083. private _markSubMeshesAsDirty;
  27084. /** @hidden */
  27085. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27086. /** @hidden */
  27087. _markSubMeshesAsAttributesDirty(): void;
  27088. /** @hidden */
  27089. _markSubMeshesAsMiscDirty(): void;
  27090. /**
  27091. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27092. */
  27093. scaling: Vector3;
  27094. /**
  27095. * Returns true if the mesh is blocked. Implemented by child classes
  27096. */
  27097. readonly isBlocked: boolean;
  27098. /**
  27099. * Returns the mesh itself by default. Implemented by child classes
  27100. * @param camera defines the camera to use to pick the right LOD level
  27101. * @returns the currentAbstractMesh
  27102. */
  27103. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27104. /**
  27105. * Returns 0 by default. Implemented by child classes
  27106. * @returns an integer
  27107. */
  27108. getTotalVertices(): number;
  27109. /**
  27110. * Returns a positive integer : the total number of indices in this mesh geometry.
  27111. * @returns the numner of indices or zero if the mesh has no geometry.
  27112. */
  27113. getTotalIndices(): number;
  27114. /**
  27115. * Returns null by default. Implemented by child classes
  27116. * @returns null
  27117. */
  27118. getIndices(): Nullable<IndicesArray>;
  27119. /**
  27120. * Returns the array of the requested vertex data kind. Implemented by child classes
  27121. * @param kind defines the vertex data kind to use
  27122. * @returns null
  27123. */
  27124. getVerticesData(kind: string): Nullable<FloatArray>;
  27125. /**
  27126. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27127. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27128. * Note that a new underlying VertexBuffer object is created each call.
  27129. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27130. * @param kind defines vertex data kind:
  27131. * * VertexBuffer.PositionKind
  27132. * * VertexBuffer.UVKind
  27133. * * VertexBuffer.UV2Kind
  27134. * * VertexBuffer.UV3Kind
  27135. * * VertexBuffer.UV4Kind
  27136. * * VertexBuffer.UV5Kind
  27137. * * VertexBuffer.UV6Kind
  27138. * * VertexBuffer.ColorKind
  27139. * * VertexBuffer.MatricesIndicesKind
  27140. * * VertexBuffer.MatricesIndicesExtraKind
  27141. * * VertexBuffer.MatricesWeightsKind
  27142. * * VertexBuffer.MatricesWeightsExtraKind
  27143. * @param data defines the data source
  27144. * @param updatable defines if the data must be flagged as updatable (or static)
  27145. * @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
  27146. * @returns the current mesh
  27147. */
  27148. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27149. /**
  27150. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27151. * If the mesh has no geometry, it is simply returned as it is.
  27152. * @param kind defines vertex data kind:
  27153. * * VertexBuffer.PositionKind
  27154. * * VertexBuffer.UVKind
  27155. * * VertexBuffer.UV2Kind
  27156. * * VertexBuffer.UV3Kind
  27157. * * VertexBuffer.UV4Kind
  27158. * * VertexBuffer.UV5Kind
  27159. * * VertexBuffer.UV6Kind
  27160. * * VertexBuffer.ColorKind
  27161. * * VertexBuffer.MatricesIndicesKind
  27162. * * VertexBuffer.MatricesIndicesExtraKind
  27163. * * VertexBuffer.MatricesWeightsKind
  27164. * * VertexBuffer.MatricesWeightsExtraKind
  27165. * @param data defines the data source
  27166. * @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
  27167. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27168. * @returns the current mesh
  27169. */
  27170. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27171. /**
  27172. * Sets the mesh indices,
  27173. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27174. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27175. * @param totalVertices Defines the total number of vertices
  27176. * @returns the current mesh
  27177. */
  27178. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27179. /**
  27180. * Gets a boolean indicating if specific vertex data is present
  27181. * @param kind defines the vertex data kind to use
  27182. * @returns true is data kind is present
  27183. */
  27184. isVerticesDataPresent(kind: string): boolean;
  27185. /**
  27186. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27187. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27188. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27189. * @returns a BoundingInfo
  27190. */
  27191. getBoundingInfo(): BoundingInfo;
  27192. /**
  27193. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27194. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27195. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27196. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27197. * @returns the current mesh
  27198. */
  27199. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27200. /**
  27201. * Overwrite the current bounding info
  27202. * @param boundingInfo defines the new bounding info
  27203. * @returns the current mesh
  27204. */
  27205. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27206. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27207. readonly useBones: boolean;
  27208. /** @hidden */
  27209. _preActivate(): void;
  27210. /** @hidden */
  27211. _preActivateForIntermediateRendering(renderId: number): void;
  27212. /** @hidden */
  27213. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27214. /** @hidden */
  27215. _postActivate(): void;
  27216. /** @hidden */
  27217. _freeze(): void;
  27218. /** @hidden */
  27219. _unFreeze(): void;
  27220. /**
  27221. * Gets the current world matrix
  27222. * @returns a Matrix
  27223. */
  27224. getWorldMatrix(): Matrix;
  27225. /** @hidden */
  27226. _getWorldMatrixDeterminant(): number;
  27227. /**
  27228. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27229. */
  27230. readonly isAnInstance: boolean;
  27231. /**
  27232. * Gets a boolean indicating if this mesh has instances
  27233. */
  27234. readonly hasInstances: boolean;
  27235. /**
  27236. * Perform relative position change from the point of view of behind the front of the mesh.
  27237. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27238. * Supports definition of mesh facing forward or backward
  27239. * @param amountRight defines the distance on the right axis
  27240. * @param amountUp defines the distance on the up axis
  27241. * @param amountForward defines the distance on the forward axis
  27242. * @returns the current mesh
  27243. */
  27244. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27245. /**
  27246. * Calculate relative position change from the point of view of behind the front of the mesh.
  27247. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27248. * Supports definition of mesh facing forward or backward
  27249. * @param amountRight defines the distance on the right axis
  27250. * @param amountUp defines the distance on the up axis
  27251. * @param amountForward defines the distance on the forward axis
  27252. * @returns the new displacement vector
  27253. */
  27254. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27255. /**
  27256. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27257. * Supports definition of mesh facing forward or backward
  27258. * @param flipBack defines the flip
  27259. * @param twirlClockwise defines the twirl
  27260. * @param tiltRight defines the tilt
  27261. * @returns the current mesh
  27262. */
  27263. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27264. /**
  27265. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27266. * Supports definition of mesh facing forward or backward.
  27267. * @param flipBack defines the flip
  27268. * @param twirlClockwise defines the twirl
  27269. * @param tiltRight defines the tilt
  27270. * @returns the new rotation vector
  27271. */
  27272. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27273. /**
  27274. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27275. * This means the mesh underlying bounding box and sphere are recomputed.
  27276. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27277. * @returns the current mesh
  27278. */
  27279. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27280. /** @hidden */
  27281. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27282. /** @hidden */
  27283. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27284. /** @hidden */
  27285. _updateBoundingInfo(): AbstractMesh;
  27286. /** @hidden */
  27287. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27288. /** @hidden */
  27289. protected _afterComputeWorldMatrix(): void;
  27290. /** @hidden */
  27291. readonly _effectiveMesh: AbstractMesh;
  27292. /**
  27293. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27294. * A mesh is in the frustum if its bounding box intersects the frustum
  27295. * @param frustumPlanes defines the frustum to test
  27296. * @returns true if the mesh is in the frustum planes
  27297. */
  27298. isInFrustum(frustumPlanes: Plane[]): boolean;
  27299. /**
  27300. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27301. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27302. * @param frustumPlanes defines the frustum to test
  27303. * @returns true if the mesh is completely in the frustum planes
  27304. */
  27305. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27306. /**
  27307. * True if the mesh intersects another mesh or a SolidParticle object
  27308. * @param mesh defines a target mesh or SolidParticle to test
  27309. * @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)
  27310. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27311. * @returns true if there is an intersection
  27312. */
  27313. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27314. /**
  27315. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27316. * @param point defines the point to test
  27317. * @returns true if there is an intersection
  27318. */
  27319. intersectsPoint(point: Vector3): boolean;
  27320. /**
  27321. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27322. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27323. */
  27324. checkCollisions: boolean;
  27325. /**
  27326. * Gets Collider object used to compute collisions (not physics)
  27327. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27328. */
  27329. readonly collider: Nullable<Collider>;
  27330. /**
  27331. * Move the mesh using collision engine
  27332. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27333. * @param displacement defines the requested displacement vector
  27334. * @returns the current mesh
  27335. */
  27336. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27337. private _onCollisionPositionChange;
  27338. /** @hidden */
  27339. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27340. /** @hidden */
  27341. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27342. /** @hidden */
  27343. _checkCollision(collider: Collider): AbstractMesh;
  27344. /** @hidden */
  27345. _generatePointsArray(): boolean;
  27346. /**
  27347. * Checks if the passed Ray intersects with the mesh
  27348. * @param ray defines the ray to use
  27349. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27351. * @returns the picking info
  27352. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27353. */
  27354. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27355. /**
  27356. * Clones the current mesh
  27357. * @param name defines the mesh name
  27358. * @param newParent defines the new mesh parent
  27359. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27360. * @returns the new mesh
  27361. */
  27362. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27363. /**
  27364. * Disposes all the submeshes of the current meshnp
  27365. * @returns the current mesh
  27366. */
  27367. releaseSubMeshes(): AbstractMesh;
  27368. /**
  27369. * Releases resources associated with this abstract mesh.
  27370. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27371. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27372. */
  27373. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27374. /**
  27375. * Adds the passed mesh as a child to the current mesh
  27376. * @param mesh defines the child mesh
  27377. * @returns the current mesh
  27378. */
  27379. addChild(mesh: AbstractMesh): AbstractMesh;
  27380. /**
  27381. * Removes the passed mesh from the current mesh children list
  27382. * @param mesh defines the child mesh
  27383. * @returns the current mesh
  27384. */
  27385. removeChild(mesh: AbstractMesh): AbstractMesh;
  27386. /** @hidden */
  27387. private _initFacetData;
  27388. /**
  27389. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27390. * This method can be called within the render loop.
  27391. * 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
  27392. * @returns the current mesh
  27393. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27394. */
  27395. updateFacetData(): AbstractMesh;
  27396. /**
  27397. * Returns the facetLocalNormals array.
  27398. * The normals are expressed in the mesh local spac
  27399. * @returns an array of Vector3
  27400. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27401. */
  27402. getFacetLocalNormals(): Vector3[];
  27403. /**
  27404. * Returns the facetLocalPositions array.
  27405. * The facet positions are expressed in the mesh local space
  27406. * @returns an array of Vector3
  27407. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27408. */
  27409. getFacetLocalPositions(): Vector3[];
  27410. /**
  27411. * Returns the facetLocalPartioning array
  27412. * @returns an array of array of numbers
  27413. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27414. */
  27415. getFacetLocalPartitioning(): number[][];
  27416. /**
  27417. * Returns the i-th facet position in the world system.
  27418. * This method allocates a new Vector3 per call
  27419. * @param i defines the facet index
  27420. * @returns a new Vector3
  27421. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27422. */
  27423. getFacetPosition(i: number): Vector3;
  27424. /**
  27425. * Sets the reference Vector3 with the i-th facet position in the world system
  27426. * @param i defines the facet index
  27427. * @param ref defines the target vector
  27428. * @returns the current mesh
  27429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27430. */
  27431. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27432. /**
  27433. * Returns the i-th facet normal in the world system.
  27434. * This method allocates a new Vector3 per call
  27435. * @param i defines the facet index
  27436. * @returns a new Vector3
  27437. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27438. */
  27439. getFacetNormal(i: number): Vector3;
  27440. /**
  27441. * Sets the reference Vector3 with the i-th facet normal in the world system
  27442. * @param i defines the facet index
  27443. * @param ref defines the target vector
  27444. * @returns the current mesh
  27445. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27446. */
  27447. getFacetNormalToRef(i: number, ref: Vector3): this;
  27448. /**
  27449. * 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)
  27450. * @param x defines x coordinate
  27451. * @param y defines y coordinate
  27452. * @param z defines z coordinate
  27453. * @returns the array of facet indexes
  27454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27455. */
  27456. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27457. /**
  27458. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27459. * @param projected sets as the (x,y,z) world projection on the facet
  27460. * @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
  27461. * @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
  27462. * @param x defines x coordinate
  27463. * @param y defines y coordinate
  27464. * @param z defines z coordinate
  27465. * @returns the face index if found (or null instead)
  27466. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27467. */
  27468. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27469. /**
  27470. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27471. * @param projected sets as the (x,y,z) local projection on the facet
  27472. * @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
  27473. * @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
  27474. * @param x defines x coordinate
  27475. * @param y defines y coordinate
  27476. * @param z defines z coordinate
  27477. * @returns the face index if found (or null instead)
  27478. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27479. */
  27480. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27481. /**
  27482. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27483. * @returns the parameters
  27484. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27485. */
  27486. getFacetDataParameters(): any;
  27487. /**
  27488. * Disables the feature FacetData and frees the related memory
  27489. * @returns the current mesh
  27490. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27491. */
  27492. disableFacetData(): AbstractMesh;
  27493. /**
  27494. * Updates the AbstractMesh indices array
  27495. * @param indices defines the data source
  27496. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27497. * @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)
  27498. * @returns the current mesh
  27499. */
  27500. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27501. /**
  27502. * Creates new normals data for the mesh
  27503. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27504. * @returns the current mesh
  27505. */
  27506. createNormals(updatable: boolean): AbstractMesh;
  27507. /**
  27508. * Align the mesh with a normal
  27509. * @param normal defines the normal to use
  27510. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27511. * @returns the current mesh
  27512. */
  27513. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27514. /** @hidden */
  27515. _checkOcclusionQuery(): boolean;
  27516. /**
  27517. * Disables the mesh edge rendering mode
  27518. * @returns the currentAbstractMesh
  27519. */
  27520. disableEdgesRendering(): AbstractMesh;
  27521. /**
  27522. * Enables the edge rendering mode on the mesh.
  27523. * This mode makes the mesh edges visible
  27524. * @param epsilon defines the maximal distance between two angles to detect a face
  27525. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27526. * @returns the currentAbstractMesh
  27527. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27528. */
  27529. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27530. }
  27531. }
  27532. declare module "babylonjs/Actions/actionEvent" {
  27533. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27534. import { Nullable } from "babylonjs/types";
  27535. import { Sprite } from "babylonjs/Sprites/sprite";
  27536. import { Scene } from "babylonjs/scene";
  27537. import { Vector2 } from "babylonjs/Maths/math.vector";
  27538. /**
  27539. * Interface used to define ActionEvent
  27540. */
  27541. export interface IActionEvent {
  27542. /** The mesh or sprite that triggered the action */
  27543. source: any;
  27544. /** The X mouse cursor position at the time of the event */
  27545. pointerX: number;
  27546. /** The Y mouse cursor position at the time of the event */
  27547. pointerY: number;
  27548. /** The mesh that is currently pointed at (can be null) */
  27549. meshUnderPointer: Nullable<AbstractMesh>;
  27550. /** the original (browser) event that triggered the ActionEvent */
  27551. sourceEvent?: any;
  27552. /** additional data for the event */
  27553. additionalData?: any;
  27554. }
  27555. /**
  27556. * ActionEvent is the event being sent when an action is triggered.
  27557. */
  27558. export class ActionEvent implements IActionEvent {
  27559. /** The mesh or sprite that triggered the action */
  27560. source: any;
  27561. /** The X mouse cursor position at the time of the event */
  27562. pointerX: number;
  27563. /** The Y mouse cursor position at the time of the event */
  27564. pointerY: number;
  27565. /** The mesh that is currently pointed at (can be null) */
  27566. meshUnderPointer: Nullable<AbstractMesh>;
  27567. /** the original (browser) event that triggered the ActionEvent */
  27568. sourceEvent?: any;
  27569. /** additional data for the event */
  27570. additionalData?: any;
  27571. /**
  27572. * Creates a new ActionEvent
  27573. * @param source The mesh or sprite that triggered the action
  27574. * @param pointerX The X mouse cursor position at the time of the event
  27575. * @param pointerY The Y mouse cursor position at the time of the event
  27576. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27577. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27578. * @param additionalData additional data for the event
  27579. */
  27580. constructor(
  27581. /** The mesh or sprite that triggered the action */
  27582. source: any,
  27583. /** The X mouse cursor position at the time of the event */
  27584. pointerX: number,
  27585. /** The Y mouse cursor position at the time of the event */
  27586. pointerY: number,
  27587. /** The mesh that is currently pointed at (can be null) */
  27588. meshUnderPointer: Nullable<AbstractMesh>,
  27589. /** the original (browser) event that triggered the ActionEvent */
  27590. sourceEvent?: any,
  27591. /** additional data for the event */
  27592. additionalData?: any);
  27593. /**
  27594. * Helper function to auto-create an ActionEvent from a source mesh.
  27595. * @param source The source mesh that triggered the event
  27596. * @param evt The original (browser) event
  27597. * @param additionalData additional data for the event
  27598. * @returns the new ActionEvent
  27599. */
  27600. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27601. /**
  27602. * Helper function to auto-create an ActionEvent from a source sprite
  27603. * @param source The source sprite that triggered the event
  27604. * @param scene Scene associated with the sprite
  27605. * @param evt The original (browser) event
  27606. * @param additionalData additional data for the event
  27607. * @returns the new ActionEvent
  27608. */
  27609. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27610. /**
  27611. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27612. * @param scene the scene where the event occurred
  27613. * @param evt The original (browser) event
  27614. * @returns the new ActionEvent
  27615. */
  27616. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27617. /**
  27618. * Helper function to auto-create an ActionEvent from a primitive
  27619. * @param prim defines the target primitive
  27620. * @param pointerPos defines the pointer position
  27621. * @param evt The original (browser) event
  27622. * @param additionalData additional data for the event
  27623. * @returns the new ActionEvent
  27624. */
  27625. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27626. }
  27627. }
  27628. declare module "babylonjs/Actions/abstractActionManager" {
  27629. import { IDisposable } from "babylonjs/scene";
  27630. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27631. import { IAction } from "babylonjs/Actions/action";
  27632. import { Nullable } from "babylonjs/types";
  27633. /**
  27634. * Abstract class used to decouple action Manager from scene and meshes.
  27635. * Do not instantiate.
  27636. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27637. */
  27638. export abstract class AbstractActionManager implements IDisposable {
  27639. /** Gets the list of active triggers */
  27640. static Triggers: {
  27641. [key: string]: number;
  27642. };
  27643. /** Gets the cursor to use when hovering items */
  27644. hoverCursor: string;
  27645. /** Gets the list of actions */
  27646. actions: IAction[];
  27647. /**
  27648. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27649. */
  27650. isRecursive: boolean;
  27651. /**
  27652. * Releases all associated resources
  27653. */
  27654. abstract dispose(): void;
  27655. /**
  27656. * Does this action manager has pointer triggers
  27657. */
  27658. abstract readonly hasPointerTriggers: boolean;
  27659. /**
  27660. * Does this action manager has pick triggers
  27661. */
  27662. abstract readonly hasPickTriggers: boolean;
  27663. /**
  27664. * Process a specific trigger
  27665. * @param trigger defines the trigger to process
  27666. * @param evt defines the event details to be processed
  27667. */
  27668. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27669. /**
  27670. * Does this action manager handles actions of any of the given triggers
  27671. * @param triggers defines the triggers to be tested
  27672. * @return a boolean indicating whether one (or more) of the triggers is handled
  27673. */
  27674. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27675. /**
  27676. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27677. * speed.
  27678. * @param triggerA defines the trigger to be tested
  27679. * @param triggerB defines the trigger to be tested
  27680. * @return a boolean indicating whether one (or more) of the triggers is handled
  27681. */
  27682. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27683. /**
  27684. * Does this action manager handles actions of a given trigger
  27685. * @param trigger defines the trigger to be tested
  27686. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27687. * @return whether the trigger is handled
  27688. */
  27689. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27690. /**
  27691. * Serialize this manager to a JSON object
  27692. * @param name defines the property name to store this manager
  27693. * @returns a JSON representation of this manager
  27694. */
  27695. abstract serialize(name: string): any;
  27696. /**
  27697. * Registers an action to this action manager
  27698. * @param action defines the action to be registered
  27699. * @return the action amended (prepared) after registration
  27700. */
  27701. abstract registerAction(action: IAction): Nullable<IAction>;
  27702. /**
  27703. * Unregisters an action to this action manager
  27704. * @param action defines the action to be unregistered
  27705. * @return a boolean indicating whether the action has been unregistered
  27706. */
  27707. abstract unregisterAction(action: IAction): Boolean;
  27708. /**
  27709. * Does exist one action manager with at least one trigger
  27710. **/
  27711. static readonly HasTriggers: boolean;
  27712. /**
  27713. * Does exist one action manager with at least one pick trigger
  27714. **/
  27715. static readonly HasPickTriggers: boolean;
  27716. /**
  27717. * Does exist one action manager that handles actions of a given trigger
  27718. * @param trigger defines the trigger to be tested
  27719. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27720. **/
  27721. static HasSpecificTrigger(trigger: number): boolean;
  27722. }
  27723. }
  27724. declare module "babylonjs/node" {
  27725. import { Scene } from "babylonjs/scene";
  27726. import { Nullable } from "babylonjs/types";
  27727. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27728. import { Engine } from "babylonjs/Engines/engine";
  27729. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27730. import { Observable } from "babylonjs/Misc/observable";
  27731. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27732. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27733. import { Animatable } from "babylonjs/Animations/animatable";
  27734. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27735. import { Animation } from "babylonjs/Animations/animation";
  27736. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27737. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27738. /**
  27739. * Defines how a node can be built from a string name.
  27740. */
  27741. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27742. /**
  27743. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27744. */
  27745. export class Node implements IBehaviorAware<Node> {
  27746. /** @hidden */
  27747. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27748. private static _NodeConstructors;
  27749. /**
  27750. * Add a new node constructor
  27751. * @param type defines the type name of the node to construct
  27752. * @param constructorFunc defines the constructor function
  27753. */
  27754. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27755. /**
  27756. * Returns a node constructor based on type name
  27757. * @param type defines the type name
  27758. * @param name defines the new node name
  27759. * @param scene defines the hosting scene
  27760. * @param options defines optional options to transmit to constructors
  27761. * @returns the new constructor or null
  27762. */
  27763. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27764. /**
  27765. * Gets or sets the name of the node
  27766. */
  27767. name: string;
  27768. /**
  27769. * Gets or sets the id of the node
  27770. */
  27771. id: string;
  27772. /**
  27773. * Gets or sets the unique id of the node
  27774. */
  27775. uniqueId: number;
  27776. /**
  27777. * Gets or sets a string used to store user defined state for the node
  27778. */
  27779. state: string;
  27780. /**
  27781. * Gets or sets an object used to store user defined information for the node
  27782. */
  27783. metadata: any;
  27784. /**
  27785. * For internal use only. Please do not use.
  27786. */
  27787. reservedDataStore: any;
  27788. /**
  27789. * List of inspectable custom properties (used by the Inspector)
  27790. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27791. */
  27792. inspectableCustomProperties: IInspectable[];
  27793. private _doNotSerialize;
  27794. /**
  27795. * Gets or sets a boolean used to define if the node must be serialized
  27796. */
  27797. doNotSerialize: boolean;
  27798. /** @hidden */
  27799. _isDisposed: boolean;
  27800. /**
  27801. * Gets a list of Animations associated with the node
  27802. */
  27803. animations: import("babylonjs/Animations/animation").Animation[];
  27804. protected _ranges: {
  27805. [name: string]: Nullable<AnimationRange>;
  27806. };
  27807. /**
  27808. * Callback raised when the node is ready to be used
  27809. */
  27810. onReady: Nullable<(node: Node) => void>;
  27811. private _isEnabled;
  27812. private _isParentEnabled;
  27813. private _isReady;
  27814. /** @hidden */
  27815. _currentRenderId: number;
  27816. private _parentUpdateId;
  27817. /** @hidden */
  27818. _childUpdateId: number;
  27819. /** @hidden */
  27820. _waitingParentId: Nullable<string>;
  27821. /** @hidden */
  27822. _scene: Scene;
  27823. /** @hidden */
  27824. _cache: any;
  27825. private _parentNode;
  27826. private _children;
  27827. /** @hidden */
  27828. _worldMatrix: Matrix;
  27829. /** @hidden */
  27830. _worldMatrixDeterminant: number;
  27831. /** @hidden */
  27832. _worldMatrixDeterminantIsDirty: boolean;
  27833. /** @hidden */
  27834. private _sceneRootNodesIndex;
  27835. /**
  27836. * Gets a boolean indicating if the node has been disposed
  27837. * @returns true if the node was disposed
  27838. */
  27839. isDisposed(): boolean;
  27840. /**
  27841. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27842. * @see https://doc.babylonjs.com/how_to/parenting
  27843. */
  27844. parent: Nullable<Node>;
  27845. /** @hidden */
  27846. _addToSceneRootNodes(): void;
  27847. /** @hidden */
  27848. _removeFromSceneRootNodes(): void;
  27849. private _animationPropertiesOverride;
  27850. /**
  27851. * Gets or sets the animation properties override
  27852. */
  27853. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27854. /**
  27855. * Gets a string idenfifying the name of the class
  27856. * @returns "Node" string
  27857. */
  27858. getClassName(): string;
  27859. /** @hidden */
  27860. readonly _isNode: boolean;
  27861. /**
  27862. * An event triggered when the mesh is disposed
  27863. */
  27864. onDisposeObservable: Observable<Node>;
  27865. private _onDisposeObserver;
  27866. /**
  27867. * Sets a callback that will be raised when the node will be disposed
  27868. */
  27869. onDispose: () => void;
  27870. /**
  27871. * Creates a new Node
  27872. * @param name the name and id to be given to this node
  27873. * @param scene the scene this node will be added to
  27874. */
  27875. constructor(name: string, scene?: Nullable<Scene>);
  27876. /**
  27877. * Gets the scene of the node
  27878. * @returns a scene
  27879. */
  27880. getScene(): Scene;
  27881. /**
  27882. * Gets the engine of the node
  27883. * @returns a Engine
  27884. */
  27885. getEngine(): Engine;
  27886. private _behaviors;
  27887. /**
  27888. * Attach a behavior to the node
  27889. * @see http://doc.babylonjs.com/features/behaviour
  27890. * @param behavior defines the behavior to attach
  27891. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27892. * @returns the current Node
  27893. */
  27894. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27895. /**
  27896. * Remove an attached behavior
  27897. * @see http://doc.babylonjs.com/features/behaviour
  27898. * @param behavior defines the behavior to attach
  27899. * @returns the current Node
  27900. */
  27901. removeBehavior(behavior: Behavior<Node>): Node;
  27902. /**
  27903. * Gets the list of attached behaviors
  27904. * @see http://doc.babylonjs.com/features/behaviour
  27905. */
  27906. readonly behaviors: Behavior<Node>[];
  27907. /**
  27908. * Gets an attached behavior by name
  27909. * @param name defines the name of the behavior to look for
  27910. * @see http://doc.babylonjs.com/features/behaviour
  27911. * @returns null if behavior was not found else the requested behavior
  27912. */
  27913. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27914. /**
  27915. * Returns the latest update of the World matrix
  27916. * @returns a Matrix
  27917. */
  27918. getWorldMatrix(): Matrix;
  27919. /** @hidden */
  27920. _getWorldMatrixDeterminant(): number;
  27921. /**
  27922. * Returns directly the latest state of the mesh World matrix.
  27923. * A Matrix is returned.
  27924. */
  27925. readonly worldMatrixFromCache: Matrix;
  27926. /** @hidden */
  27927. _initCache(): void;
  27928. /** @hidden */
  27929. updateCache(force?: boolean): void;
  27930. /** @hidden */
  27931. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27932. /** @hidden */
  27933. _updateCache(ignoreParentClass?: boolean): void;
  27934. /** @hidden */
  27935. _isSynchronized(): boolean;
  27936. /** @hidden */
  27937. _markSyncedWithParent(): void;
  27938. /** @hidden */
  27939. isSynchronizedWithParent(): boolean;
  27940. /** @hidden */
  27941. isSynchronized(): boolean;
  27942. /**
  27943. * Is this node ready to be used/rendered
  27944. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27945. * @return true if the node is ready
  27946. */
  27947. isReady(completeCheck?: boolean): boolean;
  27948. /**
  27949. * Is this node enabled?
  27950. * 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
  27951. * @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
  27952. * @return whether this node (and its parent) is enabled
  27953. */
  27954. isEnabled(checkAncestors?: boolean): boolean;
  27955. /** @hidden */
  27956. protected _syncParentEnabledState(): void;
  27957. /**
  27958. * Set the enabled state of this node
  27959. * @param value defines the new enabled state
  27960. */
  27961. setEnabled(value: boolean): void;
  27962. /**
  27963. * Is this node a descendant of the given node?
  27964. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27965. * @param ancestor defines the parent node to inspect
  27966. * @returns a boolean indicating if this node is a descendant of the given node
  27967. */
  27968. isDescendantOf(ancestor: Node): boolean;
  27969. /** @hidden */
  27970. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27971. /**
  27972. * Will return all nodes that have this node as ascendant
  27973. * @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
  27974. * @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
  27975. * @return all children nodes of all types
  27976. */
  27977. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27978. /**
  27979. * Get all child-meshes of this node
  27980. * @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)
  27981. * @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
  27982. * @returns an array of AbstractMesh
  27983. */
  27984. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27985. /**
  27986. * Get all direct children of this node
  27987. * @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
  27988. * @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)
  27989. * @returns an array of Node
  27990. */
  27991. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27992. /** @hidden */
  27993. _setReady(state: boolean): void;
  27994. /**
  27995. * Get an animation by name
  27996. * @param name defines the name of the animation to look for
  27997. * @returns null if not found else the requested animation
  27998. */
  27999. getAnimationByName(name: string): Nullable<Animation>;
  28000. /**
  28001. * Creates an animation range for this node
  28002. * @param name defines the name of the range
  28003. * @param from defines the starting key
  28004. * @param to defines the end key
  28005. */
  28006. createAnimationRange(name: string, from: number, to: number): void;
  28007. /**
  28008. * Delete a specific animation range
  28009. * @param name defines the name of the range to delete
  28010. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28011. */
  28012. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28013. /**
  28014. * Get an animation range by name
  28015. * @param name defines the name of the animation range to look for
  28016. * @returns null if not found else the requested animation range
  28017. */
  28018. getAnimationRange(name: string): Nullable<AnimationRange>;
  28019. /**
  28020. * Gets the list of all animation ranges defined on this node
  28021. * @returns an array
  28022. */
  28023. getAnimationRanges(): Nullable<AnimationRange>[];
  28024. /**
  28025. * Will start the animation sequence
  28026. * @param name defines the range frames for animation sequence
  28027. * @param loop defines if the animation should loop (false by default)
  28028. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28029. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28030. * @returns the object created for this animation. If range does not exist, it will return null
  28031. */
  28032. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28033. /**
  28034. * Serialize animation ranges into a JSON compatible object
  28035. * @returns serialization object
  28036. */
  28037. serializeAnimationRanges(): any;
  28038. /**
  28039. * Computes the world matrix of the node
  28040. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28041. * @returns the world matrix
  28042. */
  28043. computeWorldMatrix(force?: boolean): Matrix;
  28044. /**
  28045. * Releases resources associated with this node.
  28046. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28047. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28048. */
  28049. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28050. /**
  28051. * Parse animation range data from a serialization object and store them into a given node
  28052. * @param node defines where to store the animation ranges
  28053. * @param parsedNode defines the serialization object to read data from
  28054. * @param scene defines the hosting scene
  28055. */
  28056. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28057. /**
  28058. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28059. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28060. * @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
  28061. * @returns the new bounding vectors
  28062. */
  28063. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28064. min: Vector3;
  28065. max: Vector3;
  28066. };
  28067. }
  28068. }
  28069. declare module "babylonjs/Animations/animation" {
  28070. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28071. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28072. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28073. import { Nullable } from "babylonjs/types";
  28074. import { Scene } from "babylonjs/scene";
  28075. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28076. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28077. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28078. import { Node } from "babylonjs/node";
  28079. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28080. import { Size } from "babylonjs/Maths/math.size";
  28081. import { Animatable } from "babylonjs/Animations/animatable";
  28082. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28083. /**
  28084. * @hidden
  28085. */
  28086. export class _IAnimationState {
  28087. key: number;
  28088. repeatCount: number;
  28089. workValue?: any;
  28090. loopMode?: number;
  28091. offsetValue?: any;
  28092. highLimitValue?: any;
  28093. }
  28094. /**
  28095. * Class used to store any kind of animation
  28096. */
  28097. export class Animation {
  28098. /**Name of the animation */
  28099. name: string;
  28100. /**Property to animate */
  28101. targetProperty: string;
  28102. /**The frames per second of the animation */
  28103. framePerSecond: number;
  28104. /**The data type of the animation */
  28105. dataType: number;
  28106. /**The loop mode of the animation */
  28107. loopMode?: number | undefined;
  28108. /**Specifies if blending should be enabled */
  28109. enableBlending?: boolean | undefined;
  28110. /**
  28111. * Use matrix interpolation instead of using direct key value when animating matrices
  28112. */
  28113. static AllowMatricesInterpolation: boolean;
  28114. /**
  28115. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28116. */
  28117. static AllowMatrixDecomposeForInterpolation: boolean;
  28118. /**
  28119. * Stores the key frames of the animation
  28120. */
  28121. private _keys;
  28122. /**
  28123. * Stores the easing function of the animation
  28124. */
  28125. private _easingFunction;
  28126. /**
  28127. * @hidden Internal use only
  28128. */
  28129. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28130. /**
  28131. * The set of event that will be linked to this animation
  28132. */
  28133. private _events;
  28134. /**
  28135. * Stores an array of target property paths
  28136. */
  28137. targetPropertyPath: string[];
  28138. /**
  28139. * Stores the blending speed of the animation
  28140. */
  28141. blendingSpeed: number;
  28142. /**
  28143. * Stores the animation ranges for the animation
  28144. */
  28145. private _ranges;
  28146. /**
  28147. * @hidden Internal use
  28148. */
  28149. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28150. /**
  28151. * Sets up an animation
  28152. * @param property The property to animate
  28153. * @param animationType The animation type to apply
  28154. * @param framePerSecond The frames per second of the animation
  28155. * @param easingFunction The easing function used in the animation
  28156. * @returns The created animation
  28157. */
  28158. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28159. /**
  28160. * Create and start an animation on a node
  28161. * @param name defines the name of the global animation that will be run on all nodes
  28162. * @param node defines the root node where the animation will take place
  28163. * @param targetProperty defines property to animate
  28164. * @param framePerSecond defines the number of frame per second yo use
  28165. * @param totalFrame defines the number of frames in total
  28166. * @param from defines the initial value
  28167. * @param to defines the final value
  28168. * @param loopMode defines which loop mode you want to use (off by default)
  28169. * @param easingFunction defines the easing function to use (linear by default)
  28170. * @param onAnimationEnd defines the callback to call when animation end
  28171. * @returns the animatable created for this animation
  28172. */
  28173. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28174. /**
  28175. * Create and start an animation on a node and its descendants
  28176. * @param name defines the name of the global animation that will be run on all nodes
  28177. * @param node defines the root node where the animation will take place
  28178. * @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
  28179. * @param targetProperty defines property to animate
  28180. * @param framePerSecond defines the number of frame per second to use
  28181. * @param totalFrame defines the number of frames in total
  28182. * @param from defines the initial value
  28183. * @param to defines the final value
  28184. * @param loopMode defines which loop mode you want to use (off by default)
  28185. * @param easingFunction defines the easing function to use (linear by default)
  28186. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28187. * @returns the list of animatables created for all nodes
  28188. * @example https://www.babylonjs-playground.com/#MH0VLI
  28189. */
  28190. 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[]>;
  28191. /**
  28192. * Creates a new animation, merges it with the existing animations and starts it
  28193. * @param name Name of the animation
  28194. * @param node Node which contains the scene that begins the animations
  28195. * @param targetProperty Specifies which property to animate
  28196. * @param framePerSecond The frames per second of the animation
  28197. * @param totalFrame The total number of frames
  28198. * @param from The frame at the beginning of the animation
  28199. * @param to The frame at the end of the animation
  28200. * @param loopMode Specifies the loop mode of the animation
  28201. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28202. * @param onAnimationEnd Callback to run once the animation is complete
  28203. * @returns Nullable animation
  28204. */
  28205. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28206. /**
  28207. * Transition property of an host to the target Value
  28208. * @param property The property to transition
  28209. * @param targetValue The target Value of the property
  28210. * @param host The object where the property to animate belongs
  28211. * @param scene Scene used to run the animation
  28212. * @param frameRate Framerate (in frame/s) to use
  28213. * @param transition The transition type we want to use
  28214. * @param duration The duration of the animation, in milliseconds
  28215. * @param onAnimationEnd Callback trigger at the end of the animation
  28216. * @returns Nullable animation
  28217. */
  28218. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28219. /**
  28220. * Return the array of runtime animations currently using this animation
  28221. */
  28222. readonly runtimeAnimations: RuntimeAnimation[];
  28223. /**
  28224. * Specifies if any of the runtime animations are currently running
  28225. */
  28226. readonly hasRunningRuntimeAnimations: boolean;
  28227. /**
  28228. * Initializes the animation
  28229. * @param name Name of the animation
  28230. * @param targetProperty Property to animate
  28231. * @param framePerSecond The frames per second of the animation
  28232. * @param dataType The data type of the animation
  28233. * @param loopMode The loop mode of the animation
  28234. * @param enableBlending Specifies if blending should be enabled
  28235. */
  28236. constructor(
  28237. /**Name of the animation */
  28238. name: string,
  28239. /**Property to animate */
  28240. targetProperty: string,
  28241. /**The frames per second of the animation */
  28242. framePerSecond: number,
  28243. /**The data type of the animation */
  28244. dataType: number,
  28245. /**The loop mode of the animation */
  28246. loopMode?: number | undefined,
  28247. /**Specifies if blending should be enabled */
  28248. enableBlending?: boolean | undefined);
  28249. /**
  28250. * Converts the animation to a string
  28251. * @param fullDetails support for multiple levels of logging within scene loading
  28252. * @returns String form of the animation
  28253. */
  28254. toString(fullDetails?: boolean): string;
  28255. /**
  28256. * Add an event to this animation
  28257. * @param event Event to add
  28258. */
  28259. addEvent(event: AnimationEvent): void;
  28260. /**
  28261. * Remove all events found at the given frame
  28262. * @param frame The frame to remove events from
  28263. */
  28264. removeEvents(frame: number): void;
  28265. /**
  28266. * Retrieves all the events from the animation
  28267. * @returns Events from the animation
  28268. */
  28269. getEvents(): AnimationEvent[];
  28270. /**
  28271. * Creates an animation range
  28272. * @param name Name of the animation range
  28273. * @param from Starting frame of the animation range
  28274. * @param to Ending frame of the animation
  28275. */
  28276. createRange(name: string, from: number, to: number): void;
  28277. /**
  28278. * Deletes an animation range by name
  28279. * @param name Name of the animation range to delete
  28280. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28281. */
  28282. deleteRange(name: string, deleteFrames?: boolean): void;
  28283. /**
  28284. * Gets the animation range by name, or null if not defined
  28285. * @param name Name of the animation range
  28286. * @returns Nullable animation range
  28287. */
  28288. getRange(name: string): Nullable<AnimationRange>;
  28289. /**
  28290. * Gets the key frames from the animation
  28291. * @returns The key frames of the animation
  28292. */
  28293. getKeys(): Array<IAnimationKey>;
  28294. /**
  28295. * Gets the highest frame rate of the animation
  28296. * @returns Highest frame rate of the animation
  28297. */
  28298. getHighestFrame(): number;
  28299. /**
  28300. * Gets the easing function of the animation
  28301. * @returns Easing function of the animation
  28302. */
  28303. getEasingFunction(): IEasingFunction;
  28304. /**
  28305. * Sets the easing function of the animation
  28306. * @param easingFunction A custom mathematical formula for animation
  28307. */
  28308. setEasingFunction(easingFunction: EasingFunction): void;
  28309. /**
  28310. * Interpolates a scalar linearly
  28311. * @param startValue Start value of the animation curve
  28312. * @param endValue End value of the animation curve
  28313. * @param gradient Scalar amount to interpolate
  28314. * @returns Interpolated scalar value
  28315. */
  28316. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28317. /**
  28318. * Interpolates a scalar cubically
  28319. * @param startValue Start value of the animation curve
  28320. * @param outTangent End tangent of the animation
  28321. * @param endValue End value of the animation curve
  28322. * @param inTangent Start tangent of the animation curve
  28323. * @param gradient Scalar amount to interpolate
  28324. * @returns Interpolated scalar value
  28325. */
  28326. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28327. /**
  28328. * Interpolates a quaternion using a spherical linear interpolation
  28329. * @param startValue Start value of the animation curve
  28330. * @param endValue End value of the animation curve
  28331. * @param gradient Scalar amount to interpolate
  28332. * @returns Interpolated quaternion value
  28333. */
  28334. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28335. /**
  28336. * Interpolates a quaternion cubically
  28337. * @param startValue Start value of the animation curve
  28338. * @param outTangent End tangent of the animation curve
  28339. * @param endValue End value of the animation curve
  28340. * @param inTangent Start tangent of the animation curve
  28341. * @param gradient Scalar amount to interpolate
  28342. * @returns Interpolated quaternion value
  28343. */
  28344. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28345. /**
  28346. * Interpolates a Vector3 linearl
  28347. * @param startValue Start value of the animation curve
  28348. * @param endValue End value of the animation curve
  28349. * @param gradient Scalar amount to interpolate
  28350. * @returns Interpolated scalar value
  28351. */
  28352. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28353. /**
  28354. * Interpolates a Vector3 cubically
  28355. * @param startValue Start value of the animation curve
  28356. * @param outTangent End tangent of the animation
  28357. * @param endValue End value of the animation curve
  28358. * @param inTangent Start tangent of the animation curve
  28359. * @param gradient Scalar amount to interpolate
  28360. * @returns InterpolatedVector3 value
  28361. */
  28362. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28363. /**
  28364. * Interpolates a Vector2 linearly
  28365. * @param startValue Start value of the animation curve
  28366. * @param endValue End value of the animation curve
  28367. * @param gradient Scalar amount to interpolate
  28368. * @returns Interpolated Vector2 value
  28369. */
  28370. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28371. /**
  28372. * Interpolates a Vector2 cubically
  28373. * @param startValue Start value of the animation curve
  28374. * @param outTangent End tangent of the animation
  28375. * @param endValue End value of the animation curve
  28376. * @param inTangent Start tangent of the animation curve
  28377. * @param gradient Scalar amount to interpolate
  28378. * @returns Interpolated Vector2 value
  28379. */
  28380. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28381. /**
  28382. * Interpolates a size linearly
  28383. * @param startValue Start value of the animation curve
  28384. * @param endValue End value of the animation curve
  28385. * @param gradient Scalar amount to interpolate
  28386. * @returns Interpolated Size value
  28387. */
  28388. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28389. /**
  28390. * Interpolates a Color3 linearly
  28391. * @param startValue Start value of the animation curve
  28392. * @param endValue End value of the animation curve
  28393. * @param gradient Scalar amount to interpolate
  28394. * @returns Interpolated Color3 value
  28395. */
  28396. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28397. /**
  28398. * Interpolates a Color4 linearly
  28399. * @param startValue Start value of the animation curve
  28400. * @param endValue End value of the animation curve
  28401. * @param gradient Scalar amount to interpolate
  28402. * @returns Interpolated Color3 value
  28403. */
  28404. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28405. /**
  28406. * @hidden Internal use only
  28407. */
  28408. _getKeyValue(value: any): any;
  28409. /**
  28410. * @hidden Internal use only
  28411. */
  28412. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28413. /**
  28414. * Defines the function to use to interpolate matrices
  28415. * @param startValue defines the start matrix
  28416. * @param endValue defines the end matrix
  28417. * @param gradient defines the gradient between both matrices
  28418. * @param result defines an optional target matrix where to store the interpolation
  28419. * @returns the interpolated matrix
  28420. */
  28421. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28422. /**
  28423. * Makes a copy of the animation
  28424. * @returns Cloned animation
  28425. */
  28426. clone(): Animation;
  28427. /**
  28428. * Sets the key frames of the animation
  28429. * @param values The animation key frames to set
  28430. */
  28431. setKeys(values: Array<IAnimationKey>): void;
  28432. /**
  28433. * Serializes the animation to an object
  28434. * @returns Serialized object
  28435. */
  28436. serialize(): any;
  28437. /**
  28438. * Float animation type
  28439. */
  28440. static readonly ANIMATIONTYPE_FLOAT: number;
  28441. /**
  28442. * Vector3 animation type
  28443. */
  28444. static readonly ANIMATIONTYPE_VECTOR3: number;
  28445. /**
  28446. * Quaternion animation type
  28447. */
  28448. static readonly ANIMATIONTYPE_QUATERNION: number;
  28449. /**
  28450. * Matrix animation type
  28451. */
  28452. static readonly ANIMATIONTYPE_MATRIX: number;
  28453. /**
  28454. * Color3 animation type
  28455. */
  28456. static readonly ANIMATIONTYPE_COLOR3: number;
  28457. /**
  28458. * Color3 animation type
  28459. */
  28460. static readonly ANIMATIONTYPE_COLOR4: number;
  28461. /**
  28462. * Vector2 animation type
  28463. */
  28464. static readonly ANIMATIONTYPE_VECTOR2: number;
  28465. /**
  28466. * Size animation type
  28467. */
  28468. static readonly ANIMATIONTYPE_SIZE: number;
  28469. /**
  28470. * Relative Loop Mode
  28471. */
  28472. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28473. /**
  28474. * Cycle Loop Mode
  28475. */
  28476. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28477. /**
  28478. * Constant Loop Mode
  28479. */
  28480. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28481. /** @hidden */
  28482. static _UniversalLerp(left: any, right: any, amount: number): any;
  28483. /**
  28484. * Parses an animation object and creates an animation
  28485. * @param parsedAnimation Parsed animation object
  28486. * @returns Animation object
  28487. */
  28488. static Parse(parsedAnimation: any): Animation;
  28489. /**
  28490. * Appends the serialized animations from the source animations
  28491. * @param source Source containing the animations
  28492. * @param destination Target to store the animations
  28493. */
  28494. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28495. }
  28496. }
  28497. declare module "babylonjs/Animations/animatable.interface" {
  28498. import { Nullable } from "babylonjs/types";
  28499. import { Animation } from "babylonjs/Animations/animation";
  28500. /**
  28501. * Interface containing an array of animations
  28502. */
  28503. export interface IAnimatable {
  28504. /**
  28505. * Array of animations
  28506. */
  28507. animations: Nullable<Array<Animation>>;
  28508. }
  28509. }
  28510. declare module "babylonjs/Materials/fresnelParameters" {
  28511. import { Color3 } from "babylonjs/Maths/math.color";
  28512. /**
  28513. * This represents all the required information to add a fresnel effect on a material:
  28514. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28515. */
  28516. export class FresnelParameters {
  28517. private _isEnabled;
  28518. /**
  28519. * Define if the fresnel effect is enable or not.
  28520. */
  28521. isEnabled: boolean;
  28522. /**
  28523. * Define the color used on edges (grazing angle)
  28524. */
  28525. leftColor: Color3;
  28526. /**
  28527. * Define the color used on center
  28528. */
  28529. rightColor: Color3;
  28530. /**
  28531. * Define bias applied to computed fresnel term
  28532. */
  28533. bias: number;
  28534. /**
  28535. * Defined the power exponent applied to fresnel term
  28536. */
  28537. power: number;
  28538. /**
  28539. * Clones the current fresnel and its valuues
  28540. * @returns a clone fresnel configuration
  28541. */
  28542. clone(): FresnelParameters;
  28543. /**
  28544. * Serializes the current fresnel parameters to a JSON representation.
  28545. * @return the JSON serialization
  28546. */
  28547. serialize(): any;
  28548. /**
  28549. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28550. * @param parsedFresnelParameters Define the JSON representation
  28551. * @returns the parsed parameters
  28552. */
  28553. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28554. }
  28555. }
  28556. declare module "babylonjs/Misc/decorators" {
  28557. import { Nullable } from "babylonjs/types";
  28558. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28559. import { Scene } from "babylonjs/scene";
  28560. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28561. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28562. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28563. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28564. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28565. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28566. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28567. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28568. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28569. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28570. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28571. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28572. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28573. /**
  28574. * Decorator used to define property that can be serialized as reference to a camera
  28575. * @param sourceName defines the name of the property to decorate
  28576. */
  28577. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28578. /**
  28579. * Class used to help serialization objects
  28580. */
  28581. export class SerializationHelper {
  28582. /** @hidden */
  28583. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28584. /** @hidden */
  28585. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28586. /** @hidden */
  28587. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28588. /** @hidden */
  28589. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28590. /**
  28591. * Appends the serialized animations from the source animations
  28592. * @param source Source containing the animations
  28593. * @param destination Target to store the animations
  28594. */
  28595. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28596. /**
  28597. * Static function used to serialized a specific entity
  28598. * @param entity defines the entity to serialize
  28599. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28600. * @returns a JSON compatible object representing the serialization of the entity
  28601. */
  28602. static Serialize<T>(entity: T, serializationObject?: any): any;
  28603. /**
  28604. * Creates a new entity from a serialization data object
  28605. * @param creationFunction defines a function used to instanciated the new entity
  28606. * @param source defines the source serialization data
  28607. * @param scene defines the hosting scene
  28608. * @param rootUrl defines the root url for resources
  28609. * @returns a new entity
  28610. */
  28611. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28612. /**
  28613. * Clones an object
  28614. * @param creationFunction defines the function used to instanciate the new object
  28615. * @param source defines the source object
  28616. * @returns the cloned object
  28617. */
  28618. static Clone<T>(creationFunction: () => T, source: T): T;
  28619. /**
  28620. * Instanciates a new object based on a source one (some data will be shared between both object)
  28621. * @param creationFunction defines the function used to instanciate the new object
  28622. * @param source defines the source object
  28623. * @returns the new object
  28624. */
  28625. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28626. }
  28627. }
  28628. declare module "babylonjs/Misc/guid" {
  28629. /**
  28630. * Class used to manipulate GUIDs
  28631. */
  28632. export class GUID {
  28633. /**
  28634. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28635. * Be aware Math.random() could cause collisions, but:
  28636. * "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"
  28637. * @returns a pseudo random id
  28638. */
  28639. static RandomId(): string;
  28640. }
  28641. }
  28642. declare module "babylonjs/Materials/Textures/baseTexture" {
  28643. import { Observable } from "babylonjs/Misc/observable";
  28644. import { Nullable } from "babylonjs/types";
  28645. import { Scene } from "babylonjs/scene";
  28646. import { Matrix } from "babylonjs/Maths/math.vector";
  28647. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28648. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28649. import { ISize } from "babylonjs/Maths/math.size";
  28650. /**
  28651. * Base class of all the textures in babylon.
  28652. * It groups all the common properties the materials, post process, lights... might need
  28653. * in order to make a correct use of the texture.
  28654. */
  28655. export class BaseTexture implements IAnimatable {
  28656. /**
  28657. * Default anisotropic filtering level for the application.
  28658. * It is set to 4 as a good tradeoff between perf and quality.
  28659. */
  28660. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28661. /**
  28662. * Gets or sets the unique id of the texture
  28663. */
  28664. uniqueId: number;
  28665. /**
  28666. * Define the name of the texture.
  28667. */
  28668. name: string;
  28669. /**
  28670. * Gets or sets an object used to store user defined information.
  28671. */
  28672. metadata: any;
  28673. /**
  28674. * For internal use only. Please do not use.
  28675. */
  28676. reservedDataStore: any;
  28677. private _hasAlpha;
  28678. /**
  28679. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28680. */
  28681. hasAlpha: boolean;
  28682. /**
  28683. * Defines if the alpha value should be determined via the rgb values.
  28684. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28685. */
  28686. getAlphaFromRGB: boolean;
  28687. /**
  28688. * Intensity or strength of the texture.
  28689. * It is commonly used by materials to fine tune the intensity of the texture
  28690. */
  28691. level: number;
  28692. /**
  28693. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28694. * This is part of the texture as textures usually maps to one uv set.
  28695. */
  28696. coordinatesIndex: number;
  28697. private _coordinatesMode;
  28698. /**
  28699. * How a texture is mapped.
  28700. *
  28701. * | Value | Type | Description |
  28702. * | ----- | ----------------------------------- | ----------- |
  28703. * | 0 | EXPLICIT_MODE | |
  28704. * | 1 | SPHERICAL_MODE | |
  28705. * | 2 | PLANAR_MODE | |
  28706. * | 3 | CUBIC_MODE | |
  28707. * | 4 | PROJECTION_MODE | |
  28708. * | 5 | SKYBOX_MODE | |
  28709. * | 6 | INVCUBIC_MODE | |
  28710. * | 7 | EQUIRECTANGULAR_MODE | |
  28711. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28712. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28713. */
  28714. coordinatesMode: number;
  28715. /**
  28716. * | Value | Type | Description |
  28717. * | ----- | ------------------ | ----------- |
  28718. * | 0 | CLAMP_ADDRESSMODE | |
  28719. * | 1 | WRAP_ADDRESSMODE | |
  28720. * | 2 | MIRROR_ADDRESSMODE | |
  28721. */
  28722. wrapU: number;
  28723. /**
  28724. * | Value | Type | Description |
  28725. * | ----- | ------------------ | ----------- |
  28726. * | 0 | CLAMP_ADDRESSMODE | |
  28727. * | 1 | WRAP_ADDRESSMODE | |
  28728. * | 2 | MIRROR_ADDRESSMODE | |
  28729. */
  28730. wrapV: number;
  28731. /**
  28732. * | Value | Type | Description |
  28733. * | ----- | ------------------ | ----------- |
  28734. * | 0 | CLAMP_ADDRESSMODE | |
  28735. * | 1 | WRAP_ADDRESSMODE | |
  28736. * | 2 | MIRROR_ADDRESSMODE | |
  28737. */
  28738. wrapR: number;
  28739. /**
  28740. * With compliant hardware and browser (supporting anisotropic filtering)
  28741. * this defines the level of anisotropic filtering in the texture.
  28742. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28743. */
  28744. anisotropicFilteringLevel: number;
  28745. /**
  28746. * Define if the texture is a cube texture or if false a 2d texture.
  28747. */
  28748. isCube: boolean;
  28749. /**
  28750. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28751. */
  28752. is3D: boolean;
  28753. /**
  28754. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28755. * HDR texture are usually stored in linear space.
  28756. * This only impacts the PBR and Background materials
  28757. */
  28758. gammaSpace: boolean;
  28759. /**
  28760. * Gets or sets whether or not the texture contains RGBD data.
  28761. */
  28762. isRGBD: boolean;
  28763. /**
  28764. * Is Z inverted in the texture (useful in a cube texture).
  28765. */
  28766. invertZ: boolean;
  28767. /**
  28768. * Are mip maps generated for this texture or not.
  28769. */
  28770. readonly noMipmap: boolean;
  28771. /**
  28772. * @hidden
  28773. */
  28774. lodLevelInAlpha: boolean;
  28775. /**
  28776. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28777. */
  28778. lodGenerationOffset: number;
  28779. /**
  28780. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28781. */
  28782. lodGenerationScale: number;
  28783. /**
  28784. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28785. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28786. * average roughness values.
  28787. */
  28788. linearSpecularLOD: boolean;
  28789. /**
  28790. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28791. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28792. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28793. */
  28794. irradianceTexture: Nullable<BaseTexture>;
  28795. /**
  28796. * Define if the texture is a render target.
  28797. */
  28798. isRenderTarget: boolean;
  28799. /**
  28800. * Define the unique id of the texture in the scene.
  28801. */
  28802. readonly uid: string;
  28803. /**
  28804. * Return a string representation of the texture.
  28805. * @returns the texture as a string
  28806. */
  28807. toString(): string;
  28808. /**
  28809. * Get the class name of the texture.
  28810. * @returns "BaseTexture"
  28811. */
  28812. getClassName(): string;
  28813. /**
  28814. * Define the list of animation attached to the texture.
  28815. */
  28816. animations: import("babylonjs/Animations/animation").Animation[];
  28817. /**
  28818. * An event triggered when the texture is disposed.
  28819. */
  28820. onDisposeObservable: Observable<BaseTexture>;
  28821. private _onDisposeObserver;
  28822. /**
  28823. * Callback triggered when the texture has been disposed.
  28824. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28825. */
  28826. onDispose: () => void;
  28827. /**
  28828. * Define the current state of the loading sequence when in delayed load mode.
  28829. */
  28830. delayLoadState: number;
  28831. private _scene;
  28832. /** @hidden */
  28833. _texture: Nullable<InternalTexture>;
  28834. private _uid;
  28835. /**
  28836. * Define if the texture is preventinga material to render or not.
  28837. * If not and the texture is not ready, the engine will use a default black texture instead.
  28838. */
  28839. readonly isBlocking: boolean;
  28840. /**
  28841. * Instantiates a new BaseTexture.
  28842. * Base class of all the textures in babylon.
  28843. * It groups all the common properties the materials, post process, lights... might need
  28844. * in order to make a correct use of the texture.
  28845. * @param scene Define the scene the texture blongs to
  28846. */
  28847. constructor(scene: Nullable<Scene>);
  28848. /**
  28849. * Get the scene the texture belongs to.
  28850. * @returns the scene or null if undefined
  28851. */
  28852. getScene(): Nullable<Scene>;
  28853. /**
  28854. * Get the texture transform matrix used to offset tile the texture for istance.
  28855. * @returns the transformation matrix
  28856. */
  28857. getTextureMatrix(): Matrix;
  28858. /**
  28859. * Get the texture reflection matrix used to rotate/transform the reflection.
  28860. * @returns the reflection matrix
  28861. */
  28862. getReflectionTextureMatrix(): Matrix;
  28863. /**
  28864. * Get the underlying lower level texture from Babylon.
  28865. * @returns the insternal texture
  28866. */
  28867. getInternalTexture(): Nullable<InternalTexture>;
  28868. /**
  28869. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28870. * @returns true if ready or not blocking
  28871. */
  28872. isReadyOrNotBlocking(): boolean;
  28873. /**
  28874. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28875. * @returns true if fully ready
  28876. */
  28877. isReady(): boolean;
  28878. private _cachedSize;
  28879. /**
  28880. * Get the size of the texture.
  28881. * @returns the texture size.
  28882. */
  28883. getSize(): ISize;
  28884. /**
  28885. * Get the base size of the texture.
  28886. * It can be different from the size if the texture has been resized for POT for instance
  28887. * @returns the base size
  28888. */
  28889. getBaseSize(): ISize;
  28890. /**
  28891. * Update the sampling mode of the texture.
  28892. * Default is Trilinear mode.
  28893. *
  28894. * | Value | Type | Description |
  28895. * | ----- | ------------------ | ----------- |
  28896. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28897. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28898. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28899. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28900. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28901. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28902. * | 7 | NEAREST_LINEAR | |
  28903. * | 8 | NEAREST_NEAREST | |
  28904. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28905. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28906. * | 11 | LINEAR_LINEAR | |
  28907. * | 12 | LINEAR_NEAREST | |
  28908. *
  28909. * > _mag_: magnification filter (close to the viewer)
  28910. * > _min_: minification filter (far from the viewer)
  28911. * > _mip_: filter used between mip map levels
  28912. *@param samplingMode Define the new sampling mode of the texture
  28913. */
  28914. updateSamplingMode(samplingMode: number): void;
  28915. /**
  28916. * Scales the texture if is `canRescale()`
  28917. * @param ratio the resize factor we want to use to rescale
  28918. */
  28919. scale(ratio: number): void;
  28920. /**
  28921. * Get if the texture can rescale.
  28922. */
  28923. readonly canRescale: boolean;
  28924. /** @hidden */
  28925. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28926. /** @hidden */
  28927. _rebuild(): void;
  28928. /**
  28929. * Triggers the load sequence in delayed load mode.
  28930. */
  28931. delayLoad(): void;
  28932. /**
  28933. * Clones the texture.
  28934. * @returns the cloned texture
  28935. */
  28936. clone(): Nullable<BaseTexture>;
  28937. /**
  28938. * Get the texture underlying type (INT, FLOAT...)
  28939. */
  28940. readonly textureType: number;
  28941. /**
  28942. * Get the texture underlying format (RGB, RGBA...)
  28943. */
  28944. readonly textureFormat: number;
  28945. /**
  28946. * Indicates that textures need to be re-calculated for all materials
  28947. */
  28948. protected _markAllSubMeshesAsTexturesDirty(): void;
  28949. /**
  28950. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28951. * This will returns an RGBA array buffer containing either in values (0-255) or
  28952. * float values (0-1) depending of the underlying buffer type.
  28953. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28954. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28955. * @param buffer defines a user defined buffer to fill with data (can be null)
  28956. * @returns The Array buffer containing the pixels data.
  28957. */
  28958. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28959. /**
  28960. * Release and destroy the underlying lower level texture aka internalTexture.
  28961. */
  28962. releaseInternalTexture(): void;
  28963. /** @hidden */
  28964. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28965. /** @hidden */
  28966. readonly _lodTextureMid: Nullable<BaseTexture>;
  28967. /** @hidden */
  28968. readonly _lodTextureLow: Nullable<BaseTexture>;
  28969. /**
  28970. * Dispose the texture and release its associated resources.
  28971. */
  28972. dispose(): void;
  28973. /**
  28974. * Serialize the texture into a JSON representation that can be parsed later on.
  28975. * @returns the JSON representation of the texture
  28976. */
  28977. serialize(): any;
  28978. /**
  28979. * Helper function to be called back once a list of texture contains only ready textures.
  28980. * @param textures Define the list of textures to wait for
  28981. * @param callback Define the callback triggered once the entire list will be ready
  28982. */
  28983. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28984. }
  28985. }
  28986. declare module "babylonjs/Materials/effect" {
  28987. import { Observable } from "babylonjs/Misc/observable";
  28988. import { Nullable } from "babylonjs/types";
  28989. import { IDisposable } from "babylonjs/scene";
  28990. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28991. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28992. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28993. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  28994. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  28995. import { Engine } from "babylonjs/Engines/engine";
  28996. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28997. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28998. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28999. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29000. /**
  29001. * Options to be used when creating an effect.
  29002. */
  29003. export interface IEffectCreationOptions {
  29004. /**
  29005. * Atrributes that will be used in the shader.
  29006. */
  29007. attributes: string[];
  29008. /**
  29009. * Uniform varible names that will be set in the shader.
  29010. */
  29011. uniformsNames: string[];
  29012. /**
  29013. * Uniform buffer varible names that will be set in the shader.
  29014. */
  29015. uniformBuffersNames: string[];
  29016. /**
  29017. * Sampler texture variable names that will be set in the shader.
  29018. */
  29019. samplers: string[];
  29020. /**
  29021. * Define statements that will be set in the shader.
  29022. */
  29023. defines: any;
  29024. /**
  29025. * Possible fallbacks for this effect to improve performance when needed.
  29026. */
  29027. fallbacks: Nullable<IEffectFallbacks>;
  29028. /**
  29029. * Callback that will be called when the shader is compiled.
  29030. */
  29031. onCompiled: Nullable<(effect: Effect) => void>;
  29032. /**
  29033. * Callback that will be called if an error occurs during shader compilation.
  29034. */
  29035. onError: Nullable<(effect: Effect, errors: string) => void>;
  29036. /**
  29037. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29038. */
  29039. indexParameters?: any;
  29040. /**
  29041. * Max number of lights that can be used in the shader.
  29042. */
  29043. maxSimultaneousLights?: number;
  29044. /**
  29045. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29046. */
  29047. transformFeedbackVaryings?: Nullable<string[]>;
  29048. }
  29049. /**
  29050. * Effect containing vertex and fragment shader that can be executed on an object.
  29051. */
  29052. export class Effect implements IDisposable {
  29053. /**
  29054. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29055. */
  29056. static ShadersRepository: string;
  29057. /**
  29058. * Name of the effect.
  29059. */
  29060. name: any;
  29061. /**
  29062. * String container all the define statements that should be set on the shader.
  29063. */
  29064. defines: string;
  29065. /**
  29066. * Callback that will be called when the shader is compiled.
  29067. */
  29068. onCompiled: Nullable<(effect: Effect) => void>;
  29069. /**
  29070. * Callback that will be called if an error occurs during shader compilation.
  29071. */
  29072. onError: Nullable<(effect: Effect, errors: string) => void>;
  29073. /**
  29074. * Callback that will be called when effect is bound.
  29075. */
  29076. onBind: Nullable<(effect: Effect) => void>;
  29077. /**
  29078. * Unique ID of the effect.
  29079. */
  29080. uniqueId: number;
  29081. /**
  29082. * Observable that will be called when the shader is compiled.
  29083. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29084. */
  29085. onCompileObservable: Observable<Effect>;
  29086. /**
  29087. * Observable that will be called if an error occurs during shader compilation.
  29088. */
  29089. onErrorObservable: Observable<Effect>;
  29090. /** @hidden */
  29091. _onBindObservable: Nullable<Observable<Effect>>;
  29092. /**
  29093. * Observable that will be called when effect is bound.
  29094. */
  29095. readonly onBindObservable: Observable<Effect>;
  29096. /** @hidden */
  29097. _bonesComputationForcedToCPU: boolean;
  29098. private static _uniqueIdSeed;
  29099. private _engine;
  29100. private _uniformBuffersNames;
  29101. private _uniformsNames;
  29102. private _samplerList;
  29103. private _samplers;
  29104. private _isReady;
  29105. private _compilationError;
  29106. private _allFallbacksProcessed;
  29107. private _attributesNames;
  29108. private _attributes;
  29109. private _uniforms;
  29110. /**
  29111. * Key for the effect.
  29112. * @hidden
  29113. */
  29114. _key: string;
  29115. private _indexParameters;
  29116. private _fallbacks;
  29117. private _vertexSourceCode;
  29118. private _fragmentSourceCode;
  29119. private _vertexSourceCodeOverride;
  29120. private _fragmentSourceCodeOverride;
  29121. private _transformFeedbackVaryings;
  29122. /**
  29123. * Compiled shader to webGL program.
  29124. * @hidden
  29125. */
  29126. _pipelineContext: Nullable<IPipelineContext>;
  29127. private _valueCache;
  29128. private static _baseCache;
  29129. /**
  29130. * Instantiates an effect.
  29131. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29132. * @param baseName Name of the effect.
  29133. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29134. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29135. * @param samplers List of sampler variables that will be passed to the shader.
  29136. * @param engine Engine to be used to render the effect
  29137. * @param defines Define statements to be added to the shader.
  29138. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29139. * @param onCompiled Callback that will be called when the shader is compiled.
  29140. * @param onError Callback that will be called if an error occurs during shader compilation.
  29141. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29142. */
  29143. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29144. private _useFinalCode;
  29145. /**
  29146. * Unique key for this effect
  29147. */
  29148. readonly key: string;
  29149. /**
  29150. * If the effect has been compiled and prepared.
  29151. * @returns if the effect is compiled and prepared.
  29152. */
  29153. isReady(): boolean;
  29154. private _isReadyInternal;
  29155. /**
  29156. * The engine the effect was initialized with.
  29157. * @returns the engine.
  29158. */
  29159. getEngine(): Engine;
  29160. /**
  29161. * The pipeline context for this effect
  29162. * @returns the associated pipeline context
  29163. */
  29164. getPipelineContext(): Nullable<IPipelineContext>;
  29165. /**
  29166. * The set of names of attribute variables for the shader.
  29167. * @returns An array of attribute names.
  29168. */
  29169. getAttributesNames(): string[];
  29170. /**
  29171. * Returns the attribute at the given index.
  29172. * @param index The index of the attribute.
  29173. * @returns The location of the attribute.
  29174. */
  29175. getAttributeLocation(index: number): number;
  29176. /**
  29177. * Returns the attribute based on the name of the variable.
  29178. * @param name of the attribute to look up.
  29179. * @returns the attribute location.
  29180. */
  29181. getAttributeLocationByName(name: string): number;
  29182. /**
  29183. * The number of attributes.
  29184. * @returns the numnber of attributes.
  29185. */
  29186. getAttributesCount(): number;
  29187. /**
  29188. * Gets the index of a uniform variable.
  29189. * @param uniformName of the uniform to look up.
  29190. * @returns the index.
  29191. */
  29192. getUniformIndex(uniformName: string): number;
  29193. /**
  29194. * Returns the attribute based on the name of the variable.
  29195. * @param uniformName of the uniform to look up.
  29196. * @returns the location of the uniform.
  29197. */
  29198. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29199. /**
  29200. * Returns an array of sampler variable names
  29201. * @returns The array of sampler variable neames.
  29202. */
  29203. getSamplers(): string[];
  29204. /**
  29205. * The error from the last compilation.
  29206. * @returns the error string.
  29207. */
  29208. getCompilationError(): string;
  29209. /**
  29210. * Gets a boolean indicating that all fallbacks were used during compilation
  29211. * @returns true if all fallbacks were used
  29212. */
  29213. allFallbacksProcessed(): boolean;
  29214. /**
  29215. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29216. * @param func The callback to be used.
  29217. */
  29218. executeWhenCompiled(func: (effect: Effect) => void): void;
  29219. private _checkIsReady;
  29220. private _loadShader;
  29221. /**
  29222. * Recompiles the webGL program
  29223. * @param vertexSourceCode The source code for the vertex shader.
  29224. * @param fragmentSourceCode The source code for the fragment shader.
  29225. * @param onCompiled Callback called when completed.
  29226. * @param onError Callback called on error.
  29227. * @hidden
  29228. */
  29229. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29230. /**
  29231. * Prepares the effect
  29232. * @hidden
  29233. */
  29234. _prepareEffect(): void;
  29235. private _processCompilationErrors;
  29236. /**
  29237. * Checks if the effect is supported. (Must be called after compilation)
  29238. */
  29239. readonly isSupported: boolean;
  29240. /**
  29241. * Binds a texture to the engine to be used as output of the shader.
  29242. * @param channel Name of the output variable.
  29243. * @param texture Texture to bind.
  29244. * @hidden
  29245. */
  29246. _bindTexture(channel: string, texture: InternalTexture): void;
  29247. /**
  29248. * Sets a texture on the engine to be used in the shader.
  29249. * @param channel Name of the sampler variable.
  29250. * @param texture Texture to set.
  29251. */
  29252. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29253. /**
  29254. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29255. * @param channel Name of the sampler variable.
  29256. * @param texture Texture to set.
  29257. */
  29258. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29259. /**
  29260. * Sets an array of textures on the engine to be used in the shader.
  29261. * @param channel Name of the variable.
  29262. * @param textures Textures to set.
  29263. */
  29264. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29265. /**
  29266. * 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)
  29267. * @param channel Name of the sampler variable.
  29268. * @param postProcess Post process to get the input texture from.
  29269. */
  29270. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29271. /**
  29272. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29273. * 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)
  29274. * @param channel Name of the sampler variable.
  29275. * @param postProcess Post process to get the output texture from.
  29276. */
  29277. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29278. /** @hidden */
  29279. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29280. /** @hidden */
  29281. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29282. /** @hidden */
  29283. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29284. /** @hidden */
  29285. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29286. /**
  29287. * Binds a buffer to a uniform.
  29288. * @param buffer Buffer to bind.
  29289. * @param name Name of the uniform variable to bind to.
  29290. */
  29291. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29292. /**
  29293. * Binds block to a uniform.
  29294. * @param blockName Name of the block to bind.
  29295. * @param index Index to bind.
  29296. */
  29297. bindUniformBlock(blockName: string, index: number): void;
  29298. /**
  29299. * Sets an interger value on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param value Value to be set.
  29302. * @returns this effect.
  29303. */
  29304. setInt(uniformName: string, value: number): Effect;
  29305. /**
  29306. * Sets an int array on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param array array to be set.
  29309. * @returns this effect.
  29310. */
  29311. setIntArray(uniformName: string, array: Int32Array): Effect;
  29312. /**
  29313. * 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)
  29314. * @param uniformName Name of the variable.
  29315. * @param array array to be set.
  29316. * @returns this effect.
  29317. */
  29318. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29319. /**
  29320. * 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)
  29321. * @param uniformName Name of the variable.
  29322. * @param array array to be set.
  29323. * @returns this effect.
  29324. */
  29325. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29326. /**
  29327. * 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)
  29328. * @param uniformName Name of the variable.
  29329. * @param array array to be set.
  29330. * @returns this effect.
  29331. */
  29332. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29333. /**
  29334. * Sets an float array on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param array array to be set.
  29337. * @returns this effect.
  29338. */
  29339. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29340. /**
  29341. * 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)
  29342. * @param uniformName Name of the variable.
  29343. * @param array array to be set.
  29344. * @returns this effect.
  29345. */
  29346. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29347. /**
  29348. * 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)
  29349. * @param uniformName Name of the variable.
  29350. * @param array array to be set.
  29351. * @returns this effect.
  29352. */
  29353. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29354. /**
  29355. * 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)
  29356. * @param uniformName Name of the variable.
  29357. * @param array array to be set.
  29358. * @returns this effect.
  29359. */
  29360. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29361. /**
  29362. * Sets an array on a uniform variable.
  29363. * @param uniformName Name of the variable.
  29364. * @param array array to be set.
  29365. * @returns this effect.
  29366. */
  29367. setArray(uniformName: string, array: number[]): Effect;
  29368. /**
  29369. * 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)
  29370. * @param uniformName Name of the variable.
  29371. * @param array array to be set.
  29372. * @returns this effect.
  29373. */
  29374. setArray2(uniformName: string, array: number[]): Effect;
  29375. /**
  29376. * 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)
  29377. * @param uniformName Name of the variable.
  29378. * @param array array to be set.
  29379. * @returns this effect.
  29380. */
  29381. setArray3(uniformName: string, array: number[]): Effect;
  29382. /**
  29383. * 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)
  29384. * @param uniformName Name of the variable.
  29385. * @param array array to be set.
  29386. * @returns this effect.
  29387. */
  29388. setArray4(uniformName: string, array: number[]): Effect;
  29389. /**
  29390. * Sets matrices on a uniform variable.
  29391. * @param uniformName Name of the variable.
  29392. * @param matrices matrices to be set.
  29393. * @returns this effect.
  29394. */
  29395. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29396. /**
  29397. * Sets matrix on a uniform variable.
  29398. * @param uniformName Name of the variable.
  29399. * @param matrix matrix to be set.
  29400. * @returns this effect.
  29401. */
  29402. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29403. /**
  29404. * 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)
  29405. * @param uniformName Name of the variable.
  29406. * @param matrix matrix to be set.
  29407. * @returns this effect.
  29408. */
  29409. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29410. /**
  29411. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29412. * @param uniformName Name of the variable.
  29413. * @param matrix matrix to be set.
  29414. * @returns this effect.
  29415. */
  29416. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29417. /**
  29418. * Sets a float on a uniform variable.
  29419. * @param uniformName Name of the variable.
  29420. * @param value value to be set.
  29421. * @returns this effect.
  29422. */
  29423. setFloat(uniformName: string, value: number): Effect;
  29424. /**
  29425. * Sets a boolean on a uniform variable.
  29426. * @param uniformName Name of the variable.
  29427. * @param bool value to be set.
  29428. * @returns this effect.
  29429. */
  29430. setBool(uniformName: string, bool: boolean): Effect;
  29431. /**
  29432. * Sets a Vector2 on a uniform variable.
  29433. * @param uniformName Name of the variable.
  29434. * @param vector2 vector2 to be set.
  29435. * @returns this effect.
  29436. */
  29437. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29438. /**
  29439. * Sets a float2 on a uniform variable.
  29440. * @param uniformName Name of the variable.
  29441. * @param x First float in float2.
  29442. * @param y Second float in float2.
  29443. * @returns this effect.
  29444. */
  29445. setFloat2(uniformName: string, x: number, y: number): Effect;
  29446. /**
  29447. * Sets a Vector3 on a uniform variable.
  29448. * @param uniformName Name of the variable.
  29449. * @param vector3 Value to be set.
  29450. * @returns this effect.
  29451. */
  29452. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29453. /**
  29454. * Sets a float3 on a uniform variable.
  29455. * @param uniformName Name of the variable.
  29456. * @param x First float in float3.
  29457. * @param y Second float in float3.
  29458. * @param z Third float in float3.
  29459. * @returns this effect.
  29460. */
  29461. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29462. /**
  29463. * Sets a Vector4 on a uniform variable.
  29464. * @param uniformName Name of the variable.
  29465. * @param vector4 Value to be set.
  29466. * @returns this effect.
  29467. */
  29468. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29469. /**
  29470. * Sets a float4 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param x First float in float4.
  29473. * @param y Second float in float4.
  29474. * @param z Third float in float4.
  29475. * @param w Fourth float in float4.
  29476. * @returns this effect.
  29477. */
  29478. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29479. /**
  29480. * Sets a Color3 on a uniform variable.
  29481. * @param uniformName Name of the variable.
  29482. * @param color3 Value to be set.
  29483. * @returns this effect.
  29484. */
  29485. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29486. /**
  29487. * Sets a Color4 on a uniform variable.
  29488. * @param uniformName Name of the variable.
  29489. * @param color3 Value to be set.
  29490. * @param alpha Alpha value to be set.
  29491. * @returns this effect.
  29492. */
  29493. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29494. /**
  29495. * Sets a Color4 on a uniform variable
  29496. * @param uniformName defines the name of the variable
  29497. * @param color4 defines the value to be set
  29498. * @returns this effect.
  29499. */
  29500. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29501. /** Release all associated resources */
  29502. dispose(): void;
  29503. /**
  29504. * This function will add a new shader to the shader store
  29505. * @param name the name of the shader
  29506. * @param pixelShader optional pixel shader content
  29507. * @param vertexShader optional vertex shader content
  29508. */
  29509. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29510. /**
  29511. * Store of each shader (The can be looked up using effect.key)
  29512. */
  29513. static ShadersStore: {
  29514. [key: string]: string;
  29515. };
  29516. /**
  29517. * Store of each included file for a shader (The can be looked up using effect.key)
  29518. */
  29519. static IncludesShadersStore: {
  29520. [key: string]: string;
  29521. };
  29522. /**
  29523. * Resets the cache of effects.
  29524. */
  29525. static ResetCache(): void;
  29526. }
  29527. }
  29528. declare module "babylonjs/Engines/engineCapabilities" {
  29529. /**
  29530. * Interface used to describe the capabilities of the engine relatively to the current browser
  29531. */
  29532. export interface EngineCapabilities {
  29533. /** Maximum textures units per fragment shader */
  29534. maxTexturesImageUnits: number;
  29535. /** Maximum texture units per vertex shader */
  29536. maxVertexTextureImageUnits: number;
  29537. /** Maximum textures units in the entire pipeline */
  29538. maxCombinedTexturesImageUnits: number;
  29539. /** Maximum texture size */
  29540. maxTextureSize: number;
  29541. /** Maximum cube texture size */
  29542. maxCubemapTextureSize: number;
  29543. /** Maximum render texture size */
  29544. maxRenderTextureSize: number;
  29545. /** Maximum number of vertex attributes */
  29546. maxVertexAttribs: number;
  29547. /** Maximum number of varyings */
  29548. maxVaryingVectors: number;
  29549. /** Maximum number of uniforms per vertex shader */
  29550. maxVertexUniformVectors: number;
  29551. /** Maximum number of uniforms per fragment shader */
  29552. maxFragmentUniformVectors: number;
  29553. /** Defines if standard derivates (dx/dy) are supported */
  29554. standardDerivatives: boolean;
  29555. /** Defines if s3tc texture compression is supported */
  29556. s3tc?: WEBGL_compressed_texture_s3tc;
  29557. /** Defines if pvrtc texture compression is supported */
  29558. pvrtc: any;
  29559. /** Defines if etc1 texture compression is supported */
  29560. etc1: any;
  29561. /** Defines if etc2 texture compression is supported */
  29562. etc2: any;
  29563. /** Defines if astc texture compression is supported */
  29564. astc: any;
  29565. /** Defines if float textures are supported */
  29566. textureFloat: boolean;
  29567. /** Defines if vertex array objects are supported */
  29568. vertexArrayObject: boolean;
  29569. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29570. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29571. /** Gets the maximum level of anisotropy supported */
  29572. maxAnisotropy: number;
  29573. /** Defines if instancing is supported */
  29574. instancedArrays: boolean;
  29575. /** Defines if 32 bits indices are supported */
  29576. uintIndices: boolean;
  29577. /** Defines if high precision shaders are supported */
  29578. highPrecisionShaderSupported: boolean;
  29579. /** Defines if depth reading in the fragment shader is supported */
  29580. fragmentDepthSupported: boolean;
  29581. /** Defines if float texture linear filtering is supported*/
  29582. textureFloatLinearFiltering: boolean;
  29583. /** Defines if rendering to float textures is supported */
  29584. textureFloatRender: boolean;
  29585. /** Defines if half float textures are supported*/
  29586. textureHalfFloat: boolean;
  29587. /** Defines if half float texture linear filtering is supported*/
  29588. textureHalfFloatLinearFiltering: boolean;
  29589. /** Defines if rendering to half float textures is supported */
  29590. textureHalfFloatRender: boolean;
  29591. /** Defines if textureLOD shader command is supported */
  29592. textureLOD: boolean;
  29593. /** Defines if draw buffers extension is supported */
  29594. drawBuffersExtension: boolean;
  29595. /** Defines if depth textures are supported */
  29596. depthTextureExtension: boolean;
  29597. /** Defines if float color buffer are supported */
  29598. colorBufferFloat: boolean;
  29599. /** Gets disjoint timer query extension (null if not supported) */
  29600. timerQuery?: EXT_disjoint_timer_query;
  29601. /** Defines if timestamp can be used with timer query */
  29602. canUseTimestampForTimerQuery: boolean;
  29603. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29604. multiview?: any;
  29605. /** Function used to let the system compiles shaders in background */
  29606. parallelShaderCompile?: {
  29607. COMPLETION_STATUS_KHR: number;
  29608. };
  29609. /** Max number of texture samples for MSAA */
  29610. maxMSAASamples: number;
  29611. /** Defines if the blend min max extension is supported */
  29612. blendMinMax: boolean;
  29613. }
  29614. }
  29615. declare module "babylonjs/States/depthCullingState" {
  29616. import { Nullable } from "babylonjs/types";
  29617. /**
  29618. * @hidden
  29619. **/
  29620. export class DepthCullingState {
  29621. private _isDepthTestDirty;
  29622. private _isDepthMaskDirty;
  29623. private _isDepthFuncDirty;
  29624. private _isCullFaceDirty;
  29625. private _isCullDirty;
  29626. private _isZOffsetDirty;
  29627. private _isFrontFaceDirty;
  29628. private _depthTest;
  29629. private _depthMask;
  29630. private _depthFunc;
  29631. private _cull;
  29632. private _cullFace;
  29633. private _zOffset;
  29634. private _frontFace;
  29635. /**
  29636. * Initializes the state.
  29637. */
  29638. constructor();
  29639. readonly isDirty: boolean;
  29640. zOffset: number;
  29641. cullFace: Nullable<number>;
  29642. cull: Nullable<boolean>;
  29643. depthFunc: Nullable<number>;
  29644. depthMask: boolean;
  29645. depthTest: boolean;
  29646. frontFace: Nullable<number>;
  29647. reset(): void;
  29648. apply(gl: WebGLRenderingContext): void;
  29649. }
  29650. }
  29651. declare module "babylonjs/States/stencilState" {
  29652. /**
  29653. * @hidden
  29654. **/
  29655. export class StencilState {
  29656. /** 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 */
  29657. static readonly ALWAYS: number;
  29658. /** Passed to stencilOperation to specify that stencil value must be kept */
  29659. static readonly KEEP: number;
  29660. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29661. static readonly REPLACE: number;
  29662. private _isStencilTestDirty;
  29663. private _isStencilMaskDirty;
  29664. private _isStencilFuncDirty;
  29665. private _isStencilOpDirty;
  29666. private _stencilTest;
  29667. private _stencilMask;
  29668. private _stencilFunc;
  29669. private _stencilFuncRef;
  29670. private _stencilFuncMask;
  29671. private _stencilOpStencilFail;
  29672. private _stencilOpDepthFail;
  29673. private _stencilOpStencilDepthPass;
  29674. readonly isDirty: boolean;
  29675. stencilFunc: number;
  29676. stencilFuncRef: number;
  29677. stencilFuncMask: number;
  29678. stencilOpStencilFail: number;
  29679. stencilOpDepthFail: number;
  29680. stencilOpStencilDepthPass: number;
  29681. stencilMask: number;
  29682. stencilTest: boolean;
  29683. constructor();
  29684. reset(): void;
  29685. apply(gl: WebGLRenderingContext): void;
  29686. }
  29687. }
  29688. declare module "babylonjs/States/alphaCullingState" {
  29689. /**
  29690. * @hidden
  29691. **/
  29692. export class AlphaState {
  29693. private _isAlphaBlendDirty;
  29694. private _isBlendFunctionParametersDirty;
  29695. private _isBlendEquationParametersDirty;
  29696. private _isBlendConstantsDirty;
  29697. private _alphaBlend;
  29698. private _blendFunctionParameters;
  29699. private _blendEquationParameters;
  29700. private _blendConstants;
  29701. /**
  29702. * Initializes the state.
  29703. */
  29704. constructor();
  29705. readonly isDirty: boolean;
  29706. alphaBlend: boolean;
  29707. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29708. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29709. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29710. reset(): void;
  29711. apply(gl: WebGLRenderingContext): void;
  29712. }
  29713. }
  29714. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29715. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29716. /** @hidden */
  29717. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29718. attributeProcessor(attribute: string): string;
  29719. varyingProcessor(varying: string, isFragment: boolean): string;
  29720. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29721. }
  29722. }
  29723. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29724. /**
  29725. * Interface for attribute information associated with buffer instanciation
  29726. */
  29727. export interface InstancingAttributeInfo {
  29728. /**
  29729. * Index/offset of the attribute in the vertex shader
  29730. */
  29731. index: number;
  29732. /**
  29733. * size of the attribute, 1, 2, 3 or 4
  29734. */
  29735. attributeSize: number;
  29736. /**
  29737. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29738. * default is FLOAT
  29739. */
  29740. attributeType: number;
  29741. /**
  29742. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29743. */
  29744. normalized: boolean;
  29745. /**
  29746. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29747. */
  29748. offset: number;
  29749. /**
  29750. * Name of the GLSL attribute, for debugging purpose only
  29751. */
  29752. attributeName: string;
  29753. }
  29754. }
  29755. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29756. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29757. import { Nullable } from "babylonjs/types";
  29758. module "babylonjs/Engines/thinEngine" {
  29759. interface ThinEngine {
  29760. /**
  29761. * Update a video texture
  29762. * @param texture defines the texture to update
  29763. * @param video defines the video element to use
  29764. * @param invertY defines if data must be stored with Y axis inverted
  29765. */
  29766. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29767. }
  29768. }
  29769. }
  29770. declare module "babylonjs/Materials/Textures/videoTexture" {
  29771. import { Observable } from "babylonjs/Misc/observable";
  29772. import { Nullable } from "babylonjs/types";
  29773. import { Scene } from "babylonjs/scene";
  29774. import { Texture } from "babylonjs/Materials/Textures/texture";
  29775. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29776. /**
  29777. * Settings for finer control over video usage
  29778. */
  29779. export interface VideoTextureSettings {
  29780. /**
  29781. * Applies `autoplay` to video, if specified
  29782. */
  29783. autoPlay?: boolean;
  29784. /**
  29785. * Applies `loop` to video, if specified
  29786. */
  29787. loop?: boolean;
  29788. /**
  29789. * Automatically updates internal texture from video at every frame in the render loop
  29790. */
  29791. autoUpdateTexture: boolean;
  29792. /**
  29793. * Image src displayed during the video loading or until the user interacts with the video.
  29794. */
  29795. poster?: string;
  29796. }
  29797. /**
  29798. * If you want to display a video in your scene, this is the special texture for that.
  29799. * This special texture works similar to other textures, with the exception of a few parameters.
  29800. * @see https://doc.babylonjs.com/how_to/video_texture
  29801. */
  29802. export class VideoTexture extends Texture {
  29803. /**
  29804. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29805. */
  29806. readonly autoUpdateTexture: boolean;
  29807. /**
  29808. * The video instance used by the texture internally
  29809. */
  29810. readonly video: HTMLVideoElement;
  29811. private _onUserActionRequestedObservable;
  29812. /**
  29813. * Event triggerd when a dom action is required by the user to play the video.
  29814. * This happens due to recent changes in browser policies preventing video to auto start.
  29815. */
  29816. readonly onUserActionRequestedObservable: Observable<Texture>;
  29817. private _generateMipMaps;
  29818. private _engine;
  29819. private _stillImageCaptured;
  29820. private _displayingPosterTexture;
  29821. private _settings;
  29822. private _createInternalTextureOnEvent;
  29823. private _frameId;
  29824. /**
  29825. * Creates a video texture.
  29826. * If you want to display a video in your scene, this is the special texture for that.
  29827. * This special texture works similar to other textures, with the exception of a few parameters.
  29828. * @see https://doc.babylonjs.com/how_to/video_texture
  29829. * @param name optional name, will detect from video source, if not defined
  29830. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  29831. * @param scene is obviously the current scene.
  29832. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  29833. * @param invertY is false by default but can be used to invert video on Y axis
  29834. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  29835. * @param settings allows finer control over video usage
  29836. */
  29837. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  29838. private _getName;
  29839. private _getVideo;
  29840. private _createInternalTexture;
  29841. private reset;
  29842. /**
  29843. * @hidden Internal method to initiate `update`.
  29844. */
  29845. _rebuild(): void;
  29846. /**
  29847. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  29848. */
  29849. update(): void;
  29850. /**
  29851. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  29852. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  29853. */
  29854. updateTexture(isVisible: boolean): void;
  29855. protected _updateInternalTexture: () => void;
  29856. /**
  29857. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  29858. * @param url New url.
  29859. */
  29860. updateURL(url: string): void;
  29861. /**
  29862. * Dispose the texture and release its associated resources.
  29863. */
  29864. dispose(): void;
  29865. /**
  29866. * Creates a video texture straight from a stream.
  29867. * @param scene Define the scene the texture should be created in
  29868. * @param stream Define the stream the texture should be created from
  29869. * @returns The created video texture as a promise
  29870. */
  29871. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  29872. /**
  29873. * Creates a video texture straight from your WebCam video feed.
  29874. * @param scene Define the scene the texture should be created in
  29875. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29876. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29877. * @returns The created video texture as a promise
  29878. */
  29879. static CreateFromWebCamAsync(scene: Scene, constraints: {
  29880. minWidth: number;
  29881. maxWidth: number;
  29882. minHeight: number;
  29883. maxHeight: number;
  29884. deviceId: string;
  29885. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  29886. /**
  29887. * Creates a video texture straight from your WebCam video feed.
  29888. * @param scene Define the scene the texture should be created in
  29889. * @param onReady Define a callback to triggered once the texture will be ready
  29890. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29891. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29892. */
  29893. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  29894. minWidth: number;
  29895. maxWidth: number;
  29896. minHeight: number;
  29897. maxHeight: number;
  29898. deviceId: string;
  29899. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  29900. }
  29901. }
  29902. declare module "babylonjs/Engines/thinEngine" {
  29903. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  29904. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  29905. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29906. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  29907. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  29908. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  29909. import { Observable } from "babylonjs/Misc/observable";
  29910. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  29911. import { StencilState } from "babylonjs/States/stencilState";
  29912. import { AlphaState } from "babylonjs/States/alphaCullingState";
  29913. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29914. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  29915. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29916. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  29917. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29918. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  29919. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  29920. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  29921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29922. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  29923. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29924. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  29925. /**
  29926. * Defines the interface used by objects working like Scene
  29927. * @hidden
  29928. */
  29929. interface ISceneLike {
  29930. _addPendingData(data: any): void;
  29931. _removePendingData(data: any): void;
  29932. offlineProvider: IOfflineProvider;
  29933. }
  29934. /** Interface defining initialization parameters for Engine class */
  29935. export interface EngineOptions extends WebGLContextAttributes {
  29936. /**
  29937. * Defines if the engine should no exceed a specified device ratio
  29938. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  29939. */
  29940. limitDeviceRatio?: number;
  29941. /**
  29942. * Defines if webvr should be enabled automatically
  29943. * @see http://doc.babylonjs.com/how_to/webvr_camera
  29944. */
  29945. autoEnableWebVR?: boolean;
  29946. /**
  29947. * Defines if webgl2 should be turned off even if supported
  29948. * @see http://doc.babylonjs.com/features/webgl2
  29949. */
  29950. disableWebGL2Support?: boolean;
  29951. /**
  29952. * Defines if webaudio should be initialized as well
  29953. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29954. */
  29955. audioEngine?: boolean;
  29956. /**
  29957. * Defines if animations should run using a deterministic lock step
  29958. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29959. */
  29960. deterministicLockstep?: boolean;
  29961. /** Defines the maximum steps to use with deterministic lock step mode */
  29962. lockstepMaxSteps?: number;
  29963. /**
  29964. * Defines that engine should ignore context lost events
  29965. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  29966. */
  29967. doNotHandleContextLost?: boolean;
  29968. /**
  29969. * Defines that engine should ignore modifying touch action attribute and style
  29970. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  29971. */
  29972. doNotHandleTouchAction?: boolean;
  29973. /**
  29974. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  29975. */
  29976. useHighPrecisionFloats?: boolean;
  29977. }
  29978. /**
  29979. * The base engine class (root of all engines)
  29980. */
  29981. export class ThinEngine {
  29982. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  29983. static ExceptionList: ({
  29984. key: string;
  29985. capture: string;
  29986. captureConstraint: number;
  29987. targets: string[];
  29988. } | {
  29989. key: string;
  29990. capture: null;
  29991. captureConstraint: null;
  29992. targets: string[];
  29993. })[];
  29994. /** @hidden */
  29995. static _TextureLoaders: IInternalTextureLoader[];
  29996. /**
  29997. * Returns the current npm package of the sdk
  29998. */
  29999. static readonly NpmPackage: string;
  30000. /**
  30001. * Returns the current version of the framework
  30002. */
  30003. static readonly Version: string;
  30004. /**
  30005. * Returns a string describing the current engine
  30006. */
  30007. readonly description: string;
  30008. /**
  30009. * Gets or sets the epsilon value used by collision engine
  30010. */
  30011. static CollisionsEpsilon: number;
  30012. /**
  30013. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30014. */
  30015. static ShadersRepository: string;
  30016. /** @hidden */
  30017. _shaderProcessor: IShaderProcessor;
  30018. /**
  30019. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30020. */
  30021. forcePOTTextures: boolean;
  30022. /**
  30023. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30024. */
  30025. isFullscreen: boolean;
  30026. /**
  30027. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30028. */
  30029. cullBackFaces: boolean;
  30030. /**
  30031. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30032. */
  30033. renderEvenInBackground: boolean;
  30034. /**
  30035. * Gets or sets a boolean indicating that cache can be kept between frames
  30036. */
  30037. preventCacheWipeBetweenFrames: boolean;
  30038. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30039. validateShaderPrograms: boolean;
  30040. /**
  30041. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30042. */
  30043. disableUniformBuffers: boolean;
  30044. /** @hidden */
  30045. _uniformBuffers: UniformBuffer[];
  30046. /**
  30047. * Gets a boolean indicating that the engine supports uniform buffers
  30048. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30049. */
  30050. readonly supportsUniformBuffers: boolean;
  30051. /** @hidden */
  30052. _gl: WebGLRenderingContext;
  30053. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30054. protected _windowIsBackground: boolean;
  30055. protected _webGLVersion: number;
  30056. protected _creationOptions: EngineOptions;
  30057. protected _highPrecisionShadersAllowed: boolean;
  30058. /** @hidden */
  30059. readonly _shouldUseHighPrecisionShader: boolean;
  30060. /**
  30061. * Gets a boolean indicating that only power of 2 textures are supported
  30062. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30063. */
  30064. readonly needPOTTextures: boolean;
  30065. /** @hidden */
  30066. _badOS: boolean;
  30067. /** @hidden */
  30068. _badDesktopOS: boolean;
  30069. private _hardwareScalingLevel;
  30070. /** @hidden */
  30071. _caps: EngineCapabilities;
  30072. private _isStencilEnable;
  30073. protected _colorWrite: boolean;
  30074. private _glVersion;
  30075. private _glRenderer;
  30076. private _glVendor;
  30077. /** @hidden */
  30078. _videoTextureSupported: boolean;
  30079. protected _renderingQueueLaunched: boolean;
  30080. protected _activeRenderLoops: (() => void)[];
  30081. /**
  30082. * Observable signaled when a context lost event is raised
  30083. */
  30084. onContextLostObservable: Observable<ThinEngine>;
  30085. /**
  30086. * Observable signaled when a context restored event is raised
  30087. */
  30088. onContextRestoredObservable: Observable<ThinEngine>;
  30089. private _onContextLost;
  30090. private _onContextRestored;
  30091. protected _contextWasLost: boolean;
  30092. /** @hidden */
  30093. _doNotHandleContextLost: boolean;
  30094. /**
  30095. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30096. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30097. */
  30098. doNotHandleContextLost: boolean;
  30099. /**
  30100. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30101. */
  30102. disableVertexArrayObjects: boolean;
  30103. /** @hidden */
  30104. protected _depthCullingState: DepthCullingState;
  30105. /** @hidden */
  30106. protected _stencilState: StencilState;
  30107. /** @hidden */
  30108. protected _alphaState: AlphaState;
  30109. /** @hidden */
  30110. _internalTexturesCache: InternalTexture[];
  30111. /** @hidden */
  30112. protected _activeChannel: number;
  30113. private _currentTextureChannel;
  30114. /** @hidden */
  30115. protected _boundTexturesCache: {
  30116. [key: string]: Nullable<InternalTexture>;
  30117. };
  30118. /** @hidden */
  30119. protected _currentEffect: Nullable<Effect>;
  30120. /** @hidden */
  30121. protected _currentProgram: Nullable<WebGLProgram>;
  30122. private _compiledEffects;
  30123. private _vertexAttribArraysEnabled;
  30124. /** @hidden */
  30125. protected _cachedViewport: Nullable<IViewportLike>;
  30126. private _cachedVertexArrayObject;
  30127. /** @hidden */
  30128. protected _cachedVertexBuffers: any;
  30129. /** @hidden */
  30130. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30131. /** @hidden */
  30132. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30133. /** @hidden */
  30134. _currentRenderTarget: Nullable<InternalTexture>;
  30135. private _uintIndicesCurrentlySet;
  30136. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30137. /** @hidden */
  30138. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30139. private _currentBufferPointers;
  30140. private _currentInstanceLocations;
  30141. private _currentInstanceBuffers;
  30142. private _textureUnits;
  30143. /** @hidden */
  30144. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30145. /** @hidden */
  30146. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30147. /** @hidden */
  30148. _bindedRenderFunction: any;
  30149. private _vaoRecordInProgress;
  30150. private _mustWipeVertexAttributes;
  30151. private _emptyTexture;
  30152. private _emptyCubeTexture;
  30153. private _emptyTexture3D;
  30154. /** @hidden */
  30155. _frameHandler: number;
  30156. private _nextFreeTextureSlots;
  30157. private _maxSimultaneousTextures;
  30158. private _activeRequests;
  30159. protected _texturesSupported: string[];
  30160. /** @hidden */
  30161. _textureFormatInUse: Nullable<string>;
  30162. protected readonly _supportsHardwareTextureRescaling: boolean;
  30163. /**
  30164. * Gets the list of texture formats supported
  30165. */
  30166. readonly texturesSupported: Array<string>;
  30167. /**
  30168. * Gets the list of texture formats in use
  30169. */
  30170. readonly textureFormatInUse: Nullable<string>;
  30171. /**
  30172. * Gets the current viewport
  30173. */
  30174. readonly currentViewport: Nullable<IViewportLike>;
  30175. /**
  30176. * Gets the default empty texture
  30177. */
  30178. readonly emptyTexture: InternalTexture;
  30179. /**
  30180. * Gets the default empty 3D texture
  30181. */
  30182. readonly emptyTexture3D: InternalTexture;
  30183. /**
  30184. * Gets the default empty cube texture
  30185. */
  30186. readonly emptyCubeTexture: InternalTexture;
  30187. /**
  30188. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30189. */
  30190. readonly premultipliedAlpha: boolean;
  30191. /**
  30192. * Observable event triggered before each texture is initialized
  30193. */
  30194. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30195. /**
  30196. * Creates a new engine
  30197. * @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
  30198. * @param antialias defines enable antialiasing (default: false)
  30199. * @param options defines further options to be sent to the getContext() function
  30200. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30201. */
  30202. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30203. private _rebuildInternalTextures;
  30204. private _rebuildEffects;
  30205. /**
  30206. * Gets a boolean indicating if all created effects are ready
  30207. * @returns true if all effects are ready
  30208. */
  30209. areAllEffectsReady(): boolean;
  30210. protected _rebuildBuffers(): void;
  30211. private _initGLContext;
  30212. /**
  30213. * Gets version of the current webGL context
  30214. */
  30215. readonly webGLVersion: number;
  30216. /**
  30217. * Gets a string idenfifying the name of the class
  30218. * @returns "Engine" string
  30219. */
  30220. getClassName(): string;
  30221. /**
  30222. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30223. */
  30224. readonly isStencilEnable: boolean;
  30225. /** @hidden */
  30226. _prepareWorkingCanvas(): void;
  30227. /**
  30228. * Reset the texture cache to empty state
  30229. */
  30230. resetTextureCache(): void;
  30231. /**
  30232. * Gets an object containing information about the current webGL context
  30233. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30234. */
  30235. getGlInfo(): {
  30236. vendor: string;
  30237. renderer: string;
  30238. version: string;
  30239. };
  30240. /**
  30241. * Defines the hardware scaling level.
  30242. * By default the hardware scaling level is computed from the window device ratio.
  30243. * 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.
  30244. * @param level defines the level to use
  30245. */
  30246. setHardwareScalingLevel(level: number): void;
  30247. /**
  30248. * Gets the current hardware scaling level.
  30249. * By default the hardware scaling level is computed from the window device ratio.
  30250. * 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.
  30251. * @returns a number indicating the current hardware scaling level
  30252. */
  30253. getHardwareScalingLevel(): number;
  30254. /**
  30255. * Gets the list of loaded textures
  30256. * @returns an array containing all loaded textures
  30257. */
  30258. getLoadedTexturesCache(): InternalTexture[];
  30259. /**
  30260. * Gets the object containing all engine capabilities
  30261. * @returns the EngineCapabilities object
  30262. */
  30263. getCaps(): EngineCapabilities;
  30264. /**
  30265. * stop executing a render loop function and remove it from the execution array
  30266. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30267. */
  30268. stopRenderLoop(renderFunction?: () => void): void;
  30269. /** @hidden */
  30270. _renderLoop(): void;
  30271. /**
  30272. * Gets the HTML canvas attached with the current webGL context
  30273. * @returns a HTML canvas
  30274. */
  30275. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30276. /**
  30277. * Gets host window
  30278. * @returns the host window object
  30279. */
  30280. getHostWindow(): Nullable<Window>;
  30281. /**
  30282. * Gets the current render width
  30283. * @param useScreen defines if screen size must be used (or the current render target if any)
  30284. * @returns a number defining the current render width
  30285. */
  30286. getRenderWidth(useScreen?: boolean): number;
  30287. /**
  30288. * Gets the current render height
  30289. * @param useScreen defines if screen size must be used (or the current render target if any)
  30290. * @returns a number defining the current render height
  30291. */
  30292. getRenderHeight(useScreen?: boolean): number;
  30293. /**
  30294. * Can be used to override the current requestAnimationFrame requester.
  30295. * @hidden
  30296. */
  30297. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30298. /**
  30299. * Register and execute a render loop. The engine can have more than one render function
  30300. * @param renderFunction defines the function to continuously execute
  30301. */
  30302. runRenderLoop(renderFunction: () => void): void;
  30303. /**
  30304. * Clear the current render buffer or the current render target (if any is set up)
  30305. * @param color defines the color to use
  30306. * @param backBuffer defines if the back buffer must be cleared
  30307. * @param depth defines if the depth buffer must be cleared
  30308. * @param stencil defines if the stencil buffer must be cleared
  30309. */
  30310. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30311. private _viewportCached;
  30312. /** @hidden */
  30313. _viewport(x: number, y: number, width: number, height: number): void;
  30314. /**
  30315. * Set the WebGL's viewport
  30316. * @param viewport defines the viewport element to be used
  30317. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30318. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30319. */
  30320. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30321. /**
  30322. * Begin a new frame
  30323. */
  30324. beginFrame(): void;
  30325. /**
  30326. * Enf the current frame
  30327. */
  30328. endFrame(): void;
  30329. /**
  30330. * Resize the view according to the canvas' size
  30331. */
  30332. resize(): void;
  30333. /**
  30334. * Force a specific size of the canvas
  30335. * @param width defines the new canvas' width
  30336. * @param height defines the new canvas' height
  30337. */
  30338. setSize(width: number, height: number): void;
  30339. /**
  30340. * Binds the frame buffer to the specified texture.
  30341. * @param texture The texture to render to or null for the default canvas
  30342. * @param faceIndex The face of the texture to render to in case of cube texture
  30343. * @param requiredWidth The width of the target to render to
  30344. * @param requiredHeight The height of the target to render to
  30345. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30346. * @param depthStencilTexture The depth stencil texture to use to render
  30347. * @param lodLevel defines le lod level to bind to the frame buffer
  30348. */
  30349. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30350. /** @hidden */
  30351. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30352. /**
  30353. * Unbind the current render target texture from the webGL context
  30354. * @param texture defines the render target texture to unbind
  30355. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30356. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30357. */
  30358. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30359. /**
  30360. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30361. */
  30362. flushFramebuffer(): void;
  30363. /**
  30364. * Unbind the current render target and bind the default framebuffer
  30365. */
  30366. restoreDefaultFramebuffer(): void;
  30367. /** @hidden */
  30368. protected _resetVertexBufferBinding(): void;
  30369. /**
  30370. * Creates a vertex buffer
  30371. * @param data the data for the vertex buffer
  30372. * @returns the new WebGL static buffer
  30373. */
  30374. createVertexBuffer(data: DataArray): DataBuffer;
  30375. private _createVertexBuffer;
  30376. /**
  30377. * Creates a dynamic vertex buffer
  30378. * @param data the data for the dynamic vertex buffer
  30379. * @returns the new WebGL dynamic buffer
  30380. */
  30381. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30382. protected _resetIndexBufferBinding(): void;
  30383. /**
  30384. * Creates a new index buffer
  30385. * @param indices defines the content of the index buffer
  30386. * @param updatable defines if the index buffer must be updatable
  30387. * @returns a new webGL buffer
  30388. */
  30389. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30390. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30391. /**
  30392. * Bind a webGL buffer to the webGL context
  30393. * @param buffer defines the buffer to bind
  30394. */
  30395. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30396. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30397. private bindBuffer;
  30398. /**
  30399. * update the bound buffer with the given data
  30400. * @param data defines the data to update
  30401. */
  30402. updateArrayBuffer(data: Float32Array): void;
  30403. private _vertexAttribPointer;
  30404. private _bindIndexBufferWithCache;
  30405. private _bindVertexBuffersAttributes;
  30406. /**
  30407. * Records a vertex array object
  30408. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30409. * @param vertexBuffers defines the list of vertex buffers to store
  30410. * @param indexBuffer defines the index buffer to store
  30411. * @param effect defines the effect to store
  30412. * @returns the new vertex array object
  30413. */
  30414. recordVertexArrayObject(vertexBuffers: {
  30415. [key: string]: VertexBuffer;
  30416. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30417. /**
  30418. * Bind a specific vertex array object
  30419. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30420. * @param vertexArrayObject defines the vertex array object to bind
  30421. * @param indexBuffer defines the index buffer to bind
  30422. */
  30423. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30424. /**
  30425. * Bind webGl buffers directly to the webGL context
  30426. * @param vertexBuffer defines the vertex buffer to bind
  30427. * @param indexBuffer defines the index buffer to bind
  30428. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30429. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30430. * @param effect defines the effect associated with the vertex buffer
  30431. */
  30432. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30433. private _unbindVertexArrayObject;
  30434. /**
  30435. * Bind a list of vertex buffers to the webGL context
  30436. * @param vertexBuffers defines the list of vertex buffers to bind
  30437. * @param indexBuffer defines the index buffer to bind
  30438. * @param effect defines the effect associated with the vertex buffers
  30439. */
  30440. bindBuffers(vertexBuffers: {
  30441. [key: string]: Nullable<VertexBuffer>;
  30442. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30443. /**
  30444. * Unbind all instance attributes
  30445. */
  30446. unbindInstanceAttributes(): void;
  30447. /**
  30448. * Release and free the memory of a vertex array object
  30449. * @param vao defines the vertex array object to delete
  30450. */
  30451. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30452. /** @hidden */
  30453. _releaseBuffer(buffer: DataBuffer): boolean;
  30454. protected _deleteBuffer(buffer: DataBuffer): void;
  30455. /**
  30456. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30457. * @param instancesBuffer defines the webGL buffer to update and bind
  30458. * @param data defines the data to store in the buffer
  30459. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30460. */
  30461. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30462. /**
  30463. * Apply all cached states (depth, culling, stencil and alpha)
  30464. */
  30465. applyStates(): void;
  30466. /**
  30467. * Send a draw order
  30468. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30469. * @param indexStart defines the starting index
  30470. * @param indexCount defines the number of index to draw
  30471. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30472. */
  30473. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30474. /**
  30475. * Draw a list of points
  30476. * @param verticesStart defines the index of first vertex to draw
  30477. * @param verticesCount defines the count of vertices to draw
  30478. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30479. */
  30480. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30481. /**
  30482. * Draw a list of unindexed primitives
  30483. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30484. * @param verticesStart defines the index of first vertex to draw
  30485. * @param verticesCount defines the count of vertices to draw
  30486. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30487. */
  30488. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30489. /**
  30490. * Draw a list of indexed primitives
  30491. * @param fillMode defines the primitive to use
  30492. * @param indexStart defines the starting index
  30493. * @param indexCount defines the number of index to draw
  30494. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30495. */
  30496. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30497. /**
  30498. * Draw a list of unindexed primitives
  30499. * @param fillMode defines the primitive to use
  30500. * @param verticesStart defines the index of first vertex to draw
  30501. * @param verticesCount defines the count of vertices to draw
  30502. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30503. */
  30504. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30505. private _drawMode;
  30506. /** @hidden */
  30507. protected _reportDrawCall(): void;
  30508. /** @hidden */
  30509. _releaseEffect(effect: Effect): void;
  30510. /** @hidden */
  30511. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30512. /**
  30513. * Create a new effect (used to store vertex/fragment shaders)
  30514. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30515. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30516. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30517. * @param samplers defines an array of string used to represent textures
  30518. * @param defines defines the string containing the defines to use to compile the shaders
  30519. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30520. * @param onCompiled defines a function to call when the effect creation is successful
  30521. * @param onError defines a function to call when the effect creation has failed
  30522. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30523. * @returns the new Effect
  30524. */
  30525. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30526. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30527. private _compileShader;
  30528. private _compileRawShader;
  30529. /**
  30530. * Directly creates a webGL program
  30531. * @param pipelineContext defines the pipeline context to attach to
  30532. * @param vertexCode defines the vertex shader code to use
  30533. * @param fragmentCode defines the fragment shader code to use
  30534. * @param context defines the webGL context to use (if not set, the current one will be used)
  30535. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30536. * @returns the new webGL program
  30537. */
  30538. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30539. /**
  30540. * Creates a webGL program
  30541. * @param pipelineContext defines the pipeline context to attach to
  30542. * @param vertexCode defines the vertex shader code to use
  30543. * @param fragmentCode defines the fragment shader code to use
  30544. * @param defines defines the string containing the defines to use to compile the shaders
  30545. * @param context defines the webGL context to use (if not set, the current one will be used)
  30546. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30547. * @returns the new webGL program
  30548. */
  30549. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30550. /**
  30551. * Creates a new pipeline context
  30552. * @returns the new pipeline
  30553. */
  30554. createPipelineContext(): IPipelineContext;
  30555. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30556. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30557. /** @hidden */
  30558. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30559. /** @hidden */
  30560. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30561. /** @hidden */
  30562. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30563. /**
  30564. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30565. * @param pipelineContext defines the pipeline context to use
  30566. * @param uniformsNames defines the list of uniform names
  30567. * @returns an array of webGL uniform locations
  30568. */
  30569. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30570. /**
  30571. * Gets the lsit of active attributes for a given webGL program
  30572. * @param pipelineContext defines the pipeline context to use
  30573. * @param attributesNames defines the list of attribute names to get
  30574. * @returns an array of indices indicating the offset of each attribute
  30575. */
  30576. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30577. /**
  30578. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30579. * @param effect defines the effect to activate
  30580. */
  30581. enableEffect(effect: Nullable<Effect>): void;
  30582. /**
  30583. * Set the value of an uniform to a number (int)
  30584. * @param uniform defines the webGL uniform location where to store the value
  30585. * @param value defines the int number to store
  30586. */
  30587. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30588. /**
  30589. * Set the value of an uniform to an array of int32
  30590. * @param uniform defines the webGL uniform location where to store the value
  30591. * @param array defines the array of int32 to store
  30592. */
  30593. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30594. /**
  30595. * Set the value of an uniform to an array of int32 (stored as vec2)
  30596. * @param uniform defines the webGL uniform location where to store the value
  30597. * @param array defines the array of int32 to store
  30598. */
  30599. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30600. /**
  30601. * Set the value of an uniform to an array of int32 (stored as vec3)
  30602. * @param uniform defines the webGL uniform location where to store the value
  30603. * @param array defines the array of int32 to store
  30604. */
  30605. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30606. /**
  30607. * Set the value of an uniform to an array of int32 (stored as vec4)
  30608. * @param uniform defines the webGL uniform location where to store the value
  30609. * @param array defines the array of int32 to store
  30610. */
  30611. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30612. /**
  30613. * Set the value of an uniform to an array of number
  30614. * @param uniform defines the webGL uniform location where to store the value
  30615. * @param array defines the array of number to store
  30616. */
  30617. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30618. /**
  30619. * Set the value of an uniform to an array of number (stored as vec2)
  30620. * @param uniform defines the webGL uniform location where to store the value
  30621. * @param array defines the array of number to store
  30622. */
  30623. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30624. /**
  30625. * Set the value of an uniform to an array of number (stored as vec3)
  30626. * @param uniform defines the webGL uniform location where to store the value
  30627. * @param array defines the array of number to store
  30628. */
  30629. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30630. /**
  30631. * Set the value of an uniform to an array of number (stored as vec4)
  30632. * @param uniform defines the webGL uniform location where to store the value
  30633. * @param array defines the array of number to store
  30634. */
  30635. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30636. /**
  30637. * Set the value of an uniform to an array of float32 (stored as matrices)
  30638. * @param uniform defines the webGL uniform location where to store the value
  30639. * @param matrices defines the array of float32 to store
  30640. */
  30641. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30642. /**
  30643. * Set the value of an uniform to a matrix (3x3)
  30644. * @param uniform defines the webGL uniform location where to store the value
  30645. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30646. */
  30647. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30648. /**
  30649. * Set the value of an uniform to a matrix (2x2)
  30650. * @param uniform defines the webGL uniform location where to store the value
  30651. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30652. */
  30653. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30654. /**
  30655. * Set the value of an uniform to a number (float)
  30656. * @param uniform defines the webGL uniform location where to store the value
  30657. * @param value defines the float number to store
  30658. */
  30659. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30660. /**
  30661. * Set the value of an uniform to a vec2
  30662. * @param uniform defines the webGL uniform location where to store the value
  30663. * @param x defines the 1st component of the value
  30664. * @param y defines the 2nd component of the value
  30665. */
  30666. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30667. /**
  30668. * Set the value of an uniform to a vec3
  30669. * @param uniform defines the webGL uniform location where to store the value
  30670. * @param x defines the 1st component of the value
  30671. * @param y defines the 2nd component of the value
  30672. * @param z defines the 3rd component of the value
  30673. */
  30674. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30675. /**
  30676. * Set the value of an uniform to a vec4
  30677. * @param uniform defines the webGL uniform location where to store the value
  30678. * @param x defines the 1st component of the value
  30679. * @param y defines the 2nd component of the value
  30680. * @param z defines the 3rd component of the value
  30681. * @param w defines the 4th component of the value
  30682. */
  30683. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30684. /**
  30685. * Gets the depth culling state manager
  30686. */
  30687. readonly depthCullingState: DepthCullingState;
  30688. /**
  30689. * Gets the alpha state manager
  30690. */
  30691. readonly alphaState: AlphaState;
  30692. /**
  30693. * Gets the stencil state manager
  30694. */
  30695. readonly stencilState: StencilState;
  30696. /**
  30697. * Clears the list of texture accessible through engine.
  30698. * This can help preventing texture load conflict due to name collision.
  30699. */
  30700. clearInternalTexturesCache(): void;
  30701. /**
  30702. * Force the entire cache to be cleared
  30703. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30704. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30705. */
  30706. wipeCaches(bruteForce?: boolean): void;
  30707. /** @hidden */
  30708. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30709. min: number;
  30710. mag: number;
  30711. };
  30712. /** @hidden */
  30713. _createTexture(): WebGLTexture;
  30714. /**
  30715. * Usually called from Texture.ts.
  30716. * Passed information to create a WebGLTexture
  30717. * @param urlArg defines a value which contains one of the following:
  30718. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30719. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30720. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30721. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30722. * @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)
  30723. * @param scene needed for loading to the correct scene
  30724. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30725. * @param onLoad optional callback to be called upon successful completion
  30726. * @param onError optional callback to be called upon failure
  30727. * @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
  30728. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30729. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30730. * @param forcedExtension defines the extension to use to pick the right loader
  30731. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30732. * @param mimeType defines an optional mime type
  30733. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30734. */
  30735. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  30736. /**
  30737. * @hidden
  30738. */
  30739. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30740. /**
  30741. * Creates a raw texture
  30742. * @param data defines the data to store in the texture
  30743. * @param width defines the width of the texture
  30744. * @param height defines the height of the texture
  30745. * @param format defines the format of the data
  30746. * @param generateMipMaps defines if the engine should generate the mip levels
  30747. * @param invertY defines if data must be stored with Y axis inverted
  30748. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30749. * @param compression defines the compression used (null by default)
  30750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30751. * @returns the raw texture inside an InternalTexture
  30752. */
  30753. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30754. /**
  30755. * Creates a new raw cube texture
  30756. * @param data defines the array of data to use to create each face
  30757. * @param size defines the size of the textures
  30758. * @param format defines the format of the data
  30759. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30760. * @param generateMipMaps defines if the engine should generate the mip levels
  30761. * @param invertY defines if data must be stored with Y axis inverted
  30762. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30763. * @param compression defines the compression used (null by default)
  30764. * @returns the cube texture as an InternalTexture
  30765. */
  30766. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30767. /**
  30768. * Creates a new raw 3D texture
  30769. * @param data defines the data used to create the texture
  30770. * @param width defines the width of the texture
  30771. * @param height defines the height of the texture
  30772. * @param depth defines the depth of the texture
  30773. * @param format defines the format of the texture
  30774. * @param generateMipMaps defines if the engine must generate mip levels
  30775. * @param invertY defines if data must be stored with Y axis inverted
  30776. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30777. * @param compression defines the compressed used (can be null)
  30778. * @param textureType defines the compressed used (can be null)
  30779. * @returns a new raw 3D texture (stored in an InternalTexture)
  30780. */
  30781. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30782. private _unpackFlipYCached;
  30783. /**
  30784. * In case you are sharing the context with other applications, it might
  30785. * be interested to not cache the unpack flip y state to ensure a consistent
  30786. * value would be set.
  30787. */
  30788. enableUnpackFlipYCached: boolean;
  30789. /** @hidden */
  30790. _unpackFlipY(value: boolean): void;
  30791. /** @hidden */
  30792. _getUnpackAlignement(): number;
  30793. /**
  30794. * Update the sampling mode of a given texture
  30795. * @param samplingMode defines the required sampling mode
  30796. * @param texture defines the texture to update
  30797. */
  30798. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30799. /** @hidden */
  30800. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30801. width: number;
  30802. height: number;
  30803. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30804. /** @hidden */
  30805. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30806. /** @hidden */
  30807. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  30808. /** @hidden */
  30809. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30810. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  30811. private _prepareWebGLTexture;
  30812. /** @hidden */
  30813. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  30814. /** @hidden */
  30815. _releaseFramebufferObjects(texture: InternalTexture): void;
  30816. /** @hidden */
  30817. _releaseTexture(texture: InternalTexture): void;
  30818. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  30819. protected _setProgram(program: WebGLProgram): void;
  30820. protected _boundUniforms: {
  30821. [key: number]: WebGLUniformLocation;
  30822. };
  30823. /**
  30824. * Binds an effect to the webGL context
  30825. * @param effect defines the effect to bind
  30826. */
  30827. bindSamplers(effect: Effect): void;
  30828. private _activateCurrentTexture;
  30829. /** @hidden */
  30830. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  30831. /** @hidden */
  30832. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  30833. /**
  30834. * Unbind all textures from the webGL context
  30835. */
  30836. unbindAllTextures(): void;
  30837. /**
  30838. * Sets a texture to the according uniform.
  30839. * @param channel The texture channel
  30840. * @param uniform The uniform to set
  30841. * @param texture The texture to apply
  30842. */
  30843. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  30844. private _bindSamplerUniformToChannel;
  30845. private _getTextureWrapMode;
  30846. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  30847. /**
  30848. * Sets an array of texture to the webGL context
  30849. * @param channel defines the channel where the texture array must be set
  30850. * @param uniform defines the associated uniform location
  30851. * @param textures defines the array of textures to bind
  30852. */
  30853. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  30854. /** @hidden */
  30855. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  30856. private _setTextureParameterFloat;
  30857. private _setTextureParameterInteger;
  30858. /**
  30859. * Unbind all vertex attributes from the webGL context
  30860. */
  30861. unbindAllAttributes(): void;
  30862. /**
  30863. * 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
  30864. */
  30865. releaseEffects(): void;
  30866. /**
  30867. * Dispose and release all associated resources
  30868. */
  30869. dispose(): void;
  30870. /**
  30871. * Attach a new callback raised when context lost event is fired
  30872. * @param callback defines the callback to call
  30873. */
  30874. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30875. /**
  30876. * Attach a new callback raised when context restored event is fired
  30877. * @param callback defines the callback to call
  30878. */
  30879. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30880. /**
  30881. * Get the current error code of the webGL context
  30882. * @returns the error code
  30883. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  30884. */
  30885. getError(): number;
  30886. private _canRenderToFloatFramebuffer;
  30887. private _canRenderToHalfFloatFramebuffer;
  30888. private _canRenderToFramebuffer;
  30889. /** @hidden */
  30890. _getWebGLTextureType(type: number): number;
  30891. /** @hidden */
  30892. _getInternalFormat(format: number): number;
  30893. /** @hidden */
  30894. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  30895. /** @hidden */
  30896. _getRGBAMultiSampleBufferFormat(type: number): number;
  30897. /** @hidden */
  30898. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  30899. /**
  30900. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  30901. * @returns true if the engine can be created
  30902. * @ignorenaming
  30903. */
  30904. static isSupported(): boolean;
  30905. /**
  30906. * Find the next highest power of two.
  30907. * @param x Number to start search from.
  30908. * @return Next highest power of two.
  30909. */
  30910. static CeilingPOT(x: number): number;
  30911. /**
  30912. * Find the next lowest power of two.
  30913. * @param x Number to start search from.
  30914. * @return Next lowest power of two.
  30915. */
  30916. static FloorPOT(x: number): number;
  30917. /**
  30918. * Find the nearest power of two.
  30919. * @param x Number to start search from.
  30920. * @return Next nearest power of two.
  30921. */
  30922. static NearestPOT(x: number): number;
  30923. /**
  30924. * Get the closest exponent of two
  30925. * @param value defines the value to approximate
  30926. * @param max defines the maximum value to return
  30927. * @param mode defines how to define the closest value
  30928. * @returns closest exponent of two of the given value
  30929. */
  30930. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  30931. /**
  30932. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  30933. * @param func - the function to be called
  30934. * @param requester - the object that will request the next frame. Falls back to window.
  30935. * @returns frame number
  30936. */
  30937. static QueueNewFrame(func: () => void, requester?: any): number;
  30938. }
  30939. }
  30940. declare module "babylonjs/Maths/sphericalPolynomial" {
  30941. import { Vector3 } from "babylonjs/Maths/math.vector";
  30942. import { Color3 } from "babylonjs/Maths/math.color";
  30943. /**
  30944. * Class representing spherical harmonics coefficients to the 3rd degree
  30945. */
  30946. export class SphericalHarmonics {
  30947. /**
  30948. * Defines whether or not the harmonics have been prescaled for rendering.
  30949. */
  30950. preScaled: boolean;
  30951. /**
  30952. * The l0,0 coefficients of the spherical harmonics
  30953. */
  30954. l00: Vector3;
  30955. /**
  30956. * The l1,-1 coefficients of the spherical harmonics
  30957. */
  30958. l1_1: Vector3;
  30959. /**
  30960. * The l1,0 coefficients of the spherical harmonics
  30961. */
  30962. l10: Vector3;
  30963. /**
  30964. * The l1,1 coefficients of the spherical harmonics
  30965. */
  30966. l11: Vector3;
  30967. /**
  30968. * The l2,-2 coefficients of the spherical harmonics
  30969. */
  30970. l2_2: Vector3;
  30971. /**
  30972. * The l2,-1 coefficients of the spherical harmonics
  30973. */
  30974. l2_1: Vector3;
  30975. /**
  30976. * The l2,0 coefficients of the spherical harmonics
  30977. */
  30978. l20: Vector3;
  30979. /**
  30980. * The l2,1 coefficients of the spherical harmonics
  30981. */
  30982. l21: Vector3;
  30983. /**
  30984. * The l2,2 coefficients of the spherical harmonics
  30985. */
  30986. l22: Vector3;
  30987. /**
  30988. * Adds a light to the spherical harmonics
  30989. * @param direction the direction of the light
  30990. * @param color the color of the light
  30991. * @param deltaSolidAngle the delta solid angle of the light
  30992. */
  30993. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  30994. /**
  30995. * Scales the spherical harmonics by the given amount
  30996. * @param scale the amount to scale
  30997. */
  30998. scaleInPlace(scale: number): void;
  30999. /**
  31000. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31001. *
  31002. * ```
  31003. * E_lm = A_l * L_lm
  31004. * ```
  31005. *
  31006. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31007. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31008. * the scaling factors are given in equation 9.
  31009. */
  31010. convertIncidentRadianceToIrradiance(): void;
  31011. /**
  31012. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31013. *
  31014. * ```
  31015. * L = (1/pi) * E * rho
  31016. * ```
  31017. *
  31018. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31019. */
  31020. convertIrradianceToLambertianRadiance(): void;
  31021. /**
  31022. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31023. * required operations at run time.
  31024. *
  31025. * This is simply done by scaling back the SH with Ylm constants parameter.
  31026. * The trigonometric part being applied by the shader at run time.
  31027. */
  31028. preScaleForRendering(): void;
  31029. /**
  31030. * Constructs a spherical harmonics from an array.
  31031. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31032. * @returns the spherical harmonics
  31033. */
  31034. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31035. /**
  31036. * Gets the spherical harmonics from polynomial
  31037. * @param polynomial the spherical polynomial
  31038. * @returns the spherical harmonics
  31039. */
  31040. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31041. }
  31042. /**
  31043. * Class representing spherical polynomial coefficients to the 3rd degree
  31044. */
  31045. export class SphericalPolynomial {
  31046. private _harmonics;
  31047. /**
  31048. * The spherical harmonics used to create the polynomials.
  31049. */
  31050. readonly preScaledHarmonics: SphericalHarmonics;
  31051. /**
  31052. * The x coefficients of the spherical polynomial
  31053. */
  31054. x: Vector3;
  31055. /**
  31056. * The y coefficients of the spherical polynomial
  31057. */
  31058. y: Vector3;
  31059. /**
  31060. * The z coefficients of the spherical polynomial
  31061. */
  31062. z: Vector3;
  31063. /**
  31064. * The xx coefficients of the spherical polynomial
  31065. */
  31066. xx: Vector3;
  31067. /**
  31068. * The yy coefficients of the spherical polynomial
  31069. */
  31070. yy: Vector3;
  31071. /**
  31072. * The zz coefficients of the spherical polynomial
  31073. */
  31074. zz: Vector3;
  31075. /**
  31076. * The xy coefficients of the spherical polynomial
  31077. */
  31078. xy: Vector3;
  31079. /**
  31080. * The yz coefficients of the spherical polynomial
  31081. */
  31082. yz: Vector3;
  31083. /**
  31084. * The zx coefficients of the spherical polynomial
  31085. */
  31086. zx: Vector3;
  31087. /**
  31088. * Adds an ambient color to the spherical polynomial
  31089. * @param color the color to add
  31090. */
  31091. addAmbient(color: Color3): void;
  31092. /**
  31093. * Scales the spherical polynomial by the given amount
  31094. * @param scale the amount to scale
  31095. */
  31096. scaleInPlace(scale: number): void;
  31097. /**
  31098. * Gets the spherical polynomial from harmonics
  31099. * @param harmonics the spherical harmonics
  31100. * @returns the spherical polynomial
  31101. */
  31102. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31103. /**
  31104. * Constructs a spherical polynomial from an array.
  31105. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31106. * @returns the spherical polynomial
  31107. */
  31108. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31109. }
  31110. }
  31111. declare module "babylonjs/Materials/Textures/internalTexture" {
  31112. import { Observable } from "babylonjs/Misc/observable";
  31113. import { Nullable, int } from "babylonjs/types";
  31114. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31115. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31116. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31117. /**
  31118. * Defines the source of the internal texture
  31119. */
  31120. export enum InternalTextureSource {
  31121. /**
  31122. * The source of the texture data is unknown
  31123. */
  31124. Unknown = 0,
  31125. /**
  31126. * Texture data comes from an URL
  31127. */
  31128. Url = 1,
  31129. /**
  31130. * Texture data is only used for temporary storage
  31131. */
  31132. Temp = 2,
  31133. /**
  31134. * Texture data comes from raw data (ArrayBuffer)
  31135. */
  31136. Raw = 3,
  31137. /**
  31138. * Texture content is dynamic (video or dynamic texture)
  31139. */
  31140. Dynamic = 4,
  31141. /**
  31142. * Texture content is generated by rendering to it
  31143. */
  31144. RenderTarget = 5,
  31145. /**
  31146. * Texture content is part of a multi render target process
  31147. */
  31148. MultiRenderTarget = 6,
  31149. /**
  31150. * Texture data comes from a cube data file
  31151. */
  31152. Cube = 7,
  31153. /**
  31154. * Texture data comes from a raw cube data
  31155. */
  31156. CubeRaw = 8,
  31157. /**
  31158. * Texture data come from a prefiltered cube data file
  31159. */
  31160. CubePrefiltered = 9,
  31161. /**
  31162. * Texture content is raw 3D data
  31163. */
  31164. Raw3D = 10,
  31165. /**
  31166. * Texture content is a depth texture
  31167. */
  31168. Depth = 11,
  31169. /**
  31170. * Texture data comes from a raw cube data encoded with RGBD
  31171. */
  31172. CubeRawRGBD = 12
  31173. }
  31174. /**
  31175. * Class used to store data associated with WebGL texture data for the engine
  31176. * This class should not be used directly
  31177. */
  31178. export class InternalTexture {
  31179. /** @hidden */
  31180. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31181. /**
  31182. * Defines if the texture is ready
  31183. */
  31184. isReady: boolean;
  31185. /**
  31186. * Defines if the texture is a cube texture
  31187. */
  31188. isCube: boolean;
  31189. /**
  31190. * Defines if the texture contains 3D data
  31191. */
  31192. is3D: boolean;
  31193. /**
  31194. * Defines if the texture contains multiview data
  31195. */
  31196. isMultiview: boolean;
  31197. /**
  31198. * Gets the URL used to load this texture
  31199. */
  31200. url: string;
  31201. /**
  31202. * Gets the sampling mode of the texture
  31203. */
  31204. samplingMode: number;
  31205. /**
  31206. * Gets a boolean indicating if the texture needs mipmaps generation
  31207. */
  31208. generateMipMaps: boolean;
  31209. /**
  31210. * Gets the number of samples used by the texture (WebGL2+ only)
  31211. */
  31212. samples: number;
  31213. /**
  31214. * Gets the type of the texture (int, float...)
  31215. */
  31216. type: number;
  31217. /**
  31218. * Gets the format of the texture (RGB, RGBA...)
  31219. */
  31220. format: number;
  31221. /**
  31222. * Observable called when the texture is loaded
  31223. */
  31224. onLoadedObservable: Observable<InternalTexture>;
  31225. /**
  31226. * Gets the width of the texture
  31227. */
  31228. width: number;
  31229. /**
  31230. * Gets the height of the texture
  31231. */
  31232. height: number;
  31233. /**
  31234. * Gets the depth of the texture
  31235. */
  31236. depth: number;
  31237. /**
  31238. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31239. */
  31240. baseWidth: number;
  31241. /**
  31242. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31243. */
  31244. baseHeight: number;
  31245. /**
  31246. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31247. */
  31248. baseDepth: number;
  31249. /**
  31250. * Gets a boolean indicating if the texture is inverted on Y axis
  31251. */
  31252. invertY: boolean;
  31253. /** @hidden */
  31254. _invertVScale: boolean;
  31255. /** @hidden */
  31256. _associatedChannel: number;
  31257. /** @hidden */
  31258. _source: InternalTextureSource;
  31259. /** @hidden */
  31260. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31261. /** @hidden */
  31262. _bufferView: Nullable<ArrayBufferView>;
  31263. /** @hidden */
  31264. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31265. /** @hidden */
  31266. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31267. /** @hidden */
  31268. _size: number;
  31269. /** @hidden */
  31270. _extension: string;
  31271. /** @hidden */
  31272. _files: Nullable<string[]>;
  31273. /** @hidden */
  31274. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31275. /** @hidden */
  31276. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31277. /** @hidden */
  31278. _framebuffer: Nullable<WebGLFramebuffer>;
  31279. /** @hidden */
  31280. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31281. /** @hidden */
  31282. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31283. /** @hidden */
  31284. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31285. /** @hidden */
  31286. _attachments: Nullable<number[]>;
  31287. /** @hidden */
  31288. _cachedCoordinatesMode: Nullable<number>;
  31289. /** @hidden */
  31290. _cachedWrapU: Nullable<number>;
  31291. /** @hidden */
  31292. _cachedWrapV: Nullable<number>;
  31293. /** @hidden */
  31294. _cachedWrapR: Nullable<number>;
  31295. /** @hidden */
  31296. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31297. /** @hidden */
  31298. _isDisabled: boolean;
  31299. /** @hidden */
  31300. _compression: Nullable<string>;
  31301. /** @hidden */
  31302. _generateStencilBuffer: boolean;
  31303. /** @hidden */
  31304. _generateDepthBuffer: boolean;
  31305. /** @hidden */
  31306. _comparisonFunction: number;
  31307. /** @hidden */
  31308. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31309. /** @hidden */
  31310. _lodGenerationScale: number;
  31311. /** @hidden */
  31312. _lodGenerationOffset: number;
  31313. /** @hidden */
  31314. _colorTextureArray: Nullable<WebGLTexture>;
  31315. /** @hidden */
  31316. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31317. /** @hidden */
  31318. _lodTextureHigh: Nullable<BaseTexture>;
  31319. /** @hidden */
  31320. _lodTextureMid: Nullable<BaseTexture>;
  31321. /** @hidden */
  31322. _lodTextureLow: Nullable<BaseTexture>;
  31323. /** @hidden */
  31324. _isRGBD: boolean;
  31325. /** @hidden */
  31326. _linearSpecularLOD: boolean;
  31327. /** @hidden */
  31328. _irradianceTexture: Nullable<BaseTexture>;
  31329. /** @hidden */
  31330. _webGLTexture: Nullable<WebGLTexture>;
  31331. /** @hidden */
  31332. _references: number;
  31333. private _engine;
  31334. /**
  31335. * Gets the Engine the texture belongs to.
  31336. * @returns The babylon engine
  31337. */
  31338. getEngine(): ThinEngine;
  31339. /**
  31340. * Gets the data source type of the texture
  31341. */
  31342. readonly source: InternalTextureSource;
  31343. /**
  31344. * Creates a new InternalTexture
  31345. * @param engine defines the engine to use
  31346. * @param source defines the type of data that will be used
  31347. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31348. */
  31349. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31350. /**
  31351. * Increments the number of references (ie. the number of Texture that point to it)
  31352. */
  31353. incrementReferences(): void;
  31354. /**
  31355. * Change the size of the texture (not the size of the content)
  31356. * @param width defines the new width
  31357. * @param height defines the new height
  31358. * @param depth defines the new depth (1 by default)
  31359. */
  31360. updateSize(width: int, height: int, depth?: int): void;
  31361. /** @hidden */
  31362. _rebuild(): void;
  31363. /** @hidden */
  31364. _swapAndDie(target: InternalTexture): void;
  31365. /**
  31366. * Dispose the current allocated resources
  31367. */
  31368. dispose(): void;
  31369. }
  31370. }
  31371. declare module "babylonjs/Audio/analyser" {
  31372. import { Scene } from "babylonjs/scene";
  31373. /**
  31374. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31375. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31376. */
  31377. export class Analyser {
  31378. /**
  31379. * Gets or sets the smoothing
  31380. * @ignorenaming
  31381. */
  31382. SMOOTHING: number;
  31383. /**
  31384. * Gets or sets the FFT table size
  31385. * @ignorenaming
  31386. */
  31387. FFT_SIZE: number;
  31388. /**
  31389. * Gets or sets the bar graph amplitude
  31390. * @ignorenaming
  31391. */
  31392. BARGRAPHAMPLITUDE: number;
  31393. /**
  31394. * Gets or sets the position of the debug canvas
  31395. * @ignorenaming
  31396. */
  31397. DEBUGCANVASPOS: {
  31398. x: number;
  31399. y: number;
  31400. };
  31401. /**
  31402. * Gets or sets the debug canvas size
  31403. * @ignorenaming
  31404. */
  31405. DEBUGCANVASSIZE: {
  31406. width: number;
  31407. height: number;
  31408. };
  31409. private _byteFreqs;
  31410. private _byteTime;
  31411. private _floatFreqs;
  31412. private _webAudioAnalyser;
  31413. private _debugCanvas;
  31414. private _debugCanvasContext;
  31415. private _scene;
  31416. private _registerFunc;
  31417. private _audioEngine;
  31418. /**
  31419. * Creates a new analyser
  31420. * @param scene defines hosting scene
  31421. */
  31422. constructor(scene: Scene);
  31423. /**
  31424. * Get the number of data values you will have to play with for the visualization
  31425. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31426. * @returns a number
  31427. */
  31428. getFrequencyBinCount(): number;
  31429. /**
  31430. * Gets the current frequency data as a byte array
  31431. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31432. * @returns a Uint8Array
  31433. */
  31434. getByteFrequencyData(): Uint8Array;
  31435. /**
  31436. * Gets the current waveform as a byte array
  31437. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31438. * @returns a Uint8Array
  31439. */
  31440. getByteTimeDomainData(): Uint8Array;
  31441. /**
  31442. * Gets the current frequency data as a float array
  31443. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31444. * @returns a Float32Array
  31445. */
  31446. getFloatFrequencyData(): Float32Array;
  31447. /**
  31448. * Renders the debug canvas
  31449. */
  31450. drawDebugCanvas(): void;
  31451. /**
  31452. * Stops rendering the debug canvas and removes it
  31453. */
  31454. stopDebugCanvas(): void;
  31455. /**
  31456. * Connects two audio nodes
  31457. * @param inputAudioNode defines first node to connect
  31458. * @param outputAudioNode defines second node to connect
  31459. */
  31460. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31461. /**
  31462. * Releases all associated resources
  31463. */
  31464. dispose(): void;
  31465. }
  31466. }
  31467. declare module "babylonjs/Audio/audioEngine" {
  31468. import { IDisposable } from "babylonjs/scene";
  31469. import { Analyser } from "babylonjs/Audio/analyser";
  31470. import { Nullable } from "babylonjs/types";
  31471. import { Observable } from "babylonjs/Misc/observable";
  31472. /**
  31473. * This represents an audio engine and it is responsible
  31474. * to play, synchronize and analyse sounds throughout the application.
  31475. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31476. */
  31477. export interface IAudioEngine extends IDisposable {
  31478. /**
  31479. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31480. */
  31481. readonly canUseWebAudio: boolean;
  31482. /**
  31483. * Gets the current AudioContext if available.
  31484. */
  31485. readonly audioContext: Nullable<AudioContext>;
  31486. /**
  31487. * The master gain node defines the global audio volume of your audio engine.
  31488. */
  31489. readonly masterGain: GainNode;
  31490. /**
  31491. * Gets whether or not mp3 are supported by your browser.
  31492. */
  31493. readonly isMP3supported: boolean;
  31494. /**
  31495. * Gets whether or not ogg are supported by your browser.
  31496. */
  31497. readonly isOGGsupported: boolean;
  31498. /**
  31499. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31500. * @ignoreNaming
  31501. */
  31502. WarnedWebAudioUnsupported: boolean;
  31503. /**
  31504. * Defines if the audio engine relies on a custom unlocked button.
  31505. * In this case, the embedded button will not be displayed.
  31506. */
  31507. useCustomUnlockedButton: boolean;
  31508. /**
  31509. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31510. */
  31511. readonly unlocked: boolean;
  31512. /**
  31513. * Event raised when audio has been unlocked on the browser.
  31514. */
  31515. onAudioUnlockedObservable: Observable<AudioEngine>;
  31516. /**
  31517. * Event raised when audio has been locked on the browser.
  31518. */
  31519. onAudioLockedObservable: Observable<AudioEngine>;
  31520. /**
  31521. * Flags the audio engine in Locked state.
  31522. * This happens due to new browser policies preventing audio to autoplay.
  31523. */
  31524. lock(): void;
  31525. /**
  31526. * Unlocks the audio engine once a user action has been done on the dom.
  31527. * This is helpful to resume play once browser policies have been satisfied.
  31528. */
  31529. unlock(): void;
  31530. }
  31531. /**
  31532. * This represents the default audio engine used in babylon.
  31533. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31535. */
  31536. export class AudioEngine implements IAudioEngine {
  31537. private _audioContext;
  31538. private _audioContextInitialized;
  31539. private _muteButton;
  31540. private _hostElement;
  31541. /**
  31542. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31543. */
  31544. canUseWebAudio: boolean;
  31545. /**
  31546. * The master gain node defines the global audio volume of your audio engine.
  31547. */
  31548. masterGain: GainNode;
  31549. /**
  31550. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31551. * @ignoreNaming
  31552. */
  31553. WarnedWebAudioUnsupported: boolean;
  31554. /**
  31555. * Gets whether or not mp3 are supported by your browser.
  31556. */
  31557. isMP3supported: boolean;
  31558. /**
  31559. * Gets whether or not ogg are supported by your browser.
  31560. */
  31561. isOGGsupported: boolean;
  31562. /**
  31563. * Gets whether audio has been unlocked on the device.
  31564. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31565. * a user interaction has happened.
  31566. */
  31567. unlocked: boolean;
  31568. /**
  31569. * Defines if the audio engine relies on a custom unlocked button.
  31570. * In this case, the embedded button will not be displayed.
  31571. */
  31572. useCustomUnlockedButton: boolean;
  31573. /**
  31574. * Event raised when audio has been unlocked on the browser.
  31575. */
  31576. onAudioUnlockedObservable: Observable<AudioEngine>;
  31577. /**
  31578. * Event raised when audio has been locked on the browser.
  31579. */
  31580. onAudioLockedObservable: Observable<AudioEngine>;
  31581. /**
  31582. * Gets the current AudioContext if available.
  31583. */
  31584. readonly audioContext: Nullable<AudioContext>;
  31585. private _connectedAnalyser;
  31586. /**
  31587. * Instantiates a new audio engine.
  31588. *
  31589. * There should be only one per page as some browsers restrict the number
  31590. * of audio contexts you can create.
  31591. * @param hostElement defines the host element where to display the mute icon if necessary
  31592. */
  31593. constructor(hostElement?: Nullable<HTMLElement>);
  31594. /**
  31595. * Flags the audio engine in Locked state.
  31596. * This happens due to new browser policies preventing audio to autoplay.
  31597. */
  31598. lock(): void;
  31599. /**
  31600. * Unlocks the audio engine once a user action has been done on the dom.
  31601. * This is helpful to resume play once browser policies have been satisfied.
  31602. */
  31603. unlock(): void;
  31604. private _resumeAudioContext;
  31605. private _initializeAudioContext;
  31606. private _tryToRun;
  31607. private _triggerRunningState;
  31608. private _triggerSuspendedState;
  31609. private _displayMuteButton;
  31610. private _moveButtonToTopLeft;
  31611. private _onResize;
  31612. private _hideMuteButton;
  31613. /**
  31614. * Destroy and release the resources associated with the audio ccontext.
  31615. */
  31616. dispose(): void;
  31617. /**
  31618. * Gets the global volume sets on the master gain.
  31619. * @returns the global volume if set or -1 otherwise
  31620. */
  31621. getGlobalVolume(): number;
  31622. /**
  31623. * Sets the global volume of your experience (sets on the master gain).
  31624. * @param newVolume Defines the new global volume of the application
  31625. */
  31626. setGlobalVolume(newVolume: number): void;
  31627. /**
  31628. * Connect the audio engine to an audio analyser allowing some amazing
  31629. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31630. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31631. * @param analyser The analyser to connect to the engine
  31632. */
  31633. connectToAnalyser(analyser: Analyser): void;
  31634. }
  31635. }
  31636. declare module "babylonjs/Loading/loadingScreen" {
  31637. /**
  31638. * Interface used to present a loading screen while loading a scene
  31639. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31640. */
  31641. export interface ILoadingScreen {
  31642. /**
  31643. * Function called to display the loading screen
  31644. */
  31645. displayLoadingUI: () => void;
  31646. /**
  31647. * Function called to hide the loading screen
  31648. */
  31649. hideLoadingUI: () => void;
  31650. /**
  31651. * Gets or sets the color to use for the background
  31652. */
  31653. loadingUIBackgroundColor: string;
  31654. /**
  31655. * Gets or sets the text to display while loading
  31656. */
  31657. loadingUIText: string;
  31658. }
  31659. /**
  31660. * Class used for the default loading screen
  31661. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31662. */
  31663. export class DefaultLoadingScreen implements ILoadingScreen {
  31664. private _renderingCanvas;
  31665. private _loadingText;
  31666. private _loadingDivBackgroundColor;
  31667. private _loadingDiv;
  31668. private _loadingTextDiv;
  31669. /** Gets or sets the logo url to use for the default loading screen */
  31670. static DefaultLogoUrl: string;
  31671. /** Gets or sets the spinner url to use for the default loading screen */
  31672. static DefaultSpinnerUrl: string;
  31673. /**
  31674. * Creates a new default loading screen
  31675. * @param _renderingCanvas defines the canvas used to render the scene
  31676. * @param _loadingText defines the default text to display
  31677. * @param _loadingDivBackgroundColor defines the default background color
  31678. */
  31679. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31680. /**
  31681. * Function called to display the loading screen
  31682. */
  31683. displayLoadingUI(): void;
  31684. /**
  31685. * Function called to hide the loading screen
  31686. */
  31687. hideLoadingUI(): void;
  31688. /**
  31689. * Gets or sets the text to display while loading
  31690. */
  31691. loadingUIText: string;
  31692. /**
  31693. * Gets or sets the color to use for the background
  31694. */
  31695. loadingUIBackgroundColor: string;
  31696. private _resizeLoadingUI;
  31697. }
  31698. }
  31699. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31700. /**
  31701. * Interface for any object that can request an animation frame
  31702. */
  31703. export interface ICustomAnimationFrameRequester {
  31704. /**
  31705. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31706. */
  31707. renderFunction?: Function;
  31708. /**
  31709. * Called to request the next frame to render to
  31710. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31711. */
  31712. requestAnimationFrame: Function;
  31713. /**
  31714. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31715. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31716. */
  31717. requestID?: number;
  31718. }
  31719. }
  31720. declare module "babylonjs/Misc/performanceMonitor" {
  31721. /**
  31722. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31723. */
  31724. export class PerformanceMonitor {
  31725. private _enabled;
  31726. private _rollingFrameTime;
  31727. private _lastFrameTimeMs;
  31728. /**
  31729. * constructor
  31730. * @param frameSampleSize The number of samples required to saturate the sliding window
  31731. */
  31732. constructor(frameSampleSize?: number);
  31733. /**
  31734. * Samples current frame
  31735. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31736. */
  31737. sampleFrame(timeMs?: number): void;
  31738. /**
  31739. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31740. */
  31741. readonly averageFrameTime: number;
  31742. /**
  31743. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31744. */
  31745. readonly averageFrameTimeVariance: number;
  31746. /**
  31747. * Returns the frame time of the most recent frame
  31748. */
  31749. readonly instantaneousFrameTime: number;
  31750. /**
  31751. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31752. */
  31753. readonly averageFPS: number;
  31754. /**
  31755. * Returns the average framerate in frames per second using the most recent frame time
  31756. */
  31757. readonly instantaneousFPS: number;
  31758. /**
  31759. * Returns true if enough samples have been taken to completely fill the sliding window
  31760. */
  31761. readonly isSaturated: boolean;
  31762. /**
  31763. * Enables contributions to the sliding window sample set
  31764. */
  31765. enable(): void;
  31766. /**
  31767. * Disables contributions to the sliding window sample set
  31768. * Samples will not be interpolated over the disabled period
  31769. */
  31770. disable(): void;
  31771. /**
  31772. * Returns true if sampling is enabled
  31773. */
  31774. readonly isEnabled: boolean;
  31775. /**
  31776. * Resets performance monitor
  31777. */
  31778. reset(): void;
  31779. }
  31780. /**
  31781. * RollingAverage
  31782. *
  31783. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31784. */
  31785. export class RollingAverage {
  31786. /**
  31787. * Current average
  31788. */
  31789. average: number;
  31790. /**
  31791. * Current variance
  31792. */
  31793. variance: number;
  31794. protected _samples: Array<number>;
  31795. protected _sampleCount: number;
  31796. protected _pos: number;
  31797. protected _m2: number;
  31798. /**
  31799. * constructor
  31800. * @param length The number of samples required to saturate the sliding window
  31801. */
  31802. constructor(length: number);
  31803. /**
  31804. * Adds a sample to the sample set
  31805. * @param v The sample value
  31806. */
  31807. add(v: number): void;
  31808. /**
  31809. * Returns previously added values or null if outside of history or outside the sliding window domain
  31810. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  31811. * @return Value previously recorded with add() or null if outside of range
  31812. */
  31813. history(i: number): number;
  31814. /**
  31815. * Returns true if enough samples have been taken to completely fill the sliding window
  31816. * @return true if sample-set saturated
  31817. */
  31818. isSaturated(): boolean;
  31819. /**
  31820. * Resets the rolling average (equivalent to 0 samples taken so far)
  31821. */
  31822. reset(): void;
  31823. /**
  31824. * Wraps a value around the sample range boundaries
  31825. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  31826. * @return Wrapped position in sample range
  31827. */
  31828. protected _wrapPosition(i: number): number;
  31829. }
  31830. }
  31831. declare module "babylonjs/Misc/perfCounter" {
  31832. /**
  31833. * This class is used to track a performance counter which is number based.
  31834. * The user has access to many properties which give statistics of different nature.
  31835. *
  31836. * The implementer can track two kinds of Performance Counter: time and count.
  31837. * 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.
  31838. * 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.
  31839. */
  31840. export class PerfCounter {
  31841. /**
  31842. * Gets or sets a global boolean to turn on and off all the counters
  31843. */
  31844. static Enabled: boolean;
  31845. /**
  31846. * Returns the smallest value ever
  31847. */
  31848. readonly min: number;
  31849. /**
  31850. * Returns the biggest value ever
  31851. */
  31852. readonly max: number;
  31853. /**
  31854. * Returns the average value since the performance counter is running
  31855. */
  31856. readonly average: number;
  31857. /**
  31858. * Returns the average value of the last second the counter was monitored
  31859. */
  31860. readonly lastSecAverage: number;
  31861. /**
  31862. * Returns the current value
  31863. */
  31864. readonly current: number;
  31865. /**
  31866. * Gets the accumulated total
  31867. */
  31868. readonly total: number;
  31869. /**
  31870. * Gets the total value count
  31871. */
  31872. readonly count: number;
  31873. /**
  31874. * Creates a new counter
  31875. */
  31876. constructor();
  31877. /**
  31878. * Call this method to start monitoring a new frame.
  31879. * 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.
  31880. */
  31881. fetchNewFrame(): void;
  31882. /**
  31883. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  31884. * @param newCount the count value to add to the monitored count
  31885. * @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.
  31886. */
  31887. addCount(newCount: number, fetchResult: boolean): void;
  31888. /**
  31889. * Start monitoring this performance counter
  31890. */
  31891. beginMonitoring(): void;
  31892. /**
  31893. * Compute the time lapsed since the previous beginMonitoring() call.
  31894. * @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
  31895. */
  31896. endMonitoring(newFrame?: boolean): void;
  31897. private _fetchResult;
  31898. private _startMonitoringTime;
  31899. private _min;
  31900. private _max;
  31901. private _average;
  31902. private _current;
  31903. private _totalValueCount;
  31904. private _totalAccumulated;
  31905. private _lastSecAverage;
  31906. private _lastSecAccumulated;
  31907. private _lastSecTime;
  31908. private _lastSecValueCount;
  31909. }
  31910. }
  31911. declare module "babylonjs/Engines/engine" {
  31912. import { Observable } from "babylonjs/Misc/observable";
  31913. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  31914. import { Scene } from "babylonjs/scene";
  31915. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31916. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  31917. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31918. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  31919. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31920. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31921. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  31922. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  31923. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31924. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  31925. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  31926. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31927. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  31928. import { Material } from "babylonjs/Materials/material";
  31929. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  31930. /**
  31931. * Defines the interface used by display changed events
  31932. */
  31933. export interface IDisplayChangedEventArgs {
  31934. /** Gets the vrDisplay object (if any) */
  31935. vrDisplay: Nullable<any>;
  31936. /** Gets a boolean indicating if webVR is supported */
  31937. vrSupported: boolean;
  31938. }
  31939. /**
  31940. * Defines the interface used by objects containing a viewport (like a camera)
  31941. */
  31942. interface IViewportOwnerLike {
  31943. /**
  31944. * Gets or sets the viewport
  31945. */
  31946. viewport: IViewportLike;
  31947. }
  31948. /**
  31949. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  31950. */
  31951. export class Engine extends ThinEngine {
  31952. /** Defines that alpha blending is disabled */
  31953. static readonly ALPHA_DISABLE: number;
  31954. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  31955. static readonly ALPHA_ADD: number;
  31956. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  31957. static readonly ALPHA_COMBINE: number;
  31958. /** Defines that alpha blending to DEST - SRC * DEST */
  31959. static readonly ALPHA_SUBTRACT: number;
  31960. /** Defines that alpha blending to SRC * DEST */
  31961. static readonly ALPHA_MULTIPLY: number;
  31962. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  31963. static readonly ALPHA_MAXIMIZED: number;
  31964. /** Defines that alpha blending to SRC + DEST */
  31965. static readonly ALPHA_ONEONE: number;
  31966. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  31967. static readonly ALPHA_PREMULTIPLIED: number;
  31968. /**
  31969. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  31970. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  31971. */
  31972. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  31973. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  31974. static readonly ALPHA_INTERPOLATE: number;
  31975. /**
  31976. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  31977. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  31978. */
  31979. static readonly ALPHA_SCREENMODE: number;
  31980. /** Defines that the ressource is not delayed*/
  31981. static readonly DELAYLOADSTATE_NONE: number;
  31982. /** Defines that the ressource was successfully delay loaded */
  31983. static readonly DELAYLOADSTATE_LOADED: number;
  31984. /** Defines that the ressource is currently delay loading */
  31985. static readonly DELAYLOADSTATE_LOADING: number;
  31986. /** Defines that the ressource is delayed and has not started loading */
  31987. static readonly DELAYLOADSTATE_NOTLOADED: number;
  31988. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  31989. static readonly NEVER: number;
  31990. /** 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 */
  31991. static readonly ALWAYS: number;
  31992. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  31993. static readonly LESS: number;
  31994. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  31995. static readonly EQUAL: number;
  31996. /** 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 */
  31997. static readonly LEQUAL: number;
  31998. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  31999. static readonly GREATER: number;
  32000. /** 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 */
  32001. static readonly GEQUAL: number;
  32002. /** 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 */
  32003. static readonly NOTEQUAL: number;
  32004. /** Passed to stencilOperation to specify that stencil value must be kept */
  32005. static readonly KEEP: number;
  32006. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32007. static readonly REPLACE: number;
  32008. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32009. static readonly INCR: number;
  32010. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32011. static readonly DECR: number;
  32012. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32013. static readonly INVERT: number;
  32014. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32015. static readonly INCR_WRAP: number;
  32016. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32017. static readonly DECR_WRAP: number;
  32018. /** Texture is not repeating outside of 0..1 UVs */
  32019. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32020. /** Texture is repeating outside of 0..1 UVs */
  32021. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32022. /** Texture is repeating and mirrored */
  32023. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32024. /** ALPHA */
  32025. static readonly TEXTUREFORMAT_ALPHA: number;
  32026. /** LUMINANCE */
  32027. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32028. /** LUMINANCE_ALPHA */
  32029. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32030. /** RGB */
  32031. static readonly TEXTUREFORMAT_RGB: number;
  32032. /** RGBA */
  32033. static readonly TEXTUREFORMAT_RGBA: number;
  32034. /** RED */
  32035. static readonly TEXTUREFORMAT_RED: number;
  32036. /** RED (2nd reference) */
  32037. static readonly TEXTUREFORMAT_R: number;
  32038. /** RG */
  32039. static readonly TEXTUREFORMAT_RG: number;
  32040. /** RED_INTEGER */
  32041. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32042. /** RED_INTEGER (2nd reference) */
  32043. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32044. /** RG_INTEGER */
  32045. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32046. /** RGB_INTEGER */
  32047. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32048. /** RGBA_INTEGER */
  32049. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32050. /** UNSIGNED_BYTE */
  32051. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32052. /** UNSIGNED_BYTE (2nd reference) */
  32053. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32054. /** FLOAT */
  32055. static readonly TEXTURETYPE_FLOAT: number;
  32056. /** HALF_FLOAT */
  32057. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32058. /** BYTE */
  32059. static readonly TEXTURETYPE_BYTE: number;
  32060. /** SHORT */
  32061. static readonly TEXTURETYPE_SHORT: number;
  32062. /** UNSIGNED_SHORT */
  32063. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32064. /** INT */
  32065. static readonly TEXTURETYPE_INT: number;
  32066. /** UNSIGNED_INT */
  32067. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32068. /** UNSIGNED_SHORT_4_4_4_4 */
  32069. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32070. /** UNSIGNED_SHORT_5_5_5_1 */
  32071. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32072. /** UNSIGNED_SHORT_5_6_5 */
  32073. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32074. /** UNSIGNED_INT_2_10_10_10_REV */
  32075. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32076. /** UNSIGNED_INT_24_8 */
  32077. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32078. /** UNSIGNED_INT_10F_11F_11F_REV */
  32079. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32080. /** UNSIGNED_INT_5_9_9_9_REV */
  32081. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32082. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32083. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32084. /** nearest is mag = nearest and min = nearest and mip = linear */
  32085. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32086. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32087. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32088. /** Trilinear is mag = linear and min = linear and mip = linear */
  32089. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32090. /** nearest is mag = nearest and min = nearest and mip = linear */
  32091. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32093. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32094. /** Trilinear is mag = linear and min = linear and mip = linear */
  32095. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32096. /** mag = nearest and min = nearest and mip = nearest */
  32097. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32098. /** mag = nearest and min = linear and mip = nearest */
  32099. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32100. /** mag = nearest and min = linear and mip = linear */
  32101. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32102. /** mag = nearest and min = linear and mip = none */
  32103. static readonly TEXTURE_NEAREST_LINEAR: number;
  32104. /** mag = nearest and min = nearest and mip = none */
  32105. static readonly TEXTURE_NEAREST_NEAREST: number;
  32106. /** mag = linear and min = nearest and mip = nearest */
  32107. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32108. /** mag = linear and min = nearest and mip = linear */
  32109. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32110. /** mag = linear and min = linear and mip = none */
  32111. static readonly TEXTURE_LINEAR_LINEAR: number;
  32112. /** mag = linear and min = nearest and mip = none */
  32113. static readonly TEXTURE_LINEAR_NEAREST: number;
  32114. /** Explicit coordinates mode */
  32115. static readonly TEXTURE_EXPLICIT_MODE: number;
  32116. /** Spherical coordinates mode */
  32117. static readonly TEXTURE_SPHERICAL_MODE: number;
  32118. /** Planar coordinates mode */
  32119. static readonly TEXTURE_PLANAR_MODE: number;
  32120. /** Cubic coordinates mode */
  32121. static readonly TEXTURE_CUBIC_MODE: number;
  32122. /** Projection coordinates mode */
  32123. static readonly TEXTURE_PROJECTION_MODE: number;
  32124. /** Skybox coordinates mode */
  32125. static readonly TEXTURE_SKYBOX_MODE: number;
  32126. /** Inverse Cubic coordinates mode */
  32127. static readonly TEXTURE_INVCUBIC_MODE: number;
  32128. /** Equirectangular coordinates mode */
  32129. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32130. /** Equirectangular Fixed coordinates mode */
  32131. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32132. /** Equirectangular Fixed Mirrored coordinates mode */
  32133. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32134. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32135. static readonly SCALEMODE_FLOOR: number;
  32136. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32137. static readonly SCALEMODE_NEAREST: number;
  32138. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32139. static readonly SCALEMODE_CEILING: number;
  32140. /**
  32141. * Returns the current npm package of the sdk
  32142. */
  32143. static readonly NpmPackage: string;
  32144. /**
  32145. * Returns the current version of the framework
  32146. */
  32147. static readonly Version: string;
  32148. /** Gets the list of created engines */
  32149. static readonly Instances: Engine[];
  32150. /**
  32151. * Gets the latest created engine
  32152. */
  32153. static readonly LastCreatedEngine: Nullable<Engine>;
  32154. /**
  32155. * Gets the latest created scene
  32156. */
  32157. static readonly LastCreatedScene: Nullable<Scene>;
  32158. /**
  32159. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32160. * @param flag defines which part of the materials must be marked as dirty
  32161. * @param predicate defines a predicate used to filter which materials should be affected
  32162. */
  32163. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32164. /**
  32165. * Method called to create the default loading screen.
  32166. * This can be overriden in your own app.
  32167. * @param canvas The rendering canvas element
  32168. * @returns The loading screen
  32169. */
  32170. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32171. /**
  32172. * Method called to create the default rescale post process on each engine.
  32173. */
  32174. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32175. /**
  32176. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32177. **/
  32178. enableOfflineSupport: boolean;
  32179. /**
  32180. * 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)
  32181. **/
  32182. disableManifestCheck: boolean;
  32183. /**
  32184. * Gets the list of created scenes
  32185. */
  32186. scenes: Scene[];
  32187. /**
  32188. * Event raised when a new scene is created
  32189. */
  32190. onNewSceneAddedObservable: Observable<Scene>;
  32191. /**
  32192. * Gets the list of created postprocesses
  32193. */
  32194. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32195. /**
  32196. * Gets a boolean indicating if the pointer is currently locked
  32197. */
  32198. isPointerLock: boolean;
  32199. /**
  32200. * Observable event triggered each time the rendering canvas is resized
  32201. */
  32202. onResizeObservable: Observable<Engine>;
  32203. /**
  32204. * Observable event triggered each time the canvas loses focus
  32205. */
  32206. onCanvasBlurObservable: Observable<Engine>;
  32207. /**
  32208. * Observable event triggered each time the canvas gains focus
  32209. */
  32210. onCanvasFocusObservable: Observable<Engine>;
  32211. /**
  32212. * Observable event triggered each time the canvas receives pointerout event
  32213. */
  32214. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32215. /**
  32216. * Observable raised when the engine begins a new frame
  32217. */
  32218. onBeginFrameObservable: Observable<Engine>;
  32219. /**
  32220. * If set, will be used to request the next animation frame for the render loop
  32221. */
  32222. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32223. /**
  32224. * Observable raised when the engine ends the current frame
  32225. */
  32226. onEndFrameObservable: Observable<Engine>;
  32227. /**
  32228. * Observable raised when the engine is about to compile a shader
  32229. */
  32230. onBeforeShaderCompilationObservable: Observable<Engine>;
  32231. /**
  32232. * Observable raised when the engine has jsut compiled a shader
  32233. */
  32234. onAfterShaderCompilationObservable: Observable<Engine>;
  32235. /**
  32236. * Gets the audio engine
  32237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32238. * @ignorenaming
  32239. */
  32240. static audioEngine: IAudioEngine;
  32241. /**
  32242. * Default AudioEngine factory responsible of creating the Audio Engine.
  32243. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32244. */
  32245. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32246. /**
  32247. * Default offline support factory responsible of creating a tool used to store data locally.
  32248. * By default, this will create a Database object if the workload has been embedded.
  32249. */
  32250. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32251. private _loadingScreen;
  32252. private _pointerLockRequested;
  32253. private _dummyFramebuffer;
  32254. private _rescalePostProcess;
  32255. /** @hidden */
  32256. protected _alphaMode: number;
  32257. /** @hidden */
  32258. protected _alphaEquation: number;
  32259. private _deterministicLockstep;
  32260. private _lockstepMaxSteps;
  32261. protected readonly _supportsHardwareTextureRescaling: boolean;
  32262. private _fps;
  32263. private _deltaTime;
  32264. /** @hidden */
  32265. _drawCalls: PerfCounter;
  32266. /**
  32267. * Turn this value on if you want to pause FPS computation when in background
  32268. */
  32269. disablePerformanceMonitorInBackground: boolean;
  32270. private _performanceMonitor;
  32271. /**
  32272. * Gets the performance monitor attached to this engine
  32273. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32274. */
  32275. readonly performanceMonitor: PerformanceMonitor;
  32276. private _onFocus;
  32277. private _onBlur;
  32278. private _onCanvasPointerOut;
  32279. private _onCanvasBlur;
  32280. private _onCanvasFocus;
  32281. private _onFullscreenChange;
  32282. private _onPointerLockChange;
  32283. /**
  32284. * Creates a new engine
  32285. * @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
  32286. * @param antialias defines enable antialiasing (default: false)
  32287. * @param options defines further options to be sent to the getContext() function
  32288. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32289. */
  32290. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32291. /**
  32292. * Gets current aspect ratio
  32293. * @param viewportOwner defines the camera to use to get the aspect ratio
  32294. * @param useScreen defines if screen size must be used (or the current render target if any)
  32295. * @returns a number defining the aspect ratio
  32296. */
  32297. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32298. /**
  32299. * Gets current screen aspect ratio
  32300. * @returns a number defining the aspect ratio
  32301. */
  32302. getScreenAspectRatio(): number;
  32303. /**
  32304. * Gets host document
  32305. * @returns the host document object
  32306. */
  32307. getHostDocument(): Document;
  32308. /**
  32309. * Gets the client rect of the HTML canvas attached with the current webGL context
  32310. * @returns a client rectanglee
  32311. */
  32312. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32313. /**
  32314. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32315. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32316. * @returns true if engine is in deterministic lock step mode
  32317. */
  32318. isDeterministicLockStep(): boolean;
  32319. /**
  32320. * Gets the max steps when engine is running in deterministic lock step
  32321. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32322. * @returns the max steps
  32323. */
  32324. getLockstepMaxSteps(): number;
  32325. /**
  32326. * Force the mipmap generation for the given render target texture
  32327. * @param texture defines the render target texture to use
  32328. */
  32329. generateMipMapsForCubemap(texture: InternalTexture): void;
  32330. /** States */
  32331. /**
  32332. * Set various states to the webGL context
  32333. * @param culling defines backface culling state
  32334. * @param zOffset defines the value to apply to zOffset (0 by default)
  32335. * @param force defines if states must be applied even if cache is up to date
  32336. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32337. */
  32338. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32339. /**
  32340. * Set the z offset to apply to current rendering
  32341. * @param value defines the offset to apply
  32342. */
  32343. setZOffset(value: number): void;
  32344. /**
  32345. * Gets the current value of the zOffset
  32346. * @returns the current zOffset state
  32347. */
  32348. getZOffset(): number;
  32349. /**
  32350. * Enable or disable depth buffering
  32351. * @param enable defines the state to set
  32352. */
  32353. setDepthBuffer(enable: boolean): void;
  32354. /**
  32355. * Gets a boolean indicating if depth writing is enabled
  32356. * @returns the current depth writing state
  32357. */
  32358. getDepthWrite(): boolean;
  32359. /**
  32360. * Enable or disable depth writing
  32361. * @param enable defines the state to set
  32362. */
  32363. setDepthWrite(enable: boolean): void;
  32364. /**
  32365. * Enable or disable color writing
  32366. * @param enable defines the state to set
  32367. */
  32368. setColorWrite(enable: boolean): void;
  32369. /**
  32370. * Gets a boolean indicating if color writing is enabled
  32371. * @returns the current color writing state
  32372. */
  32373. getColorWrite(): boolean;
  32374. /**
  32375. * Sets alpha constants used by some alpha blending modes
  32376. * @param r defines the red component
  32377. * @param g defines the green component
  32378. * @param b defines the blue component
  32379. * @param a defines the alpha component
  32380. */
  32381. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32382. /**
  32383. * Sets the current alpha mode
  32384. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32385. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32386. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32387. */
  32388. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32389. /**
  32390. * Gets the current alpha mode
  32391. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32392. * @returns the current alpha mode
  32393. */
  32394. getAlphaMode(): number;
  32395. /**
  32396. * Sets the current alpha equation
  32397. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32398. */
  32399. setAlphaEquation(equation: number): void;
  32400. /**
  32401. * Gets the current alpha equation.
  32402. * @returns the current alpha equation
  32403. */
  32404. getAlphaEquation(): number;
  32405. /**
  32406. * Gets a boolean indicating if stencil buffer is enabled
  32407. * @returns the current stencil buffer state
  32408. */
  32409. getStencilBuffer(): boolean;
  32410. /**
  32411. * Enable or disable the stencil buffer
  32412. * @param enable defines if the stencil buffer must be enabled or disabled
  32413. */
  32414. setStencilBuffer(enable: boolean): void;
  32415. /**
  32416. * Gets the current stencil mask
  32417. * @returns a number defining the new stencil mask to use
  32418. */
  32419. getStencilMask(): number;
  32420. /**
  32421. * Sets the current stencil mask
  32422. * @param mask defines the new stencil mask to use
  32423. */
  32424. setStencilMask(mask: number): void;
  32425. /**
  32426. * Gets the current stencil function
  32427. * @returns a number defining the stencil function to use
  32428. */
  32429. getStencilFunction(): number;
  32430. /**
  32431. * Gets the current stencil reference value
  32432. * @returns a number defining the stencil reference value to use
  32433. */
  32434. getStencilFunctionReference(): number;
  32435. /**
  32436. * Gets the current stencil mask
  32437. * @returns a number defining the stencil mask to use
  32438. */
  32439. getStencilFunctionMask(): number;
  32440. /**
  32441. * Sets the current stencil function
  32442. * @param stencilFunc defines the new stencil function to use
  32443. */
  32444. setStencilFunction(stencilFunc: number): void;
  32445. /**
  32446. * Sets the current stencil reference
  32447. * @param reference defines the new stencil reference to use
  32448. */
  32449. setStencilFunctionReference(reference: number): void;
  32450. /**
  32451. * Sets the current stencil mask
  32452. * @param mask defines the new stencil mask to use
  32453. */
  32454. setStencilFunctionMask(mask: number): void;
  32455. /**
  32456. * Gets the current stencil operation when stencil fails
  32457. * @returns a number defining stencil operation to use when stencil fails
  32458. */
  32459. getStencilOperationFail(): number;
  32460. /**
  32461. * Gets the current stencil operation when depth fails
  32462. * @returns a number defining stencil operation to use when depth fails
  32463. */
  32464. getStencilOperationDepthFail(): number;
  32465. /**
  32466. * Gets the current stencil operation when stencil passes
  32467. * @returns a number defining stencil operation to use when stencil passes
  32468. */
  32469. getStencilOperationPass(): number;
  32470. /**
  32471. * Sets the stencil operation to use when stencil fails
  32472. * @param operation defines the stencil operation to use when stencil fails
  32473. */
  32474. setStencilOperationFail(operation: number): void;
  32475. /**
  32476. * Sets the stencil operation to use when depth fails
  32477. * @param operation defines the stencil operation to use when depth fails
  32478. */
  32479. setStencilOperationDepthFail(operation: number): void;
  32480. /**
  32481. * Sets the stencil operation to use when stencil passes
  32482. * @param operation defines the stencil operation to use when stencil passes
  32483. */
  32484. setStencilOperationPass(operation: number): void;
  32485. /**
  32486. * Sets a boolean indicating if the dithering state is enabled or disabled
  32487. * @param value defines the dithering state
  32488. */
  32489. setDitheringState(value: boolean): void;
  32490. /**
  32491. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32492. * @param value defines the rasterizer state
  32493. */
  32494. setRasterizerState(value: boolean): void;
  32495. /**
  32496. * Gets the current depth function
  32497. * @returns a number defining the depth function
  32498. */
  32499. getDepthFunction(): Nullable<number>;
  32500. /**
  32501. * Sets the current depth function
  32502. * @param depthFunc defines the function to use
  32503. */
  32504. setDepthFunction(depthFunc: number): void;
  32505. /**
  32506. * Sets the current depth function to GREATER
  32507. */
  32508. setDepthFunctionToGreater(): void;
  32509. /**
  32510. * Sets the current depth function to GEQUAL
  32511. */
  32512. setDepthFunctionToGreaterOrEqual(): void;
  32513. /**
  32514. * Sets the current depth function to LESS
  32515. */
  32516. setDepthFunctionToLess(): void;
  32517. /**
  32518. * Sets the current depth function to LEQUAL
  32519. */
  32520. setDepthFunctionToLessOrEqual(): void;
  32521. private _cachedStencilBuffer;
  32522. private _cachedStencilFunction;
  32523. private _cachedStencilMask;
  32524. private _cachedStencilOperationPass;
  32525. private _cachedStencilOperationFail;
  32526. private _cachedStencilOperationDepthFail;
  32527. private _cachedStencilReference;
  32528. /**
  32529. * Caches the the state of the stencil buffer
  32530. */
  32531. cacheStencilState(): void;
  32532. /**
  32533. * Restores the state of the stencil buffer
  32534. */
  32535. restoreStencilState(): void;
  32536. /**
  32537. * Directly set the WebGL Viewport
  32538. * @param x defines the x coordinate of the viewport (in screen space)
  32539. * @param y defines the y coordinate of the viewport (in screen space)
  32540. * @param width defines the width of the viewport (in screen space)
  32541. * @param height defines the height of the viewport (in screen space)
  32542. * @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
  32543. */
  32544. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32545. /**
  32546. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32547. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32548. * @param y defines the y-coordinate of the corner of the clear rectangle
  32549. * @param width defines the width of the clear rectangle
  32550. * @param height defines the height of the clear rectangle
  32551. * @param clearColor defines the clear color
  32552. */
  32553. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32554. /**
  32555. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32556. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32557. * @param y defines the y-coordinate of the corner of the clear rectangle
  32558. * @param width defines the width of the clear rectangle
  32559. * @param height defines the height of the clear rectangle
  32560. */
  32561. enableScissor(x: number, y: number, width: number, height: number): void;
  32562. /**
  32563. * Disable previously set scissor test rectangle
  32564. */
  32565. disableScissor(): void;
  32566. protected _reportDrawCall(): void;
  32567. /**
  32568. * Initializes a webVR display and starts listening to display change events
  32569. * The onVRDisplayChangedObservable will be notified upon these changes
  32570. * @returns The onVRDisplayChangedObservable
  32571. */
  32572. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32573. /** @hidden */
  32574. _prepareVRComponent(): void;
  32575. /** @hidden */
  32576. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32577. /** @hidden */
  32578. _submitVRFrame(): void;
  32579. /**
  32580. * Call this function to leave webVR mode
  32581. * Will do nothing if webVR is not supported or if there is no webVR device
  32582. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32583. */
  32584. disableVR(): void;
  32585. /**
  32586. * Gets a boolean indicating that the system is in VR mode and is presenting
  32587. * @returns true if VR mode is engaged
  32588. */
  32589. isVRPresenting(): boolean;
  32590. /** @hidden */
  32591. _requestVRFrame(): void;
  32592. /** @hidden */
  32593. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32594. /**
  32595. * Gets the source code of the vertex shader associated with a specific webGL program
  32596. * @param program defines the program to use
  32597. * @returns a string containing the source code of the vertex shader associated with the program
  32598. */
  32599. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32600. /**
  32601. * Gets the source code of the fragment shader associated with a specific webGL program
  32602. * @param program defines the program to use
  32603. * @returns a string containing the source code of the fragment shader associated with the program
  32604. */
  32605. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32606. /**
  32607. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32608. * @param x defines the x coordinate of the rectangle where pixels must be read
  32609. * @param y defines the y coordinate of the rectangle where pixels must be read
  32610. * @param width defines the width of the rectangle where pixels must be read
  32611. * @param height defines the height of the rectangle where pixels must be read
  32612. * @returns a Uint8Array containing RGBA colors
  32613. */
  32614. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32615. /**
  32616. * Sets a depth stencil texture from a render target to the according uniform.
  32617. * @param channel The texture channel
  32618. * @param uniform The uniform to set
  32619. * @param texture The render target texture containing the depth stencil texture to apply
  32620. */
  32621. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32622. /**
  32623. * Sets a texture to the webGL context from a postprocess
  32624. * @param channel defines the channel to use
  32625. * @param postProcess defines the source postprocess
  32626. */
  32627. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32628. /**
  32629. * Binds the output of the passed in post process to the texture channel specified
  32630. * @param channel The channel the texture should be bound to
  32631. * @param postProcess The post process which's output should be bound
  32632. */
  32633. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32634. /** @hidden */
  32635. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32636. protected _rebuildBuffers(): void;
  32637. _renderLoop(): void;
  32638. /**
  32639. * Toggle full screen mode
  32640. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32641. */
  32642. switchFullscreen(requestPointerLock: boolean): void;
  32643. /**
  32644. * Enters full screen mode
  32645. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32646. */
  32647. enterFullscreen(requestPointerLock: boolean): void;
  32648. /**
  32649. * Exits full screen mode
  32650. */
  32651. exitFullscreen(): void;
  32652. /**
  32653. * Enters Pointerlock mode
  32654. */
  32655. enterPointerlock(): void;
  32656. /**
  32657. * Exits Pointerlock mode
  32658. */
  32659. exitPointerlock(): void;
  32660. /**
  32661. * Begin a new frame
  32662. */
  32663. beginFrame(): void;
  32664. /**
  32665. * Enf the current frame
  32666. */
  32667. endFrame(): void;
  32668. resize(): void;
  32669. /**
  32670. * Set the compressed texture format to use, based on the formats you have, and the formats
  32671. * supported by the hardware / browser.
  32672. *
  32673. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32674. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32675. * to API arguments needed to compressed textures. This puts the burden on the container
  32676. * generator to house the arcane code for determining these for current & future formats.
  32677. *
  32678. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32679. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32680. *
  32681. * Note: The result of this call is not taken into account when a texture is base64.
  32682. *
  32683. * @param formatsAvailable defines the list of those format families you have created
  32684. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32685. *
  32686. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32687. * @returns The extension selected.
  32688. */
  32689. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32690. /**
  32691. * Force a specific size of the canvas
  32692. * @param width defines the new canvas' width
  32693. * @param height defines the new canvas' height
  32694. */
  32695. setSize(width: number, height: number): void;
  32696. /**
  32697. * Updates a dynamic vertex buffer.
  32698. * @param vertexBuffer the vertex buffer to update
  32699. * @param data the data used to update the vertex buffer
  32700. * @param byteOffset the byte offset of the data
  32701. * @param byteLength the byte length of the data
  32702. */
  32703. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32704. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32705. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32706. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32707. _releaseTexture(texture: InternalTexture): void;
  32708. /**
  32709. * @hidden
  32710. * Rescales a texture
  32711. * @param source input texutre
  32712. * @param destination destination texture
  32713. * @param scene scene to use to render the resize
  32714. * @param internalFormat format to use when resizing
  32715. * @param onComplete callback to be called when resize has completed
  32716. */
  32717. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32718. /**
  32719. * Gets the current framerate
  32720. * @returns a number representing the framerate
  32721. */
  32722. getFps(): number;
  32723. /**
  32724. * Gets the time spent between current and previous frame
  32725. * @returns a number representing the delta time in ms
  32726. */
  32727. getDeltaTime(): number;
  32728. private _measureFps;
  32729. /** @hidden */
  32730. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32731. /**
  32732. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32733. * @param renderTarget The render target to set the frame buffer for
  32734. */
  32735. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32736. /**
  32737. * Update a dynamic index buffer
  32738. * @param indexBuffer defines the target index buffer
  32739. * @param indices defines the data to update
  32740. * @param offset defines the offset in the target index buffer where update should start
  32741. */
  32742. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32743. /**
  32744. * Updates the sample count of a render target texture
  32745. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32746. * @param texture defines the texture to update
  32747. * @param samples defines the sample count to set
  32748. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32749. */
  32750. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32751. /**
  32752. * Updates a depth texture Comparison Mode and Function.
  32753. * If the comparison Function is equal to 0, the mode will be set to none.
  32754. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32755. * @param texture The texture to set the comparison function for
  32756. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32757. */
  32758. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32759. /**
  32760. * Creates a webGL buffer to use with instanciation
  32761. * @param capacity defines the size of the buffer
  32762. * @returns the webGL buffer
  32763. */
  32764. createInstancesBuffer(capacity: number): DataBuffer;
  32765. /**
  32766. * Delete a webGL buffer used with instanciation
  32767. * @param buffer defines the webGL buffer to delete
  32768. */
  32769. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32770. /** @hidden */
  32771. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32772. dispose(): void;
  32773. private _disableTouchAction;
  32774. /**
  32775. * Display the loading screen
  32776. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32777. */
  32778. displayLoadingUI(): void;
  32779. /**
  32780. * Hide the loading screen
  32781. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32782. */
  32783. hideLoadingUI(): void;
  32784. /**
  32785. * Gets the current loading screen object
  32786. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32787. */
  32788. /**
  32789. * Sets the current loading screen object
  32790. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32791. */
  32792. loadingScreen: ILoadingScreen;
  32793. /**
  32794. * Sets the current loading screen text
  32795. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32796. */
  32797. loadingUIText: string;
  32798. /**
  32799. * Sets the current loading screen background color
  32800. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32801. */
  32802. loadingUIBackgroundColor: string;
  32803. /** Pointerlock and fullscreen */
  32804. /**
  32805. * Ask the browser to promote the current element to pointerlock mode
  32806. * @param element defines the DOM element to promote
  32807. */
  32808. static _RequestPointerlock(element: HTMLElement): void;
  32809. /**
  32810. * Asks the browser to exit pointerlock mode
  32811. */
  32812. static _ExitPointerlock(): void;
  32813. /**
  32814. * Ask the browser to promote the current element to fullscreen rendering mode
  32815. * @param element defines the DOM element to promote
  32816. */
  32817. static _RequestFullscreen(element: HTMLElement): void;
  32818. /**
  32819. * Asks the browser to exit fullscreen mode
  32820. */
  32821. static _ExitFullscreen(): void;
  32822. }
  32823. }
  32824. declare module "babylonjs/Engines/engineStore" {
  32825. import { Nullable } from "babylonjs/types";
  32826. import { Engine } from "babylonjs/Engines/engine";
  32827. import { Scene } from "babylonjs/scene";
  32828. /**
  32829. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32830. * during the life time of the application.
  32831. */
  32832. export class EngineStore {
  32833. /** Gets the list of created engines */
  32834. static Instances: import("babylonjs/Engines/engine").Engine[];
  32835. /** @hidden */
  32836. static _LastCreatedScene: Nullable<Scene>;
  32837. /**
  32838. * Gets the latest created engine
  32839. */
  32840. static readonly LastCreatedEngine: Nullable<Engine>;
  32841. /**
  32842. * Gets the latest created scene
  32843. */
  32844. static readonly LastCreatedScene: Nullable<Scene>;
  32845. /**
  32846. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32847. * @ignorenaming
  32848. */
  32849. static UseFallbackTexture: boolean;
  32850. /**
  32851. * Texture content used if a texture cannot loaded
  32852. * @ignorenaming
  32853. */
  32854. static FallbackTexture: string;
  32855. }
  32856. }
  32857. declare module "babylonjs/Misc/promise" {
  32858. /**
  32859. * Helper class that provides a small promise polyfill
  32860. */
  32861. export class PromisePolyfill {
  32862. /**
  32863. * Static function used to check if the polyfill is required
  32864. * If this is the case then the function will inject the polyfill to window.Promise
  32865. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32866. */
  32867. static Apply(force?: boolean): void;
  32868. }
  32869. }
  32870. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32871. /**
  32872. * Interface for screenshot methods with describe argument called `size` as object with options
  32873. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32874. */
  32875. export interface IScreenshotSize {
  32876. /**
  32877. * number in pixels for canvas height
  32878. */
  32879. height?: number;
  32880. /**
  32881. * multiplier allowing render at a higher or lower resolution
  32882. * If value is defined then height and width will be ignored and taken from camera
  32883. */
  32884. precision?: number;
  32885. /**
  32886. * number in pixels for canvas width
  32887. */
  32888. width?: number;
  32889. }
  32890. }
  32891. declare module "babylonjs/Misc/tools" {
  32892. import { Nullable, float } from "babylonjs/types";
  32893. import { DomManagement } from "babylonjs/Misc/domManagement";
  32894. import { WebRequest } from "babylonjs/Misc/webRequest";
  32895. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32896. import { ReadFileError } from "babylonjs/Misc/fileTools";
  32897. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32898. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32899. import { Camera } from "babylonjs/Cameras/camera";
  32900. import { Engine } from "babylonjs/Engines/engine";
  32901. interface IColor4Like {
  32902. r: float;
  32903. g: float;
  32904. b: float;
  32905. a: float;
  32906. }
  32907. /**
  32908. * Class containing a set of static utilities functions
  32909. */
  32910. export class Tools {
  32911. /**
  32912. * Gets or sets the base URL to use to load assets
  32913. */
  32914. static BaseUrl: string;
  32915. /**
  32916. * Enable/Disable Custom HTTP Request Headers globally.
  32917. * default = false
  32918. * @see CustomRequestHeaders
  32919. */
  32920. static UseCustomRequestHeaders: boolean;
  32921. /**
  32922. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32923. * i.e. when loading files, where the server/service expects an Authorization header
  32924. */
  32925. static CustomRequestHeaders: {
  32926. [key: string]: string;
  32927. };
  32928. /**
  32929. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32930. */
  32931. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32932. /**
  32933. * Default behaviour for cors in the application.
  32934. * It can be a string if the expected behavior is identical in the entire app.
  32935. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32936. */
  32937. static CorsBehavior: string | ((url: string | string[]) => string);
  32938. /**
  32939. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32940. * @ignorenaming
  32941. */
  32942. static UseFallbackTexture: boolean;
  32943. /**
  32944. * Use this object to register external classes like custom textures or material
  32945. * to allow the laoders to instantiate them
  32946. */
  32947. static RegisteredExternalClasses: {
  32948. [key: string]: Object;
  32949. };
  32950. /**
  32951. * Texture content used if a texture cannot loaded
  32952. * @ignorenaming
  32953. */
  32954. static fallbackTexture: string;
  32955. /**
  32956. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32957. * @param u defines the coordinate on X axis
  32958. * @param v defines the coordinate on Y axis
  32959. * @param width defines the width of the source data
  32960. * @param height defines the height of the source data
  32961. * @param pixels defines the source byte array
  32962. * @param color defines the output color
  32963. */
  32964. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32965. /**
  32966. * Interpolates between a and b via alpha
  32967. * @param a The lower value (returned when alpha = 0)
  32968. * @param b The upper value (returned when alpha = 1)
  32969. * @param alpha The interpolation-factor
  32970. * @return The mixed value
  32971. */
  32972. static Mix(a: number, b: number, alpha: number): number;
  32973. /**
  32974. * Tries to instantiate a new object from a given class name
  32975. * @param className defines the class name to instantiate
  32976. * @returns the new object or null if the system was not able to do the instantiation
  32977. */
  32978. static Instantiate(className: string): any;
  32979. /**
  32980. * Provides a slice function that will work even on IE
  32981. * @param data defines the array to slice
  32982. * @param start defines the start of the data (optional)
  32983. * @param end defines the end of the data (optional)
  32984. * @returns the new sliced array
  32985. */
  32986. static Slice<T>(data: T, start?: number, end?: number): T;
  32987. /**
  32988. * Polyfill for setImmediate
  32989. * @param action defines the action to execute after the current execution block
  32990. */
  32991. static SetImmediate(action: () => void): void;
  32992. /**
  32993. * Function indicating if a number is an exponent of 2
  32994. * @param value defines the value to test
  32995. * @returns true if the value is an exponent of 2
  32996. */
  32997. static IsExponentOfTwo(value: number): boolean;
  32998. private static _tmpFloatArray;
  32999. /**
  33000. * Returns the nearest 32-bit single precision float representation of a Number
  33001. * @param value A Number. If the parameter is of a different type, it will get converted
  33002. * to a number or to NaN if it cannot be converted
  33003. * @returns number
  33004. */
  33005. static FloatRound(value: number): number;
  33006. /**
  33007. * Extracts the filename from a path
  33008. * @param path defines the path to use
  33009. * @returns the filename
  33010. */
  33011. static GetFilename(path: string): string;
  33012. /**
  33013. * Extracts the "folder" part of a path (everything before the filename).
  33014. * @param uri The URI to extract the info from
  33015. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33016. * @returns The "folder" part of the path
  33017. */
  33018. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33019. /**
  33020. * Extracts text content from a DOM element hierarchy
  33021. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33022. */
  33023. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33024. /**
  33025. * Convert an angle in radians to degrees
  33026. * @param angle defines the angle to convert
  33027. * @returns the angle in degrees
  33028. */
  33029. static ToDegrees(angle: number): number;
  33030. /**
  33031. * Convert an angle in degrees to radians
  33032. * @param angle defines the angle to convert
  33033. * @returns the angle in radians
  33034. */
  33035. static ToRadians(angle: number): number;
  33036. /**
  33037. * Returns an array if obj is not an array
  33038. * @param obj defines the object to evaluate as an array
  33039. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33040. * @returns either obj directly if obj is an array or a new array containing obj
  33041. */
  33042. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33043. /**
  33044. * Gets the pointer prefix to use
  33045. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33046. */
  33047. static GetPointerPrefix(): string;
  33048. /**
  33049. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33050. * @param url define the url we are trying
  33051. * @param element define the dom element where to configure the cors policy
  33052. */
  33053. static SetCorsBehavior(url: string | string[], element: {
  33054. crossOrigin: string | null;
  33055. }): void;
  33056. /**
  33057. * Removes unwanted characters from an url
  33058. * @param url defines the url to clean
  33059. * @returns the cleaned url
  33060. */
  33061. static CleanUrl(url: string): string;
  33062. /**
  33063. * Gets or sets a function used to pre-process url before using them to load assets
  33064. */
  33065. static PreprocessUrl: (url: string) => string;
  33066. /**
  33067. * Loads an image as an HTMLImageElement.
  33068. * @param input url string, ArrayBuffer, or Blob to load
  33069. * @param onLoad callback called when the image successfully loads
  33070. * @param onError callback called when the image fails to load
  33071. * @param offlineProvider offline provider for caching
  33072. * @param mimeType optional mime type
  33073. * @returns the HTMLImageElement of the loaded image
  33074. */
  33075. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33076. /**
  33077. * Loads a file from a url
  33078. * @param url url string, ArrayBuffer, or Blob to load
  33079. * @param onSuccess callback called when the file successfully loads
  33080. * @param onProgress callback called while file is loading (if the server supports this mode)
  33081. * @param offlineProvider defines the offline provider for caching
  33082. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33083. * @param onError callback called when the file fails to load
  33084. * @returns a file request object
  33085. */
  33086. 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;
  33087. /**
  33088. * Loads a file from a url
  33089. * @param url the file url to load
  33090. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33091. */
  33092. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33093. /**
  33094. * Load a script (identified by an url). When the url returns, the
  33095. * content of this file is added into a new script element, attached to the DOM (body element)
  33096. * @param scriptUrl defines the url of the script to laod
  33097. * @param onSuccess defines the callback called when the script is loaded
  33098. * @param onError defines the callback to call if an error occurs
  33099. * @param scriptId defines the id of the script element
  33100. */
  33101. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33102. /**
  33103. * Load an asynchronous script (identified by an url). When the url returns, the
  33104. * content of this file is added into a new script element, attached to the DOM (body element)
  33105. * @param scriptUrl defines the url of the script to laod
  33106. * @param scriptId defines the id of the script element
  33107. * @returns a promise request object
  33108. */
  33109. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33110. /**
  33111. * Loads a file from a blob
  33112. * @param fileToLoad defines the blob to use
  33113. * @param callback defines the callback to call when data is loaded
  33114. * @param progressCallback defines the callback to call during loading process
  33115. * @returns a file request object
  33116. */
  33117. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33118. /**
  33119. * Reads a file from a File object
  33120. * @param file defines the file to load
  33121. * @param onSuccess defines the callback to call when data is loaded
  33122. * @param onProgress defines the callback to call during loading process
  33123. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33124. * @param onError defines the callback to call when an error occurs
  33125. * @returns a file request object
  33126. */
  33127. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33128. /**
  33129. * Creates a data url from a given string content
  33130. * @param content defines the content to convert
  33131. * @returns the new data url link
  33132. */
  33133. static FileAsURL(content: string): string;
  33134. /**
  33135. * Format the given number to a specific decimal format
  33136. * @param value defines the number to format
  33137. * @param decimals defines the number of decimals to use
  33138. * @returns the formatted string
  33139. */
  33140. static Format(value: number, decimals?: number): string;
  33141. /**
  33142. * Tries to copy an object by duplicating every property
  33143. * @param source defines the source object
  33144. * @param destination defines the target object
  33145. * @param doNotCopyList defines a list of properties to avoid
  33146. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33147. */
  33148. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33149. /**
  33150. * Gets a boolean indicating if the given object has no own property
  33151. * @param obj defines the object to test
  33152. * @returns true if object has no own property
  33153. */
  33154. static IsEmpty(obj: any): boolean;
  33155. /**
  33156. * Function used to register events at window level
  33157. * @param windowElement defines the Window object to use
  33158. * @param events defines the events to register
  33159. */
  33160. static RegisterTopRootEvents(windowElement: Window, events: {
  33161. name: string;
  33162. handler: Nullable<(e: FocusEvent) => any>;
  33163. }[]): void;
  33164. /**
  33165. * Function used to unregister events from window level
  33166. * @param windowElement defines the Window object to use
  33167. * @param events defines the events to unregister
  33168. */
  33169. static UnregisterTopRootEvents(windowElement: Window, events: {
  33170. name: string;
  33171. handler: Nullable<(e: FocusEvent) => any>;
  33172. }[]): void;
  33173. /**
  33174. * @ignore
  33175. */
  33176. static _ScreenshotCanvas: HTMLCanvasElement;
  33177. /**
  33178. * Dumps the current bound framebuffer
  33179. * @param width defines the rendering width
  33180. * @param height defines the rendering height
  33181. * @param engine defines the hosting engine
  33182. * @param successCallback defines the callback triggered once the data are available
  33183. * @param mimeType defines the mime type of the result
  33184. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33185. */
  33186. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33187. /**
  33188. * Converts the canvas data to blob.
  33189. * This acts as a polyfill for browsers not supporting the to blob function.
  33190. * @param canvas Defines the canvas to extract the data from
  33191. * @param successCallback Defines the callback triggered once the data are available
  33192. * @param mimeType Defines the mime type of the result
  33193. */
  33194. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33195. /**
  33196. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33197. * @param successCallback defines the callback triggered once the data are available
  33198. * @param mimeType defines the mime type of the result
  33199. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33200. */
  33201. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33202. /**
  33203. * Downloads a blob in the browser
  33204. * @param blob defines the blob to download
  33205. * @param fileName defines the name of the downloaded file
  33206. */
  33207. static Download(blob: Blob, fileName: string): void;
  33208. /**
  33209. * Captures a screenshot of the current rendering
  33210. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33211. * @param engine defines the rendering engine
  33212. * @param camera defines the source camera
  33213. * @param size This parameter can be set to a single number or to an object with the
  33214. * following (optional) properties: precision, width, height. If a single number is passed,
  33215. * it will be used for both width and height. If an object is passed, the screenshot size
  33216. * will be derived from the parameters. The precision property is a multiplier allowing
  33217. * rendering at a higher or lower resolution
  33218. * @param successCallback defines the callback receives a single parameter which contains the
  33219. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33220. * src parameter of an <img> to display it
  33221. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33222. * Check your browser for supported MIME types
  33223. */
  33224. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33225. /**
  33226. * Captures a screenshot of the current rendering
  33227. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33228. * @param engine defines the rendering engine
  33229. * @param camera defines the source camera
  33230. * @param size This parameter can be set to a single number or to an object with the
  33231. * following (optional) properties: precision, width, height. If a single number is passed,
  33232. * it will be used for both width and height. If an object is passed, the screenshot size
  33233. * will be derived from the parameters. The precision property is a multiplier allowing
  33234. * rendering at a higher or lower resolution
  33235. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33236. * Check your browser for supported MIME types
  33237. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33238. * to the src parameter of an <img> to display it
  33239. */
  33240. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33241. /**
  33242. * Generates an image screenshot from the specified camera.
  33243. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33244. * @param engine The engine to use for rendering
  33245. * @param camera The camera to use for rendering
  33246. * @param size This parameter can be set to a single number or to an object with the
  33247. * following (optional) properties: precision, width, height. If a single number is passed,
  33248. * it will be used for both width and height. If an object is passed, the screenshot size
  33249. * will be derived from the parameters. The precision property is a multiplier allowing
  33250. * rendering at a higher or lower resolution
  33251. * @param successCallback The callback receives a single parameter which contains the
  33252. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33253. * src parameter of an <img> to display it
  33254. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33255. * Check your browser for supported MIME types
  33256. * @param samples Texture samples (default: 1)
  33257. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33258. * @param fileName A name for for the downloaded file.
  33259. */
  33260. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33261. /**
  33262. * Generates an image screenshot from the specified camera.
  33263. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33264. * @param engine The engine to use for rendering
  33265. * @param camera The camera to use for rendering
  33266. * @param size This parameter can be set to a single number or to an object with the
  33267. * following (optional) properties: precision, width, height. If a single number is passed,
  33268. * it will be used for both width and height. If an object is passed, the screenshot size
  33269. * will be derived from the parameters. The precision property is a multiplier allowing
  33270. * rendering at a higher or lower resolution
  33271. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33272. * Check your browser for supported MIME types
  33273. * @param samples Texture samples (default: 1)
  33274. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33275. * @param fileName A name for for the downloaded file.
  33276. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33277. * to the src parameter of an <img> to display it
  33278. */
  33279. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33280. /**
  33281. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33282. * Be aware Math.random() could cause collisions, but:
  33283. * "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"
  33284. * @returns a pseudo random id
  33285. */
  33286. static RandomId(): string;
  33287. /**
  33288. * Test if the given uri is a base64 string
  33289. * @param uri The uri to test
  33290. * @return True if the uri is a base64 string or false otherwise
  33291. */
  33292. static IsBase64(uri: string): boolean;
  33293. /**
  33294. * Decode the given base64 uri.
  33295. * @param uri The uri to decode
  33296. * @return The decoded base64 data.
  33297. */
  33298. static DecodeBase64(uri: string): ArrayBuffer;
  33299. /**
  33300. * Gets the absolute url.
  33301. * @param url the input url
  33302. * @return the absolute url
  33303. */
  33304. static GetAbsoluteUrl(url: string): string;
  33305. /**
  33306. * No log
  33307. */
  33308. static readonly NoneLogLevel: number;
  33309. /**
  33310. * Only message logs
  33311. */
  33312. static readonly MessageLogLevel: number;
  33313. /**
  33314. * Only warning logs
  33315. */
  33316. static readonly WarningLogLevel: number;
  33317. /**
  33318. * Only error logs
  33319. */
  33320. static readonly ErrorLogLevel: number;
  33321. /**
  33322. * All logs
  33323. */
  33324. static readonly AllLogLevel: number;
  33325. /**
  33326. * Gets a value indicating the number of loading errors
  33327. * @ignorenaming
  33328. */
  33329. static readonly errorsCount: number;
  33330. /**
  33331. * Callback called when a new log is added
  33332. */
  33333. static OnNewCacheEntry: (entry: string) => void;
  33334. /**
  33335. * Log a message to the console
  33336. * @param message defines the message to log
  33337. */
  33338. static Log(message: string): void;
  33339. /**
  33340. * Write a warning message to the console
  33341. * @param message defines the message to log
  33342. */
  33343. static Warn(message: string): void;
  33344. /**
  33345. * Write an error message to the console
  33346. * @param message defines the message to log
  33347. */
  33348. static Error(message: string): void;
  33349. /**
  33350. * Gets current log cache (list of logs)
  33351. */
  33352. static readonly LogCache: string;
  33353. /**
  33354. * Clears the log cache
  33355. */
  33356. static ClearLogCache(): void;
  33357. /**
  33358. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33359. */
  33360. static LogLevels: number;
  33361. /**
  33362. * Checks if the window object exists
  33363. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33364. */
  33365. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33366. /**
  33367. * No performance log
  33368. */
  33369. static readonly PerformanceNoneLogLevel: number;
  33370. /**
  33371. * Use user marks to log performance
  33372. */
  33373. static readonly PerformanceUserMarkLogLevel: number;
  33374. /**
  33375. * Log performance to the console
  33376. */
  33377. static readonly PerformanceConsoleLogLevel: number;
  33378. private static _performance;
  33379. /**
  33380. * Sets the current performance log level
  33381. */
  33382. static PerformanceLogLevel: number;
  33383. private static _StartPerformanceCounterDisabled;
  33384. private static _EndPerformanceCounterDisabled;
  33385. private static _StartUserMark;
  33386. private static _EndUserMark;
  33387. private static _StartPerformanceConsole;
  33388. private static _EndPerformanceConsole;
  33389. /**
  33390. * Starts a performance counter
  33391. */
  33392. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33393. /**
  33394. * Ends a specific performance coutner
  33395. */
  33396. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33397. /**
  33398. * Gets either window.performance.now() if supported or Date.now() else
  33399. */
  33400. static readonly Now: number;
  33401. /**
  33402. * This method will return the name of the class used to create the instance of the given object.
  33403. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33404. * @param object the object to get the class name from
  33405. * @param isType defines if the object is actually a type
  33406. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33407. */
  33408. static GetClassName(object: any, isType?: boolean): string;
  33409. /**
  33410. * Gets the first element of an array satisfying a given predicate
  33411. * @param array defines the array to browse
  33412. * @param predicate defines the predicate to use
  33413. * @returns null if not found or the element
  33414. */
  33415. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33416. /**
  33417. * This method will return the name of the full name of the class, including its owning module (if any).
  33418. * 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).
  33419. * @param object the object to get the class name from
  33420. * @param isType defines if the object is actually a type
  33421. * @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.
  33422. * @ignorenaming
  33423. */
  33424. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33425. /**
  33426. * Returns a promise that resolves after the given amount of time.
  33427. * @param delay Number of milliseconds to delay
  33428. * @returns Promise that resolves after the given amount of time
  33429. */
  33430. static DelayAsync(delay: number): Promise<void>;
  33431. }
  33432. /**
  33433. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33434. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33435. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33436. * @param name The name of the class, case should be preserved
  33437. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33438. */
  33439. export function className(name: string, module?: string): (target: Object) => void;
  33440. /**
  33441. * An implementation of a loop for asynchronous functions.
  33442. */
  33443. export class AsyncLoop {
  33444. /**
  33445. * Defines the number of iterations for the loop
  33446. */
  33447. iterations: number;
  33448. /**
  33449. * Defines the current index of the loop.
  33450. */
  33451. index: number;
  33452. private _done;
  33453. private _fn;
  33454. private _successCallback;
  33455. /**
  33456. * Constructor.
  33457. * @param iterations the number of iterations.
  33458. * @param func the function to run each iteration
  33459. * @param successCallback the callback that will be called upon succesful execution
  33460. * @param offset starting offset.
  33461. */
  33462. constructor(
  33463. /**
  33464. * Defines the number of iterations for the loop
  33465. */
  33466. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33467. /**
  33468. * Execute the next iteration. Must be called after the last iteration was finished.
  33469. */
  33470. executeNext(): void;
  33471. /**
  33472. * Break the loop and run the success callback.
  33473. */
  33474. breakLoop(): void;
  33475. /**
  33476. * Create and run an async loop.
  33477. * @param iterations the number of iterations.
  33478. * @param fn the function to run each iteration
  33479. * @param successCallback the callback that will be called upon succesful execution
  33480. * @param offset starting offset.
  33481. * @returns the created async loop object
  33482. */
  33483. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33484. /**
  33485. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33486. * @param iterations total number of iterations
  33487. * @param syncedIterations number of synchronous iterations in each async iteration.
  33488. * @param fn the function to call each iteration.
  33489. * @param callback a success call back that will be called when iterating stops.
  33490. * @param breakFunction a break condition (optional)
  33491. * @param timeout timeout settings for the setTimeout function. default - 0.
  33492. * @returns the created async loop object
  33493. */
  33494. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33495. }
  33496. }
  33497. declare module "babylonjs/Misc/stringDictionary" {
  33498. import { Nullable } from "babylonjs/types";
  33499. /**
  33500. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33501. * The underlying implementation relies on an associative array to ensure the best performances.
  33502. * The value can be anything including 'null' but except 'undefined'
  33503. */
  33504. export class StringDictionary<T> {
  33505. /**
  33506. * This will clear this dictionary and copy the content from the 'source' one.
  33507. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33508. * @param source the dictionary to take the content from and copy to this dictionary
  33509. */
  33510. copyFrom(source: StringDictionary<T>): void;
  33511. /**
  33512. * Get a value based from its key
  33513. * @param key the given key to get the matching value from
  33514. * @return the value if found, otherwise undefined is returned
  33515. */
  33516. get(key: string): T | undefined;
  33517. /**
  33518. * Get a value from its key or add it if it doesn't exist.
  33519. * This method will ensure you that a given key/data will be present in the dictionary.
  33520. * @param key the given key to get the matching value from
  33521. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33522. * The factory will only be invoked if there's no data for the given key.
  33523. * @return the value corresponding to the key.
  33524. */
  33525. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33526. /**
  33527. * Get a value from its key if present in the dictionary otherwise add it
  33528. * @param key the key to get the value from
  33529. * @param val if there's no such key/value pair in the dictionary add it with this value
  33530. * @return the value corresponding to the key
  33531. */
  33532. getOrAdd(key: string, val: T): T;
  33533. /**
  33534. * Check if there's a given key in the dictionary
  33535. * @param key the key to check for
  33536. * @return true if the key is present, false otherwise
  33537. */
  33538. contains(key: string): boolean;
  33539. /**
  33540. * Add a new key and its corresponding value
  33541. * @param key the key to add
  33542. * @param value the value corresponding to the key
  33543. * @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
  33544. */
  33545. add(key: string, value: T): boolean;
  33546. /**
  33547. * Update a specific value associated to a key
  33548. * @param key defines the key to use
  33549. * @param value defines the value to store
  33550. * @returns true if the value was updated (or false if the key was not found)
  33551. */
  33552. set(key: string, value: T): boolean;
  33553. /**
  33554. * Get the element of the given key and remove it from the dictionary
  33555. * @param key defines the key to search
  33556. * @returns the value associated with the key or null if not found
  33557. */
  33558. getAndRemove(key: string): Nullable<T>;
  33559. /**
  33560. * Remove a key/value from the dictionary.
  33561. * @param key the key to remove
  33562. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33563. */
  33564. remove(key: string): boolean;
  33565. /**
  33566. * Clear the whole content of the dictionary
  33567. */
  33568. clear(): void;
  33569. /**
  33570. * Gets the current count
  33571. */
  33572. readonly count: number;
  33573. /**
  33574. * Execute a callback on each key/val of the dictionary.
  33575. * Note that you can remove any element in this dictionary in the callback implementation
  33576. * @param callback the callback to execute on a given key/value pair
  33577. */
  33578. forEach(callback: (key: string, val: T) => void): void;
  33579. /**
  33580. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33581. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33582. * Note that you can remove any element in this dictionary in the callback implementation
  33583. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33584. * @returns the first item
  33585. */
  33586. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33587. private _count;
  33588. private _data;
  33589. }
  33590. }
  33591. declare module "babylonjs/Collisions/collisionCoordinator" {
  33592. import { Nullable } from "babylonjs/types";
  33593. import { Scene } from "babylonjs/scene";
  33594. import { Vector3 } from "babylonjs/Maths/math.vector";
  33595. import { Collider } from "babylonjs/Collisions/collider";
  33596. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33597. /** @hidden */
  33598. export interface ICollisionCoordinator {
  33599. createCollider(): Collider;
  33600. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33601. init(scene: Scene): void;
  33602. }
  33603. /** @hidden */
  33604. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33605. private _scene;
  33606. private _scaledPosition;
  33607. private _scaledVelocity;
  33608. private _finalPosition;
  33609. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33610. createCollider(): Collider;
  33611. init(scene: Scene): void;
  33612. private _collideWithWorld;
  33613. }
  33614. }
  33615. declare module "babylonjs/Inputs/scene.inputManager" {
  33616. import { Nullable } from "babylonjs/types";
  33617. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33618. import { Vector2 } from "babylonjs/Maths/math.vector";
  33619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33620. import { Scene } from "babylonjs/scene";
  33621. /**
  33622. * Class used to manage all inputs for the scene.
  33623. */
  33624. export class InputManager {
  33625. /** The distance in pixel that you have to move to prevent some events */
  33626. static DragMovementThreshold: number;
  33627. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33628. static LongPressDelay: number;
  33629. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33630. static DoubleClickDelay: number;
  33631. /** If you need to check double click without raising a single click at first click, enable this flag */
  33632. static ExclusiveDoubleClickMode: boolean;
  33633. private _wheelEventName;
  33634. private _onPointerMove;
  33635. private _onPointerDown;
  33636. private _onPointerUp;
  33637. private _initClickEvent;
  33638. private _initActionManager;
  33639. private _delayedSimpleClick;
  33640. private _delayedSimpleClickTimeout;
  33641. private _previousDelayedSimpleClickTimeout;
  33642. private _meshPickProceed;
  33643. private _previousButtonPressed;
  33644. private _currentPickResult;
  33645. private _previousPickResult;
  33646. private _totalPointersPressed;
  33647. private _doubleClickOccured;
  33648. private _pointerOverMesh;
  33649. private _pickedDownMesh;
  33650. private _pickedUpMesh;
  33651. private _pointerX;
  33652. private _pointerY;
  33653. private _unTranslatedPointerX;
  33654. private _unTranslatedPointerY;
  33655. private _startingPointerPosition;
  33656. private _previousStartingPointerPosition;
  33657. private _startingPointerTime;
  33658. private _previousStartingPointerTime;
  33659. private _pointerCaptures;
  33660. private _onKeyDown;
  33661. private _onKeyUp;
  33662. private _onCanvasFocusObserver;
  33663. private _onCanvasBlurObserver;
  33664. private _scene;
  33665. /**
  33666. * Creates a new InputManager
  33667. * @param scene defines the hosting scene
  33668. */
  33669. constructor(scene: Scene);
  33670. /**
  33671. * Gets the mesh that is currently under the pointer
  33672. */
  33673. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33674. /**
  33675. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33676. */
  33677. readonly unTranslatedPointer: Vector2;
  33678. /**
  33679. * Gets or sets the current on-screen X position of the pointer
  33680. */
  33681. pointerX: number;
  33682. /**
  33683. * Gets or sets the current on-screen Y position of the pointer
  33684. */
  33685. pointerY: number;
  33686. private _updatePointerPosition;
  33687. private _processPointerMove;
  33688. private _setRayOnPointerInfo;
  33689. private _checkPrePointerObservable;
  33690. /**
  33691. * Use this method to simulate a pointer move on a mesh
  33692. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33693. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33694. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33695. */
  33696. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33697. /**
  33698. * Use this method to simulate a pointer down on a mesh
  33699. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33700. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33701. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33702. */
  33703. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33704. private _processPointerDown;
  33705. /** @hidden */
  33706. _isPointerSwiping(): boolean;
  33707. /**
  33708. * Use this method to simulate a pointer up on a mesh
  33709. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33710. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33711. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33712. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33713. */
  33714. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33715. private _processPointerUp;
  33716. /**
  33717. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33718. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33719. * @returns true if the pointer was captured
  33720. */
  33721. isPointerCaptured(pointerId?: number): boolean;
  33722. /**
  33723. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33724. * @param attachUp defines if you want to attach events to pointerup
  33725. * @param attachDown defines if you want to attach events to pointerdown
  33726. * @param attachMove defines if you want to attach events to pointermove
  33727. */
  33728. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33729. /**
  33730. * Detaches all event handlers
  33731. */
  33732. detachControl(): void;
  33733. /**
  33734. * Force the value of meshUnderPointer
  33735. * @param mesh defines the mesh to use
  33736. */
  33737. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33738. /**
  33739. * Gets the mesh under the pointer
  33740. * @returns a Mesh or null if no mesh is under the pointer
  33741. */
  33742. getPointerOverMesh(): Nullable<AbstractMesh>;
  33743. }
  33744. }
  33745. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33746. /**
  33747. * Helper class used to generate session unique ID
  33748. */
  33749. export class UniqueIdGenerator {
  33750. private static _UniqueIdCounter;
  33751. /**
  33752. * Gets an unique (relatively to the current scene) Id
  33753. */
  33754. static readonly UniqueId: number;
  33755. }
  33756. }
  33757. declare module "babylonjs/Animations/animationGroup" {
  33758. import { Animatable } from "babylonjs/Animations/animatable";
  33759. import { Animation } from "babylonjs/Animations/animation";
  33760. import { Scene, IDisposable } from "babylonjs/scene";
  33761. import { Observable } from "babylonjs/Misc/observable";
  33762. import { Nullable } from "babylonjs/types";
  33763. import "babylonjs/Animations/animatable";
  33764. /**
  33765. * This class defines the direct association between an animation and a target
  33766. */
  33767. export class TargetedAnimation {
  33768. /**
  33769. * Animation to perform
  33770. */
  33771. animation: Animation;
  33772. /**
  33773. * Target to animate
  33774. */
  33775. target: any;
  33776. /**
  33777. * Serialize the object
  33778. * @returns the JSON object representing the current entity
  33779. */
  33780. serialize(): any;
  33781. }
  33782. /**
  33783. * Use this class to create coordinated animations on multiple targets
  33784. */
  33785. export class AnimationGroup implements IDisposable {
  33786. /** The name of the animation group */
  33787. name: string;
  33788. private _scene;
  33789. private _targetedAnimations;
  33790. private _animatables;
  33791. private _from;
  33792. private _to;
  33793. private _isStarted;
  33794. private _isPaused;
  33795. private _speedRatio;
  33796. private _loopAnimation;
  33797. /**
  33798. * Gets or sets the unique id of the node
  33799. */
  33800. uniqueId: number;
  33801. /**
  33802. * This observable will notify when one animation have ended
  33803. */
  33804. onAnimationEndObservable: Observable<TargetedAnimation>;
  33805. /**
  33806. * Observer raised when one animation loops
  33807. */
  33808. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33809. /**
  33810. * Observer raised when all animations have looped
  33811. */
  33812. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  33813. /**
  33814. * This observable will notify when all animations have ended.
  33815. */
  33816. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33817. /**
  33818. * This observable will notify when all animations have paused.
  33819. */
  33820. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33821. /**
  33822. * This observable will notify when all animations are playing.
  33823. */
  33824. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33825. /**
  33826. * Gets the first frame
  33827. */
  33828. readonly from: number;
  33829. /**
  33830. * Gets the last frame
  33831. */
  33832. readonly to: number;
  33833. /**
  33834. * Define if the animations are started
  33835. */
  33836. readonly isStarted: boolean;
  33837. /**
  33838. * Gets a value indicating that the current group is playing
  33839. */
  33840. readonly isPlaying: boolean;
  33841. /**
  33842. * Gets or sets the speed ratio to use for all animations
  33843. */
  33844. /**
  33845. * Gets or sets the speed ratio to use for all animations
  33846. */
  33847. speedRatio: number;
  33848. /**
  33849. * Gets or sets if all animations should loop or not
  33850. */
  33851. loopAnimation: boolean;
  33852. /**
  33853. * Gets the targeted animations for this animation group
  33854. */
  33855. readonly targetedAnimations: Array<TargetedAnimation>;
  33856. /**
  33857. * returning the list of animatables controlled by this animation group.
  33858. */
  33859. readonly animatables: Array<Animatable>;
  33860. /**
  33861. * Instantiates a new Animation Group.
  33862. * This helps managing several animations at once.
  33863. * @see http://doc.babylonjs.com/how_to/group
  33864. * @param name Defines the name of the group
  33865. * @param scene Defines the scene the group belongs to
  33866. */
  33867. constructor(
  33868. /** The name of the animation group */
  33869. name: string, scene?: Nullable<Scene>);
  33870. /**
  33871. * Add an animation (with its target) in the group
  33872. * @param animation defines the animation we want to add
  33873. * @param target defines the target of the animation
  33874. * @returns the TargetedAnimation object
  33875. */
  33876. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33877. /**
  33878. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33879. * It can add constant keys at begin or end
  33880. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33881. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33882. * @returns the animation group
  33883. */
  33884. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33885. private _animationLoopCount;
  33886. private _animationLoopFlags;
  33887. private _processLoop;
  33888. /**
  33889. * Start all animations on given targets
  33890. * @param loop defines if animations must loop
  33891. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33892. * @param from defines the from key (optional)
  33893. * @param to defines the to key (optional)
  33894. * @returns the current animation group
  33895. */
  33896. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33897. /**
  33898. * Pause all animations
  33899. * @returns the animation group
  33900. */
  33901. pause(): AnimationGroup;
  33902. /**
  33903. * Play all animations to initial state
  33904. * This function will start() the animations if they were not started or will restart() them if they were paused
  33905. * @param loop defines if animations must loop
  33906. * @returns the animation group
  33907. */
  33908. play(loop?: boolean): AnimationGroup;
  33909. /**
  33910. * Reset all animations to initial state
  33911. * @returns the animation group
  33912. */
  33913. reset(): AnimationGroup;
  33914. /**
  33915. * Restart animations from key 0
  33916. * @returns the animation group
  33917. */
  33918. restart(): AnimationGroup;
  33919. /**
  33920. * Stop all animations
  33921. * @returns the animation group
  33922. */
  33923. stop(): AnimationGroup;
  33924. /**
  33925. * Set animation weight for all animatables
  33926. * @param weight defines the weight to use
  33927. * @return the animationGroup
  33928. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33929. */
  33930. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33931. /**
  33932. * Synchronize and normalize all animatables with a source animatable
  33933. * @param root defines the root animatable to synchronize with
  33934. * @return the animationGroup
  33935. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33936. */
  33937. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33938. /**
  33939. * Goes to a specific frame in this animation group
  33940. * @param frame the frame number to go to
  33941. * @return the animationGroup
  33942. */
  33943. goToFrame(frame: number): AnimationGroup;
  33944. /**
  33945. * Dispose all associated resources
  33946. */
  33947. dispose(): void;
  33948. private _checkAnimationGroupEnded;
  33949. /**
  33950. * Clone the current animation group and returns a copy
  33951. * @param newName defines the name of the new group
  33952. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33953. * @returns the new aniamtion group
  33954. */
  33955. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33956. /**
  33957. * Serializes the animationGroup to an object
  33958. * @returns Serialized object
  33959. */
  33960. serialize(): any;
  33961. /**
  33962. * Returns a new AnimationGroup object parsed from the source provided.
  33963. * @param parsedAnimationGroup defines the source
  33964. * @param scene defines the scene that will receive the animationGroup
  33965. * @returns a new AnimationGroup
  33966. */
  33967. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33968. /**
  33969. * Returns the string "AnimationGroup"
  33970. * @returns "AnimationGroup"
  33971. */
  33972. getClassName(): string;
  33973. /**
  33974. * Creates a detailled string about the object
  33975. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33976. * @returns a string representing the object
  33977. */
  33978. toString(fullDetails?: boolean): string;
  33979. }
  33980. }
  33981. declare module "babylonjs/scene" {
  33982. import { Nullable } from "babylonjs/types";
  33983. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33984. import { Observable } from "babylonjs/Misc/observable";
  33985. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33986. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33987. import { Geometry } from "babylonjs/Meshes/geometry";
  33988. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33989. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33991. import { Mesh } from "babylonjs/Meshes/mesh";
  33992. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33993. import { Bone } from "babylonjs/Bones/bone";
  33994. import { Skeleton } from "babylonjs/Bones/skeleton";
  33995. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33996. import { Camera } from "babylonjs/Cameras/camera";
  33997. import { AbstractScene } from "babylonjs/abstractScene";
  33998. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33999. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34000. import { Material } from "babylonjs/Materials/material";
  34001. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34002. import { Effect } from "babylonjs/Materials/effect";
  34003. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34004. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34005. import { Light } from "babylonjs/Lights/light";
  34006. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34007. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34008. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34009. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34010. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34011. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34012. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34013. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34014. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34015. import { Engine } from "babylonjs/Engines/engine";
  34016. import { Node } from "babylonjs/node";
  34017. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34018. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34019. import { WebRequest } from "babylonjs/Misc/webRequest";
  34020. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34021. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34022. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34023. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34024. import { Plane } from "babylonjs/Maths/math.plane";
  34025. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34026. import { Ray } from "babylonjs/Culling/ray";
  34027. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34028. import { Animation } from "babylonjs/Animations/animation";
  34029. import { Animatable } from "babylonjs/Animations/animatable";
  34030. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34031. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34032. import { Collider } from "babylonjs/Collisions/collider";
  34033. /**
  34034. * Define an interface for all classes that will hold resources
  34035. */
  34036. export interface IDisposable {
  34037. /**
  34038. * Releases all held resources
  34039. */
  34040. dispose(): void;
  34041. }
  34042. /** Interface defining initialization parameters for Scene class */
  34043. export interface SceneOptions {
  34044. /**
  34045. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34046. * It will improve performance when the number of geometries becomes important.
  34047. */
  34048. useGeometryUniqueIdsMap?: boolean;
  34049. /**
  34050. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34051. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34052. */
  34053. useMaterialMeshMap?: boolean;
  34054. /**
  34055. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34056. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34057. */
  34058. useClonedMeshhMap?: boolean;
  34059. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34060. virtual?: boolean;
  34061. }
  34062. /**
  34063. * Represents a scene to be rendered by the engine.
  34064. * @see http://doc.babylonjs.com/features/scene
  34065. */
  34066. export class Scene extends AbstractScene implements IAnimatable {
  34067. /** The fog is deactivated */
  34068. static readonly FOGMODE_NONE: number;
  34069. /** The fog density is following an exponential function */
  34070. static readonly FOGMODE_EXP: number;
  34071. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34072. static readonly FOGMODE_EXP2: number;
  34073. /** The fog density is following a linear function. */
  34074. static readonly FOGMODE_LINEAR: number;
  34075. /**
  34076. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34077. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34078. */
  34079. static MinDeltaTime: number;
  34080. /**
  34081. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34082. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34083. */
  34084. static MaxDeltaTime: number;
  34085. /**
  34086. * Factory used to create the default material.
  34087. * @param name The name of the material to create
  34088. * @param scene The scene to create the material for
  34089. * @returns The default material
  34090. */
  34091. static DefaultMaterialFactory(scene: Scene): Material;
  34092. /**
  34093. * Factory used to create the a collision coordinator.
  34094. * @returns The collision coordinator
  34095. */
  34096. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34097. /** @hidden */
  34098. _inputManager: InputManager;
  34099. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34100. cameraToUseForPointers: Nullable<Camera>;
  34101. /** @hidden */
  34102. readonly _isScene: boolean;
  34103. /**
  34104. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34105. */
  34106. autoClear: boolean;
  34107. /**
  34108. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34109. */
  34110. autoClearDepthAndStencil: boolean;
  34111. /**
  34112. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34113. */
  34114. clearColor: Color4;
  34115. /**
  34116. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34117. */
  34118. ambientColor: Color3;
  34119. /**
  34120. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34121. * It should only be one of the following (if not the default embedded one):
  34122. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34123. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34124. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34125. * The material properties need to be setup according to the type of texture in use.
  34126. */
  34127. environmentBRDFTexture: BaseTexture;
  34128. /** @hidden */
  34129. protected _environmentTexture: Nullable<BaseTexture>;
  34130. /**
  34131. * Texture used in all pbr material as the reflection texture.
  34132. * As in the majority of the scene they are the same (exception for multi room and so on),
  34133. * this is easier to reference from here than from all the materials.
  34134. */
  34135. /**
  34136. * Texture used in all pbr material as the reflection texture.
  34137. * As in the majority of the scene they are the same (exception for multi room and so on),
  34138. * this is easier to set here than in all the materials.
  34139. */
  34140. environmentTexture: Nullable<BaseTexture>;
  34141. /** @hidden */
  34142. protected _environmentIntensity: number;
  34143. /**
  34144. * Intensity of the environment in all pbr material.
  34145. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34146. * As in the majority of the scene they are the same (exception for multi room and so on),
  34147. * this is easier to reference from here than from all the materials.
  34148. */
  34149. /**
  34150. * Intensity of the environment in all pbr material.
  34151. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34152. * As in the majority of the scene they are the same (exception for multi room and so on),
  34153. * this is easier to set here than in all the materials.
  34154. */
  34155. environmentIntensity: number;
  34156. /** @hidden */
  34157. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34158. /**
  34159. * Default image processing configuration used either in the rendering
  34160. * Forward main pass or through the imageProcessingPostProcess if present.
  34161. * As in the majority of the scene they are the same (exception for multi camera),
  34162. * this is easier to reference from here than from all the materials and post process.
  34163. *
  34164. * No setter as we it is a shared configuration, you can set the values instead.
  34165. */
  34166. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34167. private _forceWireframe;
  34168. /**
  34169. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34170. */
  34171. forceWireframe: boolean;
  34172. private _forcePointsCloud;
  34173. /**
  34174. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34175. */
  34176. forcePointsCloud: boolean;
  34177. /**
  34178. * Gets or sets the active clipplane 1
  34179. */
  34180. clipPlane: Nullable<Plane>;
  34181. /**
  34182. * Gets or sets the active clipplane 2
  34183. */
  34184. clipPlane2: Nullable<Plane>;
  34185. /**
  34186. * Gets or sets the active clipplane 3
  34187. */
  34188. clipPlane3: Nullable<Plane>;
  34189. /**
  34190. * Gets or sets the active clipplane 4
  34191. */
  34192. clipPlane4: Nullable<Plane>;
  34193. /**
  34194. * Gets or sets a boolean indicating if animations are enabled
  34195. */
  34196. animationsEnabled: boolean;
  34197. private _animationPropertiesOverride;
  34198. /**
  34199. * Gets or sets the animation properties override
  34200. */
  34201. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34202. /**
  34203. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34204. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34205. */
  34206. useConstantAnimationDeltaTime: boolean;
  34207. /**
  34208. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34209. * Please note that it requires to run a ray cast through the scene on every frame
  34210. */
  34211. constantlyUpdateMeshUnderPointer: boolean;
  34212. /**
  34213. * Defines the HTML cursor to use when hovering over interactive elements
  34214. */
  34215. hoverCursor: string;
  34216. /**
  34217. * Defines the HTML default cursor to use (empty by default)
  34218. */
  34219. defaultCursor: string;
  34220. /**
  34221. * Defines wether cursors are handled by the scene.
  34222. */
  34223. doNotHandleCursors: boolean;
  34224. /**
  34225. * This is used to call preventDefault() on pointer down
  34226. * in order to block unwanted artifacts like system double clicks
  34227. */
  34228. preventDefaultOnPointerDown: boolean;
  34229. /**
  34230. * This is used to call preventDefault() on pointer up
  34231. * in order to block unwanted artifacts like system double clicks
  34232. */
  34233. preventDefaultOnPointerUp: boolean;
  34234. /**
  34235. * Gets or sets user defined metadata
  34236. */
  34237. metadata: any;
  34238. /**
  34239. * For internal use only. Please do not use.
  34240. */
  34241. reservedDataStore: any;
  34242. /**
  34243. * Gets the name of the plugin used to load this scene (null by default)
  34244. */
  34245. loadingPluginName: string;
  34246. /**
  34247. * Use this array to add regular expressions used to disable offline support for specific urls
  34248. */
  34249. disableOfflineSupportExceptionRules: RegExp[];
  34250. /**
  34251. * An event triggered when the scene is disposed.
  34252. */
  34253. onDisposeObservable: Observable<Scene>;
  34254. private _onDisposeObserver;
  34255. /** Sets a function to be executed when this scene is disposed. */
  34256. onDispose: () => void;
  34257. /**
  34258. * An event triggered before rendering the scene (right after animations and physics)
  34259. */
  34260. onBeforeRenderObservable: Observable<Scene>;
  34261. private _onBeforeRenderObserver;
  34262. /** Sets a function to be executed before rendering this scene */
  34263. beforeRender: Nullable<() => void>;
  34264. /**
  34265. * An event triggered after rendering the scene
  34266. */
  34267. onAfterRenderObservable: Observable<Scene>;
  34268. /**
  34269. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34270. */
  34271. onAfterRenderCameraObservable: Observable<Camera>;
  34272. private _onAfterRenderObserver;
  34273. /** Sets a function to be executed after rendering this scene */
  34274. afterRender: Nullable<() => void>;
  34275. /**
  34276. * An event triggered before animating the scene
  34277. */
  34278. onBeforeAnimationsObservable: Observable<Scene>;
  34279. /**
  34280. * An event triggered after animations processing
  34281. */
  34282. onAfterAnimationsObservable: Observable<Scene>;
  34283. /**
  34284. * An event triggered before draw calls are ready to be sent
  34285. */
  34286. onBeforeDrawPhaseObservable: Observable<Scene>;
  34287. /**
  34288. * An event triggered after draw calls have been sent
  34289. */
  34290. onAfterDrawPhaseObservable: Observable<Scene>;
  34291. /**
  34292. * An event triggered when the scene is ready
  34293. */
  34294. onReadyObservable: Observable<Scene>;
  34295. /**
  34296. * An event triggered before rendering a camera
  34297. */
  34298. onBeforeCameraRenderObservable: Observable<Camera>;
  34299. private _onBeforeCameraRenderObserver;
  34300. /** Sets a function to be executed before rendering a camera*/
  34301. beforeCameraRender: () => void;
  34302. /**
  34303. * An event triggered after rendering a camera
  34304. */
  34305. onAfterCameraRenderObservable: Observable<Camera>;
  34306. private _onAfterCameraRenderObserver;
  34307. /** Sets a function to be executed after rendering a camera*/
  34308. afterCameraRender: () => void;
  34309. /**
  34310. * An event triggered when active meshes evaluation is about to start
  34311. */
  34312. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34313. /**
  34314. * An event triggered when active meshes evaluation is done
  34315. */
  34316. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34317. /**
  34318. * An event triggered when particles rendering is about to start
  34319. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34320. */
  34321. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34322. /**
  34323. * An event triggered when particles rendering is done
  34324. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34325. */
  34326. onAfterParticlesRenderingObservable: Observable<Scene>;
  34327. /**
  34328. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34329. */
  34330. onDataLoadedObservable: Observable<Scene>;
  34331. /**
  34332. * An event triggered when a camera is created
  34333. */
  34334. onNewCameraAddedObservable: Observable<Camera>;
  34335. /**
  34336. * An event triggered when a camera is removed
  34337. */
  34338. onCameraRemovedObservable: Observable<Camera>;
  34339. /**
  34340. * An event triggered when a light is created
  34341. */
  34342. onNewLightAddedObservable: Observable<Light>;
  34343. /**
  34344. * An event triggered when a light is removed
  34345. */
  34346. onLightRemovedObservable: Observable<Light>;
  34347. /**
  34348. * An event triggered when a geometry is created
  34349. */
  34350. onNewGeometryAddedObservable: Observable<Geometry>;
  34351. /**
  34352. * An event triggered when a geometry is removed
  34353. */
  34354. onGeometryRemovedObservable: Observable<Geometry>;
  34355. /**
  34356. * An event triggered when a transform node is created
  34357. */
  34358. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34359. /**
  34360. * An event triggered when a transform node is removed
  34361. */
  34362. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34363. /**
  34364. * An event triggered when a mesh is created
  34365. */
  34366. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34367. /**
  34368. * An event triggered when a mesh is removed
  34369. */
  34370. onMeshRemovedObservable: Observable<AbstractMesh>;
  34371. /**
  34372. * An event triggered when a skeleton is created
  34373. */
  34374. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34375. /**
  34376. * An event triggered when a skeleton is removed
  34377. */
  34378. onSkeletonRemovedObservable: Observable<Skeleton>;
  34379. /**
  34380. * An event triggered when a material is created
  34381. */
  34382. onNewMaterialAddedObservable: Observable<Material>;
  34383. /**
  34384. * An event triggered when a material is removed
  34385. */
  34386. onMaterialRemovedObservable: Observable<Material>;
  34387. /**
  34388. * An event triggered when a texture is created
  34389. */
  34390. onNewTextureAddedObservable: Observable<BaseTexture>;
  34391. /**
  34392. * An event triggered when a texture is removed
  34393. */
  34394. onTextureRemovedObservable: Observable<BaseTexture>;
  34395. /**
  34396. * An event triggered when render targets are about to be rendered
  34397. * Can happen multiple times per frame.
  34398. */
  34399. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34400. /**
  34401. * An event triggered when render targets were rendered.
  34402. * Can happen multiple times per frame.
  34403. */
  34404. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34405. /**
  34406. * An event triggered before calculating deterministic simulation step
  34407. */
  34408. onBeforeStepObservable: Observable<Scene>;
  34409. /**
  34410. * An event triggered after calculating deterministic simulation step
  34411. */
  34412. onAfterStepObservable: Observable<Scene>;
  34413. /**
  34414. * An event triggered when the activeCamera property is updated
  34415. */
  34416. onActiveCameraChanged: Observable<Scene>;
  34417. /**
  34418. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34419. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34420. * 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)
  34421. */
  34422. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34423. /**
  34424. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34425. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34426. * 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)
  34427. */
  34428. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34429. /**
  34430. * This Observable will when a mesh has been imported into the scene.
  34431. */
  34432. onMeshImportedObservable: Observable<AbstractMesh>;
  34433. /**
  34434. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34435. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34436. */
  34437. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34438. /** @hidden */
  34439. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34440. /**
  34441. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34442. */
  34443. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34444. /**
  34445. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34446. */
  34447. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34448. /**
  34449. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34450. */
  34451. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34452. /** Callback called when a pointer move is detected */
  34453. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34454. /** Callback called when a pointer down is detected */
  34455. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34456. /** Callback called when a pointer up is detected */
  34457. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34458. /** Callback called when a pointer pick is detected */
  34459. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34460. /**
  34461. * 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).
  34462. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34463. */
  34464. onPrePointerObservable: Observable<PointerInfoPre>;
  34465. /**
  34466. * Observable event triggered each time an input event is received from the rendering canvas
  34467. */
  34468. onPointerObservable: Observable<PointerInfo>;
  34469. /**
  34470. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34471. */
  34472. readonly unTranslatedPointer: Vector2;
  34473. /**
  34474. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34475. */
  34476. static DragMovementThreshold: number;
  34477. /**
  34478. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34479. */
  34480. static LongPressDelay: number;
  34481. /**
  34482. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34483. */
  34484. static DoubleClickDelay: number;
  34485. /** If you need to check double click without raising a single click at first click, enable this flag */
  34486. static ExclusiveDoubleClickMode: boolean;
  34487. /** @hidden */
  34488. _mirroredCameraPosition: Nullable<Vector3>;
  34489. /**
  34490. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34491. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34492. */
  34493. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34494. /**
  34495. * Observable event triggered each time an keyboard event is received from the hosting window
  34496. */
  34497. onKeyboardObservable: Observable<KeyboardInfo>;
  34498. private _useRightHandedSystem;
  34499. /**
  34500. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34501. */
  34502. useRightHandedSystem: boolean;
  34503. private _timeAccumulator;
  34504. private _currentStepId;
  34505. private _currentInternalStep;
  34506. /**
  34507. * Sets the step Id used by deterministic lock step
  34508. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34509. * @param newStepId defines the step Id
  34510. */
  34511. setStepId(newStepId: number): void;
  34512. /**
  34513. * Gets the step Id used by deterministic lock step
  34514. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34515. * @returns the step Id
  34516. */
  34517. getStepId(): number;
  34518. /**
  34519. * Gets the internal step used by deterministic lock step
  34520. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34521. * @returns the internal step
  34522. */
  34523. getInternalStep(): number;
  34524. private _fogEnabled;
  34525. /**
  34526. * Gets or sets a boolean indicating if fog is enabled on this scene
  34527. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34528. * (Default is true)
  34529. */
  34530. fogEnabled: boolean;
  34531. private _fogMode;
  34532. /**
  34533. * Gets or sets the fog mode to use
  34534. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34535. * | mode | value |
  34536. * | --- | --- |
  34537. * | FOGMODE_NONE | 0 |
  34538. * | FOGMODE_EXP | 1 |
  34539. * | FOGMODE_EXP2 | 2 |
  34540. * | FOGMODE_LINEAR | 3 |
  34541. */
  34542. fogMode: number;
  34543. /**
  34544. * Gets or sets the fog color to use
  34545. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34546. * (Default is Color3(0.2, 0.2, 0.3))
  34547. */
  34548. fogColor: Color3;
  34549. /**
  34550. * Gets or sets the fog density to use
  34551. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34552. * (Default is 0.1)
  34553. */
  34554. fogDensity: number;
  34555. /**
  34556. * Gets or sets the fog start distance to use
  34557. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34558. * (Default is 0)
  34559. */
  34560. fogStart: number;
  34561. /**
  34562. * Gets or sets the fog end distance to use
  34563. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34564. * (Default is 1000)
  34565. */
  34566. fogEnd: number;
  34567. private _shadowsEnabled;
  34568. /**
  34569. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34570. */
  34571. shadowsEnabled: boolean;
  34572. private _lightsEnabled;
  34573. /**
  34574. * Gets or sets a boolean indicating if lights are enabled on this scene
  34575. */
  34576. lightsEnabled: boolean;
  34577. /** All of the active cameras added to this scene. */
  34578. activeCameras: Camera[];
  34579. /** @hidden */
  34580. _activeCamera: Nullable<Camera>;
  34581. /** Gets or sets the current active camera */
  34582. activeCamera: Nullable<Camera>;
  34583. private _defaultMaterial;
  34584. /** The default material used on meshes when no material is affected */
  34585. /** The default material used on meshes when no material is affected */
  34586. defaultMaterial: Material;
  34587. private _texturesEnabled;
  34588. /**
  34589. * Gets or sets a boolean indicating if textures are enabled on this scene
  34590. */
  34591. texturesEnabled: boolean;
  34592. /**
  34593. * Gets or sets a boolean indicating if particles are enabled on this scene
  34594. */
  34595. particlesEnabled: boolean;
  34596. /**
  34597. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34598. */
  34599. spritesEnabled: boolean;
  34600. private _skeletonsEnabled;
  34601. /**
  34602. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34603. */
  34604. skeletonsEnabled: boolean;
  34605. /**
  34606. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34607. */
  34608. lensFlaresEnabled: boolean;
  34609. /**
  34610. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34611. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34612. */
  34613. collisionsEnabled: boolean;
  34614. private _collisionCoordinator;
  34615. /** @hidden */
  34616. readonly collisionCoordinator: ICollisionCoordinator;
  34617. /**
  34618. * Defines the gravity applied to this scene (used only for collisions)
  34619. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34620. */
  34621. gravity: Vector3;
  34622. /**
  34623. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34624. */
  34625. postProcessesEnabled: boolean;
  34626. /**
  34627. * The list of postprocesses added to the scene
  34628. */
  34629. postProcesses: PostProcess[];
  34630. /**
  34631. * Gets the current postprocess manager
  34632. */
  34633. postProcessManager: PostProcessManager;
  34634. /**
  34635. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34636. */
  34637. renderTargetsEnabled: boolean;
  34638. /**
  34639. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34640. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34641. */
  34642. dumpNextRenderTargets: boolean;
  34643. /**
  34644. * The list of user defined render targets added to the scene
  34645. */
  34646. customRenderTargets: RenderTargetTexture[];
  34647. /**
  34648. * Defines if texture loading must be delayed
  34649. * If true, textures will only be loaded when they need to be rendered
  34650. */
  34651. useDelayedTextureLoading: boolean;
  34652. /**
  34653. * Gets the list of meshes imported to the scene through SceneLoader
  34654. */
  34655. importedMeshesFiles: String[];
  34656. /**
  34657. * Gets or sets a boolean indicating if probes are enabled on this scene
  34658. */
  34659. probesEnabled: boolean;
  34660. /**
  34661. * Gets or sets the current offline provider to use to store scene data
  34662. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34663. */
  34664. offlineProvider: IOfflineProvider;
  34665. /**
  34666. * Gets or sets the action manager associated with the scene
  34667. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34668. */
  34669. actionManager: AbstractActionManager;
  34670. private _meshesForIntersections;
  34671. /**
  34672. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34673. */
  34674. proceduralTexturesEnabled: boolean;
  34675. private _engine;
  34676. private _totalVertices;
  34677. /** @hidden */
  34678. _activeIndices: PerfCounter;
  34679. /** @hidden */
  34680. _activeParticles: PerfCounter;
  34681. /** @hidden */
  34682. _activeBones: PerfCounter;
  34683. private _animationRatio;
  34684. /** @hidden */
  34685. _animationTimeLast: number;
  34686. /** @hidden */
  34687. _animationTime: number;
  34688. /**
  34689. * Gets or sets a general scale for animation speed
  34690. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34691. */
  34692. animationTimeScale: number;
  34693. /** @hidden */
  34694. _cachedMaterial: Nullable<Material>;
  34695. /** @hidden */
  34696. _cachedEffect: Nullable<Effect>;
  34697. /** @hidden */
  34698. _cachedVisibility: Nullable<number>;
  34699. private _renderId;
  34700. private _frameId;
  34701. private _executeWhenReadyTimeoutId;
  34702. private _intermediateRendering;
  34703. private _viewUpdateFlag;
  34704. private _projectionUpdateFlag;
  34705. /** @hidden */
  34706. _toBeDisposed: Nullable<IDisposable>[];
  34707. private _activeRequests;
  34708. /** @hidden */
  34709. _pendingData: any[];
  34710. private _isDisposed;
  34711. /**
  34712. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34713. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34714. */
  34715. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34716. private _activeMeshes;
  34717. private _processedMaterials;
  34718. private _renderTargets;
  34719. /** @hidden */
  34720. _activeParticleSystems: SmartArray<IParticleSystem>;
  34721. private _activeSkeletons;
  34722. private _softwareSkinnedMeshes;
  34723. private _renderingManager;
  34724. /** @hidden */
  34725. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34726. private _transformMatrix;
  34727. private _sceneUbo;
  34728. /** @hidden */
  34729. _viewMatrix: Matrix;
  34730. private _projectionMatrix;
  34731. /** @hidden */
  34732. _forcedViewPosition: Nullable<Vector3>;
  34733. /** @hidden */
  34734. _frustumPlanes: Plane[];
  34735. /**
  34736. * Gets the list of frustum planes (built from the active camera)
  34737. */
  34738. readonly frustumPlanes: Plane[];
  34739. /**
  34740. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34741. * This is useful if there are more lights that the maximum simulteanous authorized
  34742. */
  34743. requireLightSorting: boolean;
  34744. /** @hidden */
  34745. readonly useMaterialMeshMap: boolean;
  34746. /** @hidden */
  34747. readonly useClonedMeshhMap: boolean;
  34748. private _externalData;
  34749. private _uid;
  34750. /**
  34751. * @hidden
  34752. * Backing store of defined scene components.
  34753. */
  34754. _components: ISceneComponent[];
  34755. /**
  34756. * @hidden
  34757. * Backing store of defined scene components.
  34758. */
  34759. _serializableComponents: ISceneSerializableComponent[];
  34760. /**
  34761. * List of components to register on the next registration step.
  34762. */
  34763. private _transientComponents;
  34764. /**
  34765. * Registers the transient components if needed.
  34766. */
  34767. private _registerTransientComponents;
  34768. /**
  34769. * @hidden
  34770. * Add a component to the scene.
  34771. * Note that the ccomponent could be registered on th next frame if this is called after
  34772. * the register component stage.
  34773. * @param component Defines the component to add to the scene
  34774. */
  34775. _addComponent(component: ISceneComponent): void;
  34776. /**
  34777. * @hidden
  34778. * Gets a component from the scene.
  34779. * @param name defines the name of the component to retrieve
  34780. * @returns the component or null if not present
  34781. */
  34782. _getComponent(name: string): Nullable<ISceneComponent>;
  34783. /**
  34784. * @hidden
  34785. * Defines the actions happening before camera updates.
  34786. */
  34787. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34788. /**
  34789. * @hidden
  34790. * Defines the actions happening before clear the canvas.
  34791. */
  34792. _beforeClearStage: Stage<SimpleStageAction>;
  34793. /**
  34794. * @hidden
  34795. * Defines the actions when collecting render targets for the frame.
  34796. */
  34797. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34798. /**
  34799. * @hidden
  34800. * Defines the actions happening for one camera in the frame.
  34801. */
  34802. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34803. /**
  34804. * @hidden
  34805. * Defines the actions happening during the per mesh ready checks.
  34806. */
  34807. _isReadyForMeshStage: Stage<MeshStageAction>;
  34808. /**
  34809. * @hidden
  34810. * Defines the actions happening before evaluate active mesh checks.
  34811. */
  34812. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34813. /**
  34814. * @hidden
  34815. * Defines the actions happening during the evaluate sub mesh checks.
  34816. */
  34817. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34818. /**
  34819. * @hidden
  34820. * Defines the actions happening during the active mesh stage.
  34821. */
  34822. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34823. /**
  34824. * @hidden
  34825. * Defines the actions happening during the per camera render target step.
  34826. */
  34827. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34828. /**
  34829. * @hidden
  34830. * Defines the actions happening just before the active camera is drawing.
  34831. */
  34832. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34833. /**
  34834. * @hidden
  34835. * Defines the actions happening just before a render target is drawing.
  34836. */
  34837. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34838. /**
  34839. * @hidden
  34840. * Defines the actions happening just before a rendering group is drawing.
  34841. */
  34842. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34843. /**
  34844. * @hidden
  34845. * Defines the actions happening just before a mesh is drawing.
  34846. */
  34847. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34848. /**
  34849. * @hidden
  34850. * Defines the actions happening just after a mesh has been drawn.
  34851. */
  34852. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34853. /**
  34854. * @hidden
  34855. * Defines the actions happening just after a rendering group has been drawn.
  34856. */
  34857. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34858. /**
  34859. * @hidden
  34860. * Defines the actions happening just after the active camera has been drawn.
  34861. */
  34862. _afterCameraDrawStage: Stage<CameraStageAction>;
  34863. /**
  34864. * @hidden
  34865. * Defines the actions happening just after a render target has been drawn.
  34866. */
  34867. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34868. /**
  34869. * @hidden
  34870. * Defines the actions happening just after rendering all cameras and computing intersections.
  34871. */
  34872. _afterRenderStage: Stage<SimpleStageAction>;
  34873. /**
  34874. * @hidden
  34875. * Defines the actions happening when a pointer move event happens.
  34876. */
  34877. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34878. /**
  34879. * @hidden
  34880. * Defines the actions happening when a pointer down event happens.
  34881. */
  34882. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34883. /**
  34884. * @hidden
  34885. * Defines the actions happening when a pointer up event happens.
  34886. */
  34887. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34888. /**
  34889. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34890. */
  34891. private geometriesByUniqueId;
  34892. /**
  34893. * Creates a new Scene
  34894. * @param engine defines the engine to use to render this scene
  34895. * @param options defines the scene options
  34896. */
  34897. constructor(engine: Engine, options?: SceneOptions);
  34898. /**
  34899. * Gets a string idenfifying the name of the class
  34900. * @returns "Scene" string
  34901. */
  34902. getClassName(): string;
  34903. private _defaultMeshCandidates;
  34904. /**
  34905. * @hidden
  34906. */
  34907. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34908. private _defaultSubMeshCandidates;
  34909. /**
  34910. * @hidden
  34911. */
  34912. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34913. /**
  34914. * Sets the default candidate providers for the scene.
  34915. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34916. * and getCollidingSubMeshCandidates to their default function
  34917. */
  34918. setDefaultCandidateProviders(): void;
  34919. /**
  34920. * Gets the mesh that is currently under the pointer
  34921. */
  34922. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34923. /**
  34924. * Gets or sets the current on-screen X position of the pointer
  34925. */
  34926. pointerX: number;
  34927. /**
  34928. * Gets or sets the current on-screen Y position of the pointer
  34929. */
  34930. pointerY: number;
  34931. /**
  34932. * Gets the cached material (ie. the latest rendered one)
  34933. * @returns the cached material
  34934. */
  34935. getCachedMaterial(): Nullable<Material>;
  34936. /**
  34937. * Gets the cached effect (ie. the latest rendered one)
  34938. * @returns the cached effect
  34939. */
  34940. getCachedEffect(): Nullable<Effect>;
  34941. /**
  34942. * Gets the cached visibility state (ie. the latest rendered one)
  34943. * @returns the cached visibility state
  34944. */
  34945. getCachedVisibility(): Nullable<number>;
  34946. /**
  34947. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34948. * @param material defines the current material
  34949. * @param effect defines the current effect
  34950. * @param visibility defines the current visibility state
  34951. * @returns true if one parameter is not cached
  34952. */
  34953. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34954. /**
  34955. * Gets the engine associated with the scene
  34956. * @returns an Engine
  34957. */
  34958. getEngine(): Engine;
  34959. /**
  34960. * Gets the total number of vertices rendered per frame
  34961. * @returns the total number of vertices rendered per frame
  34962. */
  34963. getTotalVertices(): number;
  34964. /**
  34965. * Gets the performance counter for total vertices
  34966. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34967. */
  34968. readonly totalVerticesPerfCounter: PerfCounter;
  34969. /**
  34970. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34971. * @returns the total number of active indices rendered per frame
  34972. */
  34973. getActiveIndices(): number;
  34974. /**
  34975. * Gets the performance counter for active indices
  34976. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34977. */
  34978. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34979. /**
  34980. * Gets the total number of active particles rendered per frame
  34981. * @returns the total number of active particles rendered per frame
  34982. */
  34983. getActiveParticles(): number;
  34984. /**
  34985. * Gets the performance counter for active particles
  34986. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34987. */
  34988. readonly activeParticlesPerfCounter: PerfCounter;
  34989. /**
  34990. * Gets the total number of active bones rendered per frame
  34991. * @returns the total number of active bones rendered per frame
  34992. */
  34993. getActiveBones(): number;
  34994. /**
  34995. * Gets the performance counter for active bones
  34996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34997. */
  34998. readonly activeBonesPerfCounter: PerfCounter;
  34999. /**
  35000. * Gets the array of active meshes
  35001. * @returns an array of AbstractMesh
  35002. */
  35003. getActiveMeshes(): SmartArray<AbstractMesh>;
  35004. /**
  35005. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35006. * @returns a number
  35007. */
  35008. getAnimationRatio(): number;
  35009. /**
  35010. * Gets an unique Id for the current render phase
  35011. * @returns a number
  35012. */
  35013. getRenderId(): number;
  35014. /**
  35015. * Gets an unique Id for the current frame
  35016. * @returns a number
  35017. */
  35018. getFrameId(): number;
  35019. /** Call this function if you want to manually increment the render Id*/
  35020. incrementRenderId(): void;
  35021. private _createUbo;
  35022. /**
  35023. * Use this method to simulate a pointer move on a mesh
  35024. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35025. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35026. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35027. * @returns the current scene
  35028. */
  35029. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35030. /**
  35031. * Use this method to simulate a pointer down on a mesh
  35032. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35033. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35034. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35035. * @returns the current scene
  35036. */
  35037. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35038. /**
  35039. * Use this method to simulate a pointer up on a mesh
  35040. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35041. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35042. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35043. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35044. * @returns the current scene
  35045. */
  35046. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35047. /**
  35048. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35049. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35050. * @returns true if the pointer was captured
  35051. */
  35052. isPointerCaptured(pointerId?: number): boolean;
  35053. /**
  35054. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35055. * @param attachUp defines if you want to attach events to pointerup
  35056. * @param attachDown defines if you want to attach events to pointerdown
  35057. * @param attachMove defines if you want to attach events to pointermove
  35058. */
  35059. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35060. /** Detaches all event handlers*/
  35061. detachControl(): void;
  35062. /**
  35063. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35064. * Delay loaded resources are not taking in account
  35065. * @return true if all required resources are ready
  35066. */
  35067. isReady(): boolean;
  35068. /** Resets all cached information relative to material (including effect and visibility) */
  35069. resetCachedMaterial(): void;
  35070. /**
  35071. * Registers a function to be called before every frame render
  35072. * @param func defines the function to register
  35073. */
  35074. registerBeforeRender(func: () => void): void;
  35075. /**
  35076. * Unregisters a function called before every frame render
  35077. * @param func defines the function to unregister
  35078. */
  35079. unregisterBeforeRender(func: () => void): void;
  35080. /**
  35081. * Registers a function to be called after every frame render
  35082. * @param func defines the function to register
  35083. */
  35084. registerAfterRender(func: () => void): void;
  35085. /**
  35086. * Unregisters a function called after every frame render
  35087. * @param func defines the function to unregister
  35088. */
  35089. unregisterAfterRender(func: () => void): void;
  35090. private _executeOnceBeforeRender;
  35091. /**
  35092. * The provided function will run before render once and will be disposed afterwards.
  35093. * A timeout delay can be provided so that the function will be executed in N ms.
  35094. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35095. * @param func The function to be executed.
  35096. * @param timeout optional delay in ms
  35097. */
  35098. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35099. /** @hidden */
  35100. _addPendingData(data: any): void;
  35101. /** @hidden */
  35102. _removePendingData(data: any): void;
  35103. /**
  35104. * Returns the number of items waiting to be loaded
  35105. * @returns the number of items waiting to be loaded
  35106. */
  35107. getWaitingItemsCount(): number;
  35108. /**
  35109. * Returns a boolean indicating if the scene is still loading data
  35110. */
  35111. readonly isLoading: boolean;
  35112. /**
  35113. * Registers a function to be executed when the scene is ready
  35114. * @param {Function} func - the function to be executed
  35115. */
  35116. executeWhenReady(func: () => void): void;
  35117. /**
  35118. * Returns a promise that resolves when the scene is ready
  35119. * @returns A promise that resolves when the scene is ready
  35120. */
  35121. whenReadyAsync(): Promise<void>;
  35122. /** @hidden */
  35123. _checkIsReady(): void;
  35124. /**
  35125. * Gets all animatable attached to the scene
  35126. */
  35127. readonly animatables: Animatable[];
  35128. /**
  35129. * Resets the last animation time frame.
  35130. * Useful to override when animations start running when loading a scene for the first time.
  35131. */
  35132. resetLastAnimationTimeFrame(): void;
  35133. /**
  35134. * Gets the current view matrix
  35135. * @returns a Matrix
  35136. */
  35137. getViewMatrix(): Matrix;
  35138. /**
  35139. * Gets the current projection matrix
  35140. * @returns a Matrix
  35141. */
  35142. getProjectionMatrix(): Matrix;
  35143. /**
  35144. * Gets the current transform matrix
  35145. * @returns a Matrix made of View * Projection
  35146. */
  35147. getTransformMatrix(): Matrix;
  35148. /**
  35149. * Sets the current transform matrix
  35150. * @param viewL defines the View matrix to use
  35151. * @param projectionL defines the Projection matrix to use
  35152. * @param viewR defines the right View matrix to use (if provided)
  35153. * @param projectionR defines the right Projection matrix to use (if provided)
  35154. */
  35155. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35156. /**
  35157. * Gets the uniform buffer used to store scene data
  35158. * @returns a UniformBuffer
  35159. */
  35160. getSceneUniformBuffer(): UniformBuffer;
  35161. /**
  35162. * Gets an unique (relatively to the current scene) Id
  35163. * @returns an unique number for the scene
  35164. */
  35165. getUniqueId(): number;
  35166. /**
  35167. * Add a mesh to the list of scene's meshes
  35168. * @param newMesh defines the mesh to add
  35169. * @param recursive if all child meshes should also be added to the scene
  35170. */
  35171. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35172. /**
  35173. * Remove a mesh for the list of scene's meshes
  35174. * @param toRemove defines the mesh to remove
  35175. * @param recursive if all child meshes should also be removed from the scene
  35176. * @returns the index where the mesh was in the mesh list
  35177. */
  35178. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35179. /**
  35180. * Add a transform node to the list of scene's transform nodes
  35181. * @param newTransformNode defines the transform node to add
  35182. */
  35183. addTransformNode(newTransformNode: TransformNode): void;
  35184. /**
  35185. * Remove a transform node for the list of scene's transform nodes
  35186. * @param toRemove defines the transform node to remove
  35187. * @returns the index where the transform node was in the transform node list
  35188. */
  35189. removeTransformNode(toRemove: TransformNode): number;
  35190. /**
  35191. * Remove a skeleton for the list of scene's skeletons
  35192. * @param toRemove defines the skeleton to remove
  35193. * @returns the index where the skeleton was in the skeleton list
  35194. */
  35195. removeSkeleton(toRemove: Skeleton): number;
  35196. /**
  35197. * Remove a morph target for the list of scene's morph targets
  35198. * @param toRemove defines the morph target to remove
  35199. * @returns the index where the morph target was in the morph target list
  35200. */
  35201. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35202. /**
  35203. * Remove a light for the list of scene's lights
  35204. * @param toRemove defines the light to remove
  35205. * @returns the index where the light was in the light list
  35206. */
  35207. removeLight(toRemove: Light): number;
  35208. /**
  35209. * Remove a camera for the list of scene's cameras
  35210. * @param toRemove defines the camera to remove
  35211. * @returns the index where the camera was in the camera list
  35212. */
  35213. removeCamera(toRemove: Camera): number;
  35214. /**
  35215. * Remove a particle system for the list of scene's particle systems
  35216. * @param toRemove defines the particle system to remove
  35217. * @returns the index where the particle system was in the particle system list
  35218. */
  35219. removeParticleSystem(toRemove: IParticleSystem): number;
  35220. /**
  35221. * Remove a animation for the list of scene's animations
  35222. * @param toRemove defines the animation to remove
  35223. * @returns the index where the animation was in the animation list
  35224. */
  35225. removeAnimation(toRemove: Animation): number;
  35226. /**
  35227. * Will stop the animation of the given target
  35228. * @param target - the target
  35229. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35230. * @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)
  35231. */
  35232. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35233. /**
  35234. * Removes the given animation group from this scene.
  35235. * @param toRemove The animation group to remove
  35236. * @returns The index of the removed animation group
  35237. */
  35238. removeAnimationGroup(toRemove: AnimationGroup): number;
  35239. /**
  35240. * Removes the given multi-material from this scene.
  35241. * @param toRemove The multi-material to remove
  35242. * @returns The index of the removed multi-material
  35243. */
  35244. removeMultiMaterial(toRemove: MultiMaterial): number;
  35245. /**
  35246. * Removes the given material from this scene.
  35247. * @param toRemove The material to remove
  35248. * @returns The index of the removed material
  35249. */
  35250. removeMaterial(toRemove: Material): number;
  35251. /**
  35252. * Removes the given action manager from this scene.
  35253. * @param toRemove The action manager to remove
  35254. * @returns The index of the removed action manager
  35255. */
  35256. removeActionManager(toRemove: AbstractActionManager): number;
  35257. /**
  35258. * Removes the given texture from this scene.
  35259. * @param toRemove The texture to remove
  35260. * @returns The index of the removed texture
  35261. */
  35262. removeTexture(toRemove: BaseTexture): number;
  35263. /**
  35264. * Adds the given light to this scene
  35265. * @param newLight The light to add
  35266. */
  35267. addLight(newLight: Light): void;
  35268. /**
  35269. * Sorts the list list based on light priorities
  35270. */
  35271. sortLightsByPriority(): void;
  35272. /**
  35273. * Adds the given camera to this scene
  35274. * @param newCamera The camera to add
  35275. */
  35276. addCamera(newCamera: Camera): void;
  35277. /**
  35278. * Adds the given skeleton to this scene
  35279. * @param newSkeleton The skeleton to add
  35280. */
  35281. addSkeleton(newSkeleton: Skeleton): void;
  35282. /**
  35283. * Adds the given particle system to this scene
  35284. * @param newParticleSystem The particle system to add
  35285. */
  35286. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35287. /**
  35288. * Adds the given animation to this scene
  35289. * @param newAnimation The animation to add
  35290. */
  35291. addAnimation(newAnimation: Animation): void;
  35292. /**
  35293. * Adds the given animation group to this scene.
  35294. * @param newAnimationGroup The animation group to add
  35295. */
  35296. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35297. /**
  35298. * Adds the given multi-material to this scene
  35299. * @param newMultiMaterial The multi-material to add
  35300. */
  35301. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35302. /**
  35303. * Adds the given material to this scene
  35304. * @param newMaterial The material to add
  35305. */
  35306. addMaterial(newMaterial: Material): void;
  35307. /**
  35308. * Adds the given morph target to this scene
  35309. * @param newMorphTargetManager The morph target to add
  35310. */
  35311. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35312. /**
  35313. * Adds the given geometry to this scene
  35314. * @param newGeometry The geometry to add
  35315. */
  35316. addGeometry(newGeometry: Geometry): void;
  35317. /**
  35318. * Adds the given action manager to this scene
  35319. * @param newActionManager The action manager to add
  35320. */
  35321. addActionManager(newActionManager: AbstractActionManager): void;
  35322. /**
  35323. * Adds the given texture to this scene.
  35324. * @param newTexture The texture to add
  35325. */
  35326. addTexture(newTexture: BaseTexture): void;
  35327. /**
  35328. * Switch active camera
  35329. * @param newCamera defines the new active camera
  35330. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35331. */
  35332. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35333. /**
  35334. * sets the active camera of the scene using its ID
  35335. * @param id defines the camera's ID
  35336. * @return the new active camera or null if none found.
  35337. */
  35338. setActiveCameraByID(id: string): Nullable<Camera>;
  35339. /**
  35340. * sets the active camera of the scene using its name
  35341. * @param name defines the camera's name
  35342. * @returns the new active camera or null if none found.
  35343. */
  35344. setActiveCameraByName(name: string): Nullable<Camera>;
  35345. /**
  35346. * get an animation group using its name
  35347. * @param name defines the material's name
  35348. * @return the animation group or null if none found.
  35349. */
  35350. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35351. /**
  35352. * Get a material using its unique id
  35353. * @param uniqueId defines the material's unique id
  35354. * @return the material or null if none found.
  35355. */
  35356. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35357. /**
  35358. * get a material using its id
  35359. * @param id defines the material's ID
  35360. * @return the material or null if none found.
  35361. */
  35362. getMaterialByID(id: string): Nullable<Material>;
  35363. /**
  35364. * Gets a the last added material using a given id
  35365. * @param id defines the material's ID
  35366. * @return the last material with the given id or null if none found.
  35367. */
  35368. getLastMaterialByID(id: string): Nullable<Material>;
  35369. /**
  35370. * Gets a material using its name
  35371. * @param name defines the material's name
  35372. * @return the material or null if none found.
  35373. */
  35374. getMaterialByName(name: string): Nullable<Material>;
  35375. /**
  35376. * Get a texture using its unique id
  35377. * @param uniqueId defines the texture's unique id
  35378. * @return the texture or null if none found.
  35379. */
  35380. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35381. /**
  35382. * Gets a camera using its id
  35383. * @param id defines the id to look for
  35384. * @returns the camera or null if not found
  35385. */
  35386. getCameraByID(id: string): Nullable<Camera>;
  35387. /**
  35388. * Gets a camera using its unique id
  35389. * @param uniqueId defines the unique id to look for
  35390. * @returns the camera or null if not found
  35391. */
  35392. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35393. /**
  35394. * Gets a camera using its name
  35395. * @param name defines the camera's name
  35396. * @return the camera or null if none found.
  35397. */
  35398. getCameraByName(name: string): Nullable<Camera>;
  35399. /**
  35400. * Gets a bone using its id
  35401. * @param id defines the bone's id
  35402. * @return the bone or null if not found
  35403. */
  35404. getBoneByID(id: string): Nullable<Bone>;
  35405. /**
  35406. * Gets a bone using its id
  35407. * @param name defines the bone's name
  35408. * @return the bone or null if not found
  35409. */
  35410. getBoneByName(name: string): Nullable<Bone>;
  35411. /**
  35412. * Gets a light node using its name
  35413. * @param name defines the the light's name
  35414. * @return the light or null if none found.
  35415. */
  35416. getLightByName(name: string): Nullable<Light>;
  35417. /**
  35418. * Gets a light node using its id
  35419. * @param id defines the light's id
  35420. * @return the light or null if none found.
  35421. */
  35422. getLightByID(id: string): Nullable<Light>;
  35423. /**
  35424. * Gets a light node using its scene-generated unique ID
  35425. * @param uniqueId defines the light's unique id
  35426. * @return the light or null if none found.
  35427. */
  35428. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35429. /**
  35430. * Gets a particle system by id
  35431. * @param id defines the particle system id
  35432. * @return the corresponding system or null if none found
  35433. */
  35434. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35435. /**
  35436. * Gets a geometry using its ID
  35437. * @param id defines the geometry's id
  35438. * @return the geometry or null if none found.
  35439. */
  35440. getGeometryByID(id: string): Nullable<Geometry>;
  35441. private _getGeometryByUniqueID;
  35442. /**
  35443. * Add a new geometry to this scene
  35444. * @param geometry defines the geometry to be added to the scene.
  35445. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35446. * @return a boolean defining if the geometry was added or not
  35447. */
  35448. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35449. /**
  35450. * Removes an existing geometry
  35451. * @param geometry defines the geometry to be removed from the scene
  35452. * @return a boolean defining if the geometry was removed or not
  35453. */
  35454. removeGeometry(geometry: Geometry): boolean;
  35455. /**
  35456. * Gets the list of geometries attached to the scene
  35457. * @returns an array of Geometry
  35458. */
  35459. getGeometries(): Geometry[];
  35460. /**
  35461. * Gets the first added mesh found of a given ID
  35462. * @param id defines the id to search for
  35463. * @return the mesh found or null if not found at all
  35464. */
  35465. getMeshByID(id: string): Nullable<AbstractMesh>;
  35466. /**
  35467. * Gets a list of meshes using their id
  35468. * @param id defines the id to search for
  35469. * @returns a list of meshes
  35470. */
  35471. getMeshesByID(id: string): Array<AbstractMesh>;
  35472. /**
  35473. * Gets the first added transform node found of a given ID
  35474. * @param id defines the id to search for
  35475. * @return the found transform node or null if not found at all.
  35476. */
  35477. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35478. /**
  35479. * Gets a transform node with its auto-generated unique id
  35480. * @param uniqueId efines the unique id to search for
  35481. * @return the found transform node or null if not found at all.
  35482. */
  35483. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35484. /**
  35485. * Gets a list of transform nodes using their id
  35486. * @param id defines the id to search for
  35487. * @returns a list of transform nodes
  35488. */
  35489. getTransformNodesByID(id: string): Array<TransformNode>;
  35490. /**
  35491. * Gets a mesh with its auto-generated unique id
  35492. * @param uniqueId defines the unique id to search for
  35493. * @return the found mesh or null if not found at all.
  35494. */
  35495. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35496. /**
  35497. * Gets a the last added mesh using a given id
  35498. * @param id defines the id to search for
  35499. * @return the found mesh or null if not found at all.
  35500. */
  35501. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35502. /**
  35503. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35504. * @param id defines the id to search for
  35505. * @return the found node or null if not found at all
  35506. */
  35507. getLastEntryByID(id: string): Nullable<Node>;
  35508. /**
  35509. * Gets a node (Mesh, Camera, Light) using a given id
  35510. * @param id defines the id to search for
  35511. * @return the found node or null if not found at all
  35512. */
  35513. getNodeByID(id: string): Nullable<Node>;
  35514. /**
  35515. * Gets a node (Mesh, Camera, Light) using a given name
  35516. * @param name defines the name to search for
  35517. * @return the found node or null if not found at all.
  35518. */
  35519. getNodeByName(name: string): Nullable<Node>;
  35520. /**
  35521. * Gets a mesh using a given name
  35522. * @param name defines the name to search for
  35523. * @return the found mesh or null if not found at all.
  35524. */
  35525. getMeshByName(name: string): Nullable<AbstractMesh>;
  35526. /**
  35527. * Gets a transform node using a given name
  35528. * @param name defines the name to search for
  35529. * @return the found transform node or null if not found at all.
  35530. */
  35531. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35532. /**
  35533. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35534. * @param id defines the id to search for
  35535. * @return the found skeleton or null if not found at all.
  35536. */
  35537. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35538. /**
  35539. * Gets a skeleton using a given auto generated unique id
  35540. * @param uniqueId defines the unique id to search for
  35541. * @return the found skeleton or null if not found at all.
  35542. */
  35543. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35544. /**
  35545. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35546. * @param id defines the id to search for
  35547. * @return the found skeleton or null if not found at all.
  35548. */
  35549. getSkeletonById(id: string): Nullable<Skeleton>;
  35550. /**
  35551. * Gets a skeleton using a given name
  35552. * @param name defines the name to search for
  35553. * @return the found skeleton or null if not found at all.
  35554. */
  35555. getSkeletonByName(name: string): Nullable<Skeleton>;
  35556. /**
  35557. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35558. * @param id defines the id to search for
  35559. * @return the found morph target manager or null if not found at all.
  35560. */
  35561. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35562. /**
  35563. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35564. * @param id defines the id to search for
  35565. * @return the found morph target or null if not found at all.
  35566. */
  35567. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35568. /**
  35569. * Gets a boolean indicating if the given mesh is active
  35570. * @param mesh defines the mesh to look for
  35571. * @returns true if the mesh is in the active list
  35572. */
  35573. isActiveMesh(mesh: AbstractMesh): boolean;
  35574. /**
  35575. * Return a unique id as a string which can serve as an identifier for the scene
  35576. */
  35577. readonly uid: string;
  35578. /**
  35579. * Add an externaly attached data from its key.
  35580. * This method call will fail and return false, if such key already exists.
  35581. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35582. * @param key the unique key that identifies the data
  35583. * @param data the data object to associate to the key for this Engine instance
  35584. * @return true if no such key were already present and the data was added successfully, false otherwise
  35585. */
  35586. addExternalData<T>(key: string, data: T): boolean;
  35587. /**
  35588. * Get an externaly attached data from its key
  35589. * @param key the unique key that identifies the data
  35590. * @return the associated data, if present (can be null), or undefined if not present
  35591. */
  35592. getExternalData<T>(key: string): Nullable<T>;
  35593. /**
  35594. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35595. * @param key the unique key that identifies the data
  35596. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35597. * @return the associated data, can be null if the factory returned null.
  35598. */
  35599. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35600. /**
  35601. * Remove an externaly attached data from the Engine instance
  35602. * @param key the unique key that identifies the data
  35603. * @return true if the data was successfully removed, false if it doesn't exist
  35604. */
  35605. removeExternalData(key: string): boolean;
  35606. private _evaluateSubMesh;
  35607. /**
  35608. * Clear the processed materials smart array preventing retention point in material dispose.
  35609. */
  35610. freeProcessedMaterials(): void;
  35611. private _preventFreeActiveMeshesAndRenderingGroups;
  35612. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35613. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35614. * when disposing several meshes in a row or a hierarchy of meshes.
  35615. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35616. */
  35617. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35618. /**
  35619. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35620. */
  35621. freeActiveMeshes(): void;
  35622. /**
  35623. * Clear the info related to rendering groups preventing retention points during dispose.
  35624. */
  35625. freeRenderingGroups(): void;
  35626. /** @hidden */
  35627. _isInIntermediateRendering(): boolean;
  35628. /**
  35629. * Lambda returning the list of potentially active meshes.
  35630. */
  35631. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35632. /**
  35633. * Lambda returning the list of potentially active sub meshes.
  35634. */
  35635. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35636. /**
  35637. * Lambda returning the list of potentially intersecting sub meshes.
  35638. */
  35639. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35640. /**
  35641. * Lambda returning the list of potentially colliding sub meshes.
  35642. */
  35643. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35644. private _activeMeshesFrozen;
  35645. /**
  35646. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35647. * @returns the current scene
  35648. */
  35649. freezeActiveMeshes(): Scene;
  35650. /**
  35651. * Use this function to restart evaluating active meshes on every frame
  35652. * @returns the current scene
  35653. */
  35654. unfreezeActiveMeshes(): Scene;
  35655. private _evaluateActiveMeshes;
  35656. private _activeMesh;
  35657. /**
  35658. * Update the transform matrix to update from the current active camera
  35659. * @param force defines a boolean used to force the update even if cache is up to date
  35660. */
  35661. updateTransformMatrix(force?: boolean): void;
  35662. private _bindFrameBuffer;
  35663. /** @hidden */
  35664. _allowPostProcessClearColor: boolean;
  35665. /** @hidden */
  35666. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35667. private _processSubCameras;
  35668. private _checkIntersections;
  35669. /** @hidden */
  35670. _advancePhysicsEngineStep(step: number): void;
  35671. /**
  35672. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35673. */
  35674. getDeterministicFrameTime: () => number;
  35675. /** @hidden */
  35676. _animate(): void;
  35677. /** Execute all animations (for a frame) */
  35678. animate(): void;
  35679. /**
  35680. * Render the scene
  35681. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35682. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35683. */
  35684. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35685. /**
  35686. * Freeze all materials
  35687. * A frozen material will not be updatable but should be faster to render
  35688. */
  35689. freezeMaterials(): void;
  35690. /**
  35691. * Unfreeze all materials
  35692. * A frozen material will not be updatable but should be faster to render
  35693. */
  35694. unfreezeMaterials(): void;
  35695. /**
  35696. * Releases all held ressources
  35697. */
  35698. dispose(): void;
  35699. /**
  35700. * Gets if the scene is already disposed
  35701. */
  35702. readonly isDisposed: boolean;
  35703. /**
  35704. * Call this function to reduce memory footprint of the scene.
  35705. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35706. */
  35707. clearCachedVertexData(): void;
  35708. /**
  35709. * This function will remove the local cached buffer data from texture.
  35710. * It will save memory but will prevent the texture from being rebuilt
  35711. */
  35712. cleanCachedTextureBuffer(): void;
  35713. /**
  35714. * Get the world extend vectors with an optional filter
  35715. *
  35716. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35717. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35718. */
  35719. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35720. min: Vector3;
  35721. max: Vector3;
  35722. };
  35723. /**
  35724. * Creates a ray that can be used to pick in the scene
  35725. * @param x defines the x coordinate of the origin (on-screen)
  35726. * @param y defines the y coordinate of the origin (on-screen)
  35727. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35728. * @param camera defines the camera to use for the picking
  35729. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35730. * @returns a Ray
  35731. */
  35732. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35733. /**
  35734. * Creates a ray that can be used to pick in the scene
  35735. * @param x defines the x coordinate of the origin (on-screen)
  35736. * @param y defines the y coordinate of the origin (on-screen)
  35737. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35738. * @param result defines the ray where to store the picking ray
  35739. * @param camera defines the camera to use for the picking
  35740. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35741. * @returns the current scene
  35742. */
  35743. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35744. /**
  35745. * Creates a ray that can be used to pick in the scene
  35746. * @param x defines the x coordinate of the origin (on-screen)
  35747. * @param y defines the y coordinate of the origin (on-screen)
  35748. * @param camera defines the camera to use for the picking
  35749. * @returns a Ray
  35750. */
  35751. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35752. /**
  35753. * Creates a ray that can be used to pick in the scene
  35754. * @param x defines the x coordinate of the origin (on-screen)
  35755. * @param y defines the y coordinate of the origin (on-screen)
  35756. * @param result defines the ray where to store the picking ray
  35757. * @param camera defines the camera to use for the picking
  35758. * @returns the current scene
  35759. */
  35760. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35761. /** Launch a ray to try to pick a mesh in the scene
  35762. * @param x position on screen
  35763. * @param y position on screen
  35764. * @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
  35765. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35766. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35767. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35768. * @returns a PickingInfo
  35769. */
  35770. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35771. /** Use the given ray to pick a mesh in the scene
  35772. * @param ray The ray to use to pick meshes
  35773. * @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
  35774. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35775. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35776. * @returns a PickingInfo
  35777. */
  35778. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35779. /**
  35780. * Launch a ray to try to pick a mesh in the scene
  35781. * @param x X position on screen
  35782. * @param y Y position on screen
  35783. * @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
  35784. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35785. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35786. * @returns an array of PickingInfo
  35787. */
  35788. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35789. /**
  35790. * Launch a ray to try to pick a mesh in the scene
  35791. * @param ray Ray to use
  35792. * @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
  35793. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35794. * @returns an array of PickingInfo
  35795. */
  35796. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35797. /**
  35798. * Force the value of meshUnderPointer
  35799. * @param mesh defines the mesh to use
  35800. */
  35801. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35802. /**
  35803. * Gets the mesh under the pointer
  35804. * @returns a Mesh or null if no mesh is under the pointer
  35805. */
  35806. getPointerOverMesh(): Nullable<AbstractMesh>;
  35807. /** @hidden */
  35808. _rebuildGeometries(): void;
  35809. /** @hidden */
  35810. _rebuildTextures(): void;
  35811. private _getByTags;
  35812. /**
  35813. * Get a list of meshes by tags
  35814. * @param tagsQuery defines the tags query to use
  35815. * @param forEach defines a predicate used to filter results
  35816. * @returns an array of Mesh
  35817. */
  35818. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35819. /**
  35820. * Get a list of cameras by tags
  35821. * @param tagsQuery defines the tags query to use
  35822. * @param forEach defines a predicate used to filter results
  35823. * @returns an array of Camera
  35824. */
  35825. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35826. /**
  35827. * Get a list of lights by tags
  35828. * @param tagsQuery defines the tags query to use
  35829. * @param forEach defines a predicate used to filter results
  35830. * @returns an array of Light
  35831. */
  35832. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35833. /**
  35834. * Get a list of materials by tags
  35835. * @param tagsQuery defines the tags query to use
  35836. * @param forEach defines a predicate used to filter results
  35837. * @returns an array of Material
  35838. */
  35839. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35840. /**
  35841. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35842. * This allowed control for front to back rendering or reversly depending of the special needs.
  35843. *
  35844. * @param renderingGroupId The rendering group id corresponding to its index
  35845. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35846. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35847. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35848. */
  35849. 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;
  35850. /**
  35851. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35852. *
  35853. * @param renderingGroupId The rendering group id corresponding to its index
  35854. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35855. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35856. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35857. */
  35858. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35859. /**
  35860. * Gets the current auto clear configuration for one rendering group of the rendering
  35861. * manager.
  35862. * @param index the rendering group index to get the information for
  35863. * @returns The auto clear setup for the requested rendering group
  35864. */
  35865. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35866. private _blockMaterialDirtyMechanism;
  35867. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35868. blockMaterialDirtyMechanism: boolean;
  35869. /**
  35870. * Will flag all materials as dirty to trigger new shader compilation
  35871. * @param flag defines the flag used to specify which material part must be marked as dirty
  35872. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35873. */
  35874. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35875. /** @hidden */
  35876. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  35877. /** @hidden */
  35878. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35879. /** @hidden */
  35880. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  35881. /** @hidden */
  35882. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  35883. /** @hidden */
  35884. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35885. /** @hidden */
  35886. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35887. }
  35888. }
  35889. declare module "babylonjs/assetContainer" {
  35890. import { AbstractScene } from "babylonjs/abstractScene";
  35891. import { Scene } from "babylonjs/scene";
  35892. import { Mesh } from "babylonjs/Meshes/mesh";
  35893. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35894. import { Skeleton } from "babylonjs/Bones/skeleton";
  35895. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35896. /**
  35897. * Set of assets to keep when moving a scene into an asset container.
  35898. */
  35899. export class KeepAssets extends AbstractScene {
  35900. }
  35901. /**
  35902. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  35903. */
  35904. export class InstantiatedEntries {
  35905. /**
  35906. * List of new root nodes (eg. nodes with no parent)
  35907. */
  35908. rootNodes: TransformNode[];
  35909. /**
  35910. * List of new skeletons
  35911. */
  35912. skeletons: Skeleton[];
  35913. /**
  35914. * List of new animation groups
  35915. */
  35916. animationGroups: AnimationGroup[];
  35917. }
  35918. /**
  35919. * Container with a set of assets that can be added or removed from a scene.
  35920. */
  35921. export class AssetContainer extends AbstractScene {
  35922. /**
  35923. * The scene the AssetContainer belongs to.
  35924. */
  35925. scene: Scene;
  35926. /**
  35927. * Instantiates an AssetContainer.
  35928. * @param scene The scene the AssetContainer belongs to.
  35929. */
  35930. constructor(scene: Scene);
  35931. /**
  35932. * Instantiate or clone all meshes and add the new ones to the scene.
  35933. * Skeletons and animation groups will all be cloned
  35934. * @param nameFunction defines an optional function used to get new names for clones
  35935. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  35936. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  35937. */
  35938. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  35939. /**
  35940. * Adds all the assets from the container to the scene.
  35941. */
  35942. addAllToScene(): void;
  35943. /**
  35944. * Removes all the assets in the container from the scene
  35945. */
  35946. removeAllFromScene(): void;
  35947. /**
  35948. * Disposes all the assets in the container
  35949. */
  35950. dispose(): void;
  35951. private _moveAssets;
  35952. /**
  35953. * Removes all the assets contained in the scene and adds them to the container.
  35954. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35955. */
  35956. moveAllFromScene(keepAssets?: KeepAssets): void;
  35957. /**
  35958. * 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.
  35959. * @returns the root mesh
  35960. */
  35961. createRootMesh(): Mesh;
  35962. }
  35963. }
  35964. declare module "babylonjs/abstractScene" {
  35965. import { Scene } from "babylonjs/scene";
  35966. import { Nullable } from "babylonjs/types";
  35967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35968. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35969. import { Geometry } from "babylonjs/Meshes/geometry";
  35970. import { Skeleton } from "babylonjs/Bones/skeleton";
  35971. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35972. import { AssetContainer } from "babylonjs/assetContainer";
  35973. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35974. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35975. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35976. import { Material } from "babylonjs/Materials/material";
  35977. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35978. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35979. import { Camera } from "babylonjs/Cameras/camera";
  35980. import { Light } from "babylonjs/Lights/light";
  35981. import { Node } from "babylonjs/node";
  35982. import { Animation } from "babylonjs/Animations/animation";
  35983. /**
  35984. * Defines how the parser contract is defined.
  35985. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35986. */
  35987. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35988. /**
  35989. * Defines how the individual parser contract is defined.
  35990. * These parser can parse an individual asset
  35991. */
  35992. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35993. /**
  35994. * Base class of the scene acting as a container for the different elements composing a scene.
  35995. * This class is dynamically extended by the different components of the scene increasing
  35996. * flexibility and reducing coupling
  35997. */
  35998. export abstract class AbstractScene {
  35999. /**
  36000. * Stores the list of available parsers in the application.
  36001. */
  36002. private static _BabylonFileParsers;
  36003. /**
  36004. * Stores the list of available individual parsers in the application.
  36005. */
  36006. private static _IndividualBabylonFileParsers;
  36007. /**
  36008. * Adds a parser in the list of available ones
  36009. * @param name Defines the name of the parser
  36010. * @param parser Defines the parser to add
  36011. */
  36012. static AddParser(name: string, parser: BabylonFileParser): void;
  36013. /**
  36014. * Gets a general parser from the list of avaialble ones
  36015. * @param name Defines the name of the parser
  36016. * @returns the requested parser or null
  36017. */
  36018. static GetParser(name: string): Nullable<BabylonFileParser>;
  36019. /**
  36020. * Adds n individual parser in the list of available ones
  36021. * @param name Defines the name of the parser
  36022. * @param parser Defines the parser to add
  36023. */
  36024. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36025. /**
  36026. * Gets an individual parser from the list of avaialble ones
  36027. * @param name Defines the name of the parser
  36028. * @returns the requested parser or null
  36029. */
  36030. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36031. /**
  36032. * Parser json data and populate both a scene and its associated container object
  36033. * @param jsonData Defines the data to parse
  36034. * @param scene Defines the scene to parse the data for
  36035. * @param container Defines the container attached to the parsing sequence
  36036. * @param rootUrl Defines the root url of the data
  36037. */
  36038. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36039. /**
  36040. * Gets the list of root nodes (ie. nodes with no parent)
  36041. */
  36042. rootNodes: Node[];
  36043. /** All of the cameras added to this scene
  36044. * @see http://doc.babylonjs.com/babylon101/cameras
  36045. */
  36046. cameras: Camera[];
  36047. /**
  36048. * All of the lights added to this scene
  36049. * @see http://doc.babylonjs.com/babylon101/lights
  36050. */
  36051. lights: Light[];
  36052. /**
  36053. * All of the (abstract) meshes added to this scene
  36054. */
  36055. meshes: AbstractMesh[];
  36056. /**
  36057. * The list of skeletons added to the scene
  36058. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36059. */
  36060. skeletons: Skeleton[];
  36061. /**
  36062. * All of the particle systems added to this scene
  36063. * @see http://doc.babylonjs.com/babylon101/particles
  36064. */
  36065. particleSystems: IParticleSystem[];
  36066. /**
  36067. * Gets a list of Animations associated with the scene
  36068. */
  36069. animations: Animation[];
  36070. /**
  36071. * All of the animation groups added to this scene
  36072. * @see http://doc.babylonjs.com/how_to/group
  36073. */
  36074. animationGroups: AnimationGroup[];
  36075. /**
  36076. * All of the multi-materials added to this scene
  36077. * @see http://doc.babylonjs.com/how_to/multi_materials
  36078. */
  36079. multiMaterials: MultiMaterial[];
  36080. /**
  36081. * All of the materials added to this scene
  36082. * In the context of a Scene, it is not supposed to be modified manually.
  36083. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36084. * Note also that the order of the Material within the array is not significant and might change.
  36085. * @see http://doc.babylonjs.com/babylon101/materials
  36086. */
  36087. materials: Material[];
  36088. /**
  36089. * The list of morph target managers added to the scene
  36090. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36091. */
  36092. morphTargetManagers: MorphTargetManager[];
  36093. /**
  36094. * The list of geometries used in the scene.
  36095. */
  36096. geometries: Geometry[];
  36097. /**
  36098. * All of the tranform nodes added to this scene
  36099. * In the context of a Scene, it is not supposed to be modified manually.
  36100. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36101. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36102. * @see http://doc.babylonjs.com/how_to/transformnode
  36103. */
  36104. transformNodes: TransformNode[];
  36105. /**
  36106. * ActionManagers available on the scene.
  36107. */
  36108. actionManagers: AbstractActionManager[];
  36109. /**
  36110. * Textures to keep.
  36111. */
  36112. textures: BaseTexture[];
  36113. /**
  36114. * Environment texture for the scene
  36115. */
  36116. environmentTexture: Nullable<BaseTexture>;
  36117. }
  36118. }
  36119. declare module "babylonjs/Audio/sound" {
  36120. import { Observable } from "babylonjs/Misc/observable";
  36121. import { Vector3 } from "babylonjs/Maths/math.vector";
  36122. import { Nullable } from "babylonjs/types";
  36123. import { Scene } from "babylonjs/scene";
  36124. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36125. /**
  36126. * Interface used to define options for Sound class
  36127. */
  36128. export interface ISoundOptions {
  36129. /**
  36130. * Does the sound autoplay once loaded.
  36131. */
  36132. autoplay?: boolean;
  36133. /**
  36134. * Does the sound loop after it finishes playing once.
  36135. */
  36136. loop?: boolean;
  36137. /**
  36138. * Sound's volume
  36139. */
  36140. volume?: number;
  36141. /**
  36142. * Is it a spatial sound?
  36143. */
  36144. spatialSound?: boolean;
  36145. /**
  36146. * Maximum distance to hear that sound
  36147. */
  36148. maxDistance?: number;
  36149. /**
  36150. * Uses user defined attenuation function
  36151. */
  36152. useCustomAttenuation?: boolean;
  36153. /**
  36154. * Define the roll off factor of spatial sounds.
  36155. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36156. */
  36157. rolloffFactor?: number;
  36158. /**
  36159. * Define the reference distance the sound should be heard perfectly.
  36160. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36161. */
  36162. refDistance?: number;
  36163. /**
  36164. * Define the distance attenuation model the sound will follow.
  36165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36166. */
  36167. distanceModel?: string;
  36168. /**
  36169. * Defines the playback speed (1 by default)
  36170. */
  36171. playbackRate?: number;
  36172. /**
  36173. * Defines if the sound is from a streaming source
  36174. */
  36175. streaming?: boolean;
  36176. /**
  36177. * Defines an optional length (in seconds) inside the sound file
  36178. */
  36179. length?: number;
  36180. /**
  36181. * Defines an optional offset (in seconds) inside the sound file
  36182. */
  36183. offset?: number;
  36184. /**
  36185. * If true, URLs will not be required to state the audio file codec to use.
  36186. */
  36187. skipCodecCheck?: boolean;
  36188. }
  36189. /**
  36190. * Defines a sound that can be played in the application.
  36191. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36193. */
  36194. export class Sound {
  36195. /**
  36196. * The name of the sound in the scene.
  36197. */
  36198. name: string;
  36199. /**
  36200. * Does the sound autoplay once loaded.
  36201. */
  36202. autoplay: boolean;
  36203. /**
  36204. * Does the sound loop after it finishes playing once.
  36205. */
  36206. loop: boolean;
  36207. /**
  36208. * Does the sound use a custom attenuation curve to simulate the falloff
  36209. * happening when the source gets further away from the camera.
  36210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36211. */
  36212. useCustomAttenuation: boolean;
  36213. /**
  36214. * The sound track id this sound belongs to.
  36215. */
  36216. soundTrackId: number;
  36217. /**
  36218. * Is this sound currently played.
  36219. */
  36220. isPlaying: boolean;
  36221. /**
  36222. * Is this sound currently paused.
  36223. */
  36224. isPaused: boolean;
  36225. /**
  36226. * Does this sound enables spatial sound.
  36227. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36228. */
  36229. spatialSound: boolean;
  36230. /**
  36231. * Define the reference distance the sound should be heard perfectly.
  36232. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36233. */
  36234. refDistance: number;
  36235. /**
  36236. * Define the roll off factor of spatial sounds.
  36237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36238. */
  36239. rolloffFactor: number;
  36240. /**
  36241. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36243. */
  36244. maxDistance: number;
  36245. /**
  36246. * Define the distance attenuation model the sound will follow.
  36247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36248. */
  36249. distanceModel: string;
  36250. /**
  36251. * @hidden
  36252. * Back Compat
  36253. **/
  36254. onended: () => any;
  36255. /**
  36256. * Observable event when the current playing sound finishes.
  36257. */
  36258. onEndedObservable: Observable<Sound>;
  36259. private _panningModel;
  36260. private _playbackRate;
  36261. private _streaming;
  36262. private _startTime;
  36263. private _startOffset;
  36264. private _position;
  36265. /** @hidden */
  36266. _positionInEmitterSpace: boolean;
  36267. private _localDirection;
  36268. private _volume;
  36269. private _isReadyToPlay;
  36270. private _isDirectional;
  36271. private _readyToPlayCallback;
  36272. private _audioBuffer;
  36273. private _soundSource;
  36274. private _streamingSource;
  36275. private _soundPanner;
  36276. private _soundGain;
  36277. private _inputAudioNode;
  36278. private _outputAudioNode;
  36279. private _coneInnerAngle;
  36280. private _coneOuterAngle;
  36281. private _coneOuterGain;
  36282. private _scene;
  36283. private _connectedTransformNode;
  36284. private _customAttenuationFunction;
  36285. private _registerFunc;
  36286. private _isOutputConnected;
  36287. private _htmlAudioElement;
  36288. private _urlType;
  36289. private _length?;
  36290. private _offset?;
  36291. /** @hidden */
  36292. static _SceneComponentInitialization: (scene: Scene) => void;
  36293. /**
  36294. * Create a sound and attach it to a scene
  36295. * @param name Name of your sound
  36296. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36297. * @param scene defines the scene the sound belongs to
  36298. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36299. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36300. */
  36301. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36302. /**
  36303. * Release the sound and its associated resources
  36304. */
  36305. dispose(): void;
  36306. /**
  36307. * Gets if the sounds is ready to be played or not.
  36308. * @returns true if ready, otherwise false
  36309. */
  36310. isReady(): boolean;
  36311. private _soundLoaded;
  36312. /**
  36313. * Sets the data of the sound from an audiobuffer
  36314. * @param audioBuffer The audioBuffer containing the data
  36315. */
  36316. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36317. /**
  36318. * Updates the current sounds options such as maxdistance, loop...
  36319. * @param options A JSON object containing values named as the object properties
  36320. */
  36321. updateOptions(options: ISoundOptions): void;
  36322. private _createSpatialParameters;
  36323. private _updateSpatialParameters;
  36324. /**
  36325. * Switch the panning model to HRTF:
  36326. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36327. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36328. */
  36329. switchPanningModelToHRTF(): void;
  36330. /**
  36331. * Switch the panning model to Equal Power:
  36332. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36333. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36334. */
  36335. switchPanningModelToEqualPower(): void;
  36336. private _switchPanningModel;
  36337. /**
  36338. * Connect this sound to a sound track audio node like gain...
  36339. * @param soundTrackAudioNode the sound track audio node to connect to
  36340. */
  36341. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36342. /**
  36343. * Transform this sound into a directional source
  36344. * @param coneInnerAngle Size of the inner cone in degree
  36345. * @param coneOuterAngle Size of the outer cone in degree
  36346. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36347. */
  36348. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36349. /**
  36350. * Gets or sets the inner angle for the directional cone.
  36351. */
  36352. /**
  36353. * Gets or sets the inner angle for the directional cone.
  36354. */
  36355. directionalConeInnerAngle: number;
  36356. /**
  36357. * Gets or sets the outer angle for the directional cone.
  36358. */
  36359. /**
  36360. * Gets or sets the outer angle for the directional cone.
  36361. */
  36362. directionalConeOuterAngle: number;
  36363. /**
  36364. * Sets the position of the emitter if spatial sound is enabled
  36365. * @param newPosition Defines the new posisiton
  36366. */
  36367. setPosition(newPosition: Vector3): void;
  36368. /**
  36369. * Sets the local direction of the emitter if spatial sound is enabled
  36370. * @param newLocalDirection Defines the new local direction
  36371. */
  36372. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36373. private _updateDirection;
  36374. /** @hidden */
  36375. updateDistanceFromListener(): void;
  36376. /**
  36377. * Sets a new custom attenuation function for the sound.
  36378. * @param callback Defines the function used for the attenuation
  36379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36380. */
  36381. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36382. /**
  36383. * Play the sound
  36384. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36385. * @param offset (optional) Start the sound at a specific time in seconds
  36386. * @param length (optional) Sound duration (in seconds)
  36387. */
  36388. play(time?: number, offset?: number, length?: number): void;
  36389. private _onended;
  36390. /**
  36391. * Stop the sound
  36392. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36393. */
  36394. stop(time?: number): void;
  36395. /**
  36396. * Put the sound in pause
  36397. */
  36398. pause(): void;
  36399. /**
  36400. * Sets a dedicated volume for this sounds
  36401. * @param newVolume Define the new volume of the sound
  36402. * @param time Define time for gradual change to new volume
  36403. */
  36404. setVolume(newVolume: number, time?: number): void;
  36405. /**
  36406. * Set the sound play back rate
  36407. * @param newPlaybackRate Define the playback rate the sound should be played at
  36408. */
  36409. setPlaybackRate(newPlaybackRate: number): void;
  36410. /**
  36411. * Gets the volume of the sound.
  36412. * @returns the volume of the sound
  36413. */
  36414. getVolume(): number;
  36415. /**
  36416. * Attach the sound to a dedicated mesh
  36417. * @param transformNode The transform node to connect the sound with
  36418. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36419. */
  36420. attachToMesh(transformNode: TransformNode): void;
  36421. /**
  36422. * Detach the sound from the previously attached mesh
  36423. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36424. */
  36425. detachFromMesh(): void;
  36426. private _onRegisterAfterWorldMatrixUpdate;
  36427. /**
  36428. * Clone the current sound in the scene.
  36429. * @returns the new sound clone
  36430. */
  36431. clone(): Nullable<Sound>;
  36432. /**
  36433. * Gets the current underlying audio buffer containing the data
  36434. * @returns the audio buffer
  36435. */
  36436. getAudioBuffer(): Nullable<AudioBuffer>;
  36437. /**
  36438. * Serializes the Sound in a JSON representation
  36439. * @returns the JSON representation of the sound
  36440. */
  36441. serialize(): any;
  36442. /**
  36443. * Parse a JSON representation of a sound to innstantiate in a given scene
  36444. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36445. * @param scene Define the scene the new parsed sound should be created in
  36446. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36447. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36448. * @returns the newly parsed sound
  36449. */
  36450. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36451. }
  36452. }
  36453. declare module "babylonjs/Actions/directAudioActions" {
  36454. import { Action } from "babylonjs/Actions/action";
  36455. import { Condition } from "babylonjs/Actions/condition";
  36456. import { Sound } from "babylonjs/Audio/sound";
  36457. /**
  36458. * This defines an action helpful to play a defined sound on a triggered action.
  36459. */
  36460. export class PlaySoundAction extends Action {
  36461. private _sound;
  36462. /**
  36463. * Instantiate the action
  36464. * @param triggerOptions defines the trigger options
  36465. * @param sound defines the sound to play
  36466. * @param condition defines the trigger related conditions
  36467. */
  36468. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36469. /** @hidden */
  36470. _prepare(): void;
  36471. /**
  36472. * Execute the action and play the sound.
  36473. */
  36474. execute(): void;
  36475. /**
  36476. * Serializes the actions and its related information.
  36477. * @param parent defines the object to serialize in
  36478. * @returns the serialized object
  36479. */
  36480. serialize(parent: any): any;
  36481. }
  36482. /**
  36483. * This defines an action helpful to stop a defined sound on a triggered action.
  36484. */
  36485. export class StopSoundAction extends Action {
  36486. private _sound;
  36487. /**
  36488. * Instantiate the action
  36489. * @param triggerOptions defines the trigger options
  36490. * @param sound defines the sound to stop
  36491. * @param condition defines the trigger related conditions
  36492. */
  36493. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36494. /** @hidden */
  36495. _prepare(): void;
  36496. /**
  36497. * Execute the action and stop the sound.
  36498. */
  36499. execute(): void;
  36500. /**
  36501. * Serializes the actions and its related information.
  36502. * @param parent defines the object to serialize in
  36503. * @returns the serialized object
  36504. */
  36505. serialize(parent: any): any;
  36506. }
  36507. }
  36508. declare module "babylonjs/Actions/interpolateValueAction" {
  36509. import { Action } from "babylonjs/Actions/action";
  36510. import { Condition } from "babylonjs/Actions/condition";
  36511. import { Observable } from "babylonjs/Misc/observable";
  36512. /**
  36513. * This defines an action responsible to change the value of a property
  36514. * by interpolating between its current value and the newly set one once triggered.
  36515. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36516. */
  36517. export class InterpolateValueAction extends Action {
  36518. /**
  36519. * Defines the path of the property where the value should be interpolated
  36520. */
  36521. propertyPath: string;
  36522. /**
  36523. * Defines the target value at the end of the interpolation.
  36524. */
  36525. value: any;
  36526. /**
  36527. * Defines the time it will take for the property to interpolate to the value.
  36528. */
  36529. duration: number;
  36530. /**
  36531. * Defines if the other scene animations should be stopped when the action has been triggered
  36532. */
  36533. stopOtherAnimations?: boolean;
  36534. /**
  36535. * Defines a callback raised once the interpolation animation has been done.
  36536. */
  36537. onInterpolationDone?: () => void;
  36538. /**
  36539. * Observable triggered once the interpolation animation has been done.
  36540. */
  36541. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36542. private _target;
  36543. private _effectiveTarget;
  36544. private _property;
  36545. /**
  36546. * Instantiate the action
  36547. * @param triggerOptions defines the trigger options
  36548. * @param target defines the object containing the value to interpolate
  36549. * @param propertyPath defines the path to the property in the target object
  36550. * @param value defines the target value at the end of the interpolation
  36551. * @param duration deines the time it will take for the property to interpolate to the value.
  36552. * @param condition defines the trigger related conditions
  36553. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36554. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36555. */
  36556. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36557. /** @hidden */
  36558. _prepare(): void;
  36559. /**
  36560. * Execute the action starts the value interpolation.
  36561. */
  36562. execute(): void;
  36563. /**
  36564. * Serializes the actions and its related information.
  36565. * @param parent defines the object to serialize in
  36566. * @returns the serialized object
  36567. */
  36568. serialize(parent: any): any;
  36569. }
  36570. }
  36571. declare module "babylonjs/Actions/index" {
  36572. export * from "babylonjs/Actions/abstractActionManager";
  36573. export * from "babylonjs/Actions/action";
  36574. export * from "babylonjs/Actions/actionEvent";
  36575. export * from "babylonjs/Actions/actionManager";
  36576. export * from "babylonjs/Actions/condition";
  36577. export * from "babylonjs/Actions/directActions";
  36578. export * from "babylonjs/Actions/directAudioActions";
  36579. export * from "babylonjs/Actions/interpolateValueAction";
  36580. }
  36581. declare module "babylonjs/Animations/index" {
  36582. export * from "babylonjs/Animations/animatable";
  36583. export * from "babylonjs/Animations/animation";
  36584. export * from "babylonjs/Animations/animationGroup";
  36585. export * from "babylonjs/Animations/animationPropertiesOverride";
  36586. export * from "babylonjs/Animations/easing";
  36587. export * from "babylonjs/Animations/runtimeAnimation";
  36588. export * from "babylonjs/Animations/animationEvent";
  36589. export * from "babylonjs/Animations/animationGroup";
  36590. export * from "babylonjs/Animations/animationKey";
  36591. export * from "babylonjs/Animations/animationRange";
  36592. export * from "babylonjs/Animations/animatable.interface";
  36593. }
  36594. declare module "babylonjs/Audio/soundTrack" {
  36595. import { Sound } from "babylonjs/Audio/sound";
  36596. import { Analyser } from "babylonjs/Audio/analyser";
  36597. import { Scene } from "babylonjs/scene";
  36598. /**
  36599. * Options allowed during the creation of a sound track.
  36600. */
  36601. export interface ISoundTrackOptions {
  36602. /**
  36603. * The volume the sound track should take during creation
  36604. */
  36605. volume?: number;
  36606. /**
  36607. * Define if the sound track is the main sound track of the scene
  36608. */
  36609. mainTrack?: boolean;
  36610. }
  36611. /**
  36612. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36613. * It will be also used in a future release to apply effects on a specific track.
  36614. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36615. */
  36616. export class SoundTrack {
  36617. /**
  36618. * The unique identifier of the sound track in the scene.
  36619. */
  36620. id: number;
  36621. /**
  36622. * The list of sounds included in the sound track.
  36623. */
  36624. soundCollection: Array<Sound>;
  36625. private _outputAudioNode;
  36626. private _scene;
  36627. private _isMainTrack;
  36628. private _connectedAnalyser;
  36629. private _options;
  36630. private _isInitialized;
  36631. /**
  36632. * Creates a new sound track.
  36633. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36634. * @param scene Define the scene the sound track belongs to
  36635. * @param options
  36636. */
  36637. constructor(scene: Scene, options?: ISoundTrackOptions);
  36638. private _initializeSoundTrackAudioGraph;
  36639. /**
  36640. * Release the sound track and its associated resources
  36641. */
  36642. dispose(): void;
  36643. /**
  36644. * Adds a sound to this sound track
  36645. * @param sound define the cound to add
  36646. * @ignoreNaming
  36647. */
  36648. AddSound(sound: Sound): void;
  36649. /**
  36650. * Removes a sound to this sound track
  36651. * @param sound define the cound to remove
  36652. * @ignoreNaming
  36653. */
  36654. RemoveSound(sound: Sound): void;
  36655. /**
  36656. * Set a global volume for the full sound track.
  36657. * @param newVolume Define the new volume of the sound track
  36658. */
  36659. setVolume(newVolume: number): void;
  36660. /**
  36661. * Switch the panning model to HRTF:
  36662. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36663. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36664. */
  36665. switchPanningModelToHRTF(): void;
  36666. /**
  36667. * Switch the panning model to Equal Power:
  36668. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36669. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36670. */
  36671. switchPanningModelToEqualPower(): void;
  36672. /**
  36673. * Connect the sound track to an audio analyser allowing some amazing
  36674. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36675. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36676. * @param analyser The analyser to connect to the engine
  36677. */
  36678. connectToAnalyser(analyser: Analyser): void;
  36679. }
  36680. }
  36681. declare module "babylonjs/Audio/audioSceneComponent" {
  36682. import { Sound } from "babylonjs/Audio/sound";
  36683. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36684. import { Nullable } from "babylonjs/types";
  36685. import { Vector3 } from "babylonjs/Maths/math.vector";
  36686. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36687. import { Scene } from "babylonjs/scene";
  36688. import { AbstractScene } from "babylonjs/abstractScene";
  36689. import "babylonjs/Audio/audioEngine";
  36690. module "babylonjs/abstractScene" {
  36691. interface AbstractScene {
  36692. /**
  36693. * The list of sounds used in the scene.
  36694. */
  36695. sounds: Nullable<Array<Sound>>;
  36696. }
  36697. }
  36698. module "babylonjs/scene" {
  36699. interface Scene {
  36700. /**
  36701. * @hidden
  36702. * Backing field
  36703. */
  36704. _mainSoundTrack: SoundTrack;
  36705. /**
  36706. * The main sound track played by the scene.
  36707. * It cotains your primary collection of sounds.
  36708. */
  36709. mainSoundTrack: SoundTrack;
  36710. /**
  36711. * The list of sound tracks added to the scene
  36712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36713. */
  36714. soundTracks: Nullable<Array<SoundTrack>>;
  36715. /**
  36716. * Gets a sound using a given name
  36717. * @param name defines the name to search for
  36718. * @return the found sound or null if not found at all.
  36719. */
  36720. getSoundByName(name: string): Nullable<Sound>;
  36721. /**
  36722. * Gets or sets if audio support is enabled
  36723. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36724. */
  36725. audioEnabled: boolean;
  36726. /**
  36727. * Gets or sets if audio will be output to headphones
  36728. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36729. */
  36730. headphone: boolean;
  36731. /**
  36732. * Gets or sets custom audio listener position provider
  36733. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36734. */
  36735. audioListenerPositionProvider: Nullable<() => Vector3>;
  36736. /**
  36737. * Gets or sets a refresh rate when using 3D audio positioning
  36738. */
  36739. audioPositioningRefreshRate: number;
  36740. }
  36741. }
  36742. /**
  36743. * Defines the sound scene component responsible to manage any sounds
  36744. * in a given scene.
  36745. */
  36746. export class AudioSceneComponent implements ISceneSerializableComponent {
  36747. /**
  36748. * The component name helpfull to identify the component in the list of scene components.
  36749. */
  36750. readonly name: string;
  36751. /**
  36752. * The scene the component belongs to.
  36753. */
  36754. scene: Scene;
  36755. private _audioEnabled;
  36756. /**
  36757. * Gets whether audio is enabled or not.
  36758. * Please use related enable/disable method to switch state.
  36759. */
  36760. readonly audioEnabled: boolean;
  36761. private _headphone;
  36762. /**
  36763. * Gets whether audio is outputing to headphone or not.
  36764. * Please use the according Switch methods to change output.
  36765. */
  36766. readonly headphone: boolean;
  36767. /**
  36768. * Gets or sets a refresh rate when using 3D audio positioning
  36769. */
  36770. audioPositioningRefreshRate: number;
  36771. private _audioListenerPositionProvider;
  36772. /**
  36773. * Gets the current audio listener position provider
  36774. */
  36775. /**
  36776. * Sets a custom listener position for all sounds in the scene
  36777. * By default, this is the position of the first active camera
  36778. */
  36779. audioListenerPositionProvider: Nullable<() => Vector3>;
  36780. /**
  36781. * Creates a new instance of the component for the given scene
  36782. * @param scene Defines the scene to register the component in
  36783. */
  36784. constructor(scene: Scene);
  36785. /**
  36786. * Registers the component in a given scene
  36787. */
  36788. register(): void;
  36789. /**
  36790. * Rebuilds the elements related to this component in case of
  36791. * context lost for instance.
  36792. */
  36793. rebuild(): void;
  36794. /**
  36795. * Serializes the component data to the specified json object
  36796. * @param serializationObject The object to serialize to
  36797. */
  36798. serialize(serializationObject: any): void;
  36799. /**
  36800. * Adds all the elements from the container to the scene
  36801. * @param container the container holding the elements
  36802. */
  36803. addFromContainer(container: AbstractScene): void;
  36804. /**
  36805. * Removes all the elements in the container from the scene
  36806. * @param container contains the elements to remove
  36807. * @param dispose if the removed element should be disposed (default: false)
  36808. */
  36809. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36810. /**
  36811. * Disposes the component and the associated ressources.
  36812. */
  36813. dispose(): void;
  36814. /**
  36815. * Disables audio in the associated scene.
  36816. */
  36817. disableAudio(): void;
  36818. /**
  36819. * Enables audio in the associated scene.
  36820. */
  36821. enableAudio(): void;
  36822. /**
  36823. * Switch audio to headphone output.
  36824. */
  36825. switchAudioModeForHeadphones(): void;
  36826. /**
  36827. * Switch audio to normal speakers.
  36828. */
  36829. switchAudioModeForNormalSpeakers(): void;
  36830. private _cachedCameraDirection;
  36831. private _cachedCameraPosition;
  36832. private _lastCheck;
  36833. private _afterRender;
  36834. }
  36835. }
  36836. declare module "babylonjs/Audio/weightedsound" {
  36837. import { Sound } from "babylonjs/Audio/sound";
  36838. /**
  36839. * Wraps one or more Sound objects and selects one with random weight for playback.
  36840. */
  36841. export class WeightedSound {
  36842. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36843. loop: boolean;
  36844. private _coneInnerAngle;
  36845. private _coneOuterAngle;
  36846. private _volume;
  36847. /** A Sound is currently playing. */
  36848. isPlaying: boolean;
  36849. /** A Sound is currently paused. */
  36850. isPaused: boolean;
  36851. private _sounds;
  36852. private _weights;
  36853. private _currentIndex?;
  36854. /**
  36855. * Creates a new WeightedSound from the list of sounds given.
  36856. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36857. * @param sounds Array of Sounds that will be selected from.
  36858. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36859. */
  36860. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36861. /**
  36862. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36863. */
  36864. /**
  36865. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36866. */
  36867. directionalConeInnerAngle: number;
  36868. /**
  36869. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36870. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36871. */
  36872. /**
  36873. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36874. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36875. */
  36876. directionalConeOuterAngle: number;
  36877. /**
  36878. * Playback volume.
  36879. */
  36880. /**
  36881. * Playback volume.
  36882. */
  36883. volume: number;
  36884. private _onended;
  36885. /**
  36886. * Suspend playback
  36887. */
  36888. pause(): void;
  36889. /**
  36890. * Stop playback
  36891. */
  36892. stop(): void;
  36893. /**
  36894. * Start playback.
  36895. * @param startOffset Position the clip head at a specific time in seconds.
  36896. */
  36897. play(startOffset?: number): void;
  36898. }
  36899. }
  36900. declare module "babylonjs/Audio/index" {
  36901. export * from "babylonjs/Audio/analyser";
  36902. export * from "babylonjs/Audio/audioEngine";
  36903. export * from "babylonjs/Audio/audioSceneComponent";
  36904. export * from "babylonjs/Audio/sound";
  36905. export * from "babylonjs/Audio/soundTrack";
  36906. export * from "babylonjs/Audio/weightedsound";
  36907. }
  36908. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36909. import { Behavior } from "babylonjs/Behaviors/behavior";
  36910. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36911. import { BackEase } from "babylonjs/Animations/easing";
  36912. /**
  36913. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36914. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36915. */
  36916. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36917. /**
  36918. * Gets the name of the behavior.
  36919. */
  36920. readonly name: string;
  36921. /**
  36922. * The easing function used by animations
  36923. */
  36924. static EasingFunction: BackEase;
  36925. /**
  36926. * The easing mode used by animations
  36927. */
  36928. static EasingMode: number;
  36929. /**
  36930. * The duration of the animation, in milliseconds
  36931. */
  36932. transitionDuration: number;
  36933. /**
  36934. * Length of the distance animated by the transition when lower radius is reached
  36935. */
  36936. lowerRadiusTransitionRange: number;
  36937. /**
  36938. * Length of the distance animated by the transition when upper radius is reached
  36939. */
  36940. upperRadiusTransitionRange: number;
  36941. private _autoTransitionRange;
  36942. /**
  36943. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36944. */
  36945. /**
  36946. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36947. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36948. */
  36949. autoTransitionRange: boolean;
  36950. private _attachedCamera;
  36951. private _onAfterCheckInputsObserver;
  36952. private _onMeshTargetChangedObserver;
  36953. /**
  36954. * Initializes the behavior.
  36955. */
  36956. init(): void;
  36957. /**
  36958. * Attaches the behavior to its arc rotate camera.
  36959. * @param camera Defines the camera to attach the behavior to
  36960. */
  36961. attach(camera: ArcRotateCamera): void;
  36962. /**
  36963. * Detaches the behavior from its current arc rotate camera.
  36964. */
  36965. detach(): void;
  36966. private _radiusIsAnimating;
  36967. private _radiusBounceTransition;
  36968. private _animatables;
  36969. private _cachedWheelPrecision;
  36970. /**
  36971. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36972. * @param radiusLimit The limit to check against.
  36973. * @return Bool to indicate if at limit.
  36974. */
  36975. private _isRadiusAtLimit;
  36976. /**
  36977. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36978. * @param radiusDelta The delta by which to animate to. Can be negative.
  36979. */
  36980. private _applyBoundRadiusAnimation;
  36981. /**
  36982. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36983. */
  36984. protected _clearAnimationLocks(): void;
  36985. /**
  36986. * Stops and removes all animations that have been applied to the camera
  36987. */
  36988. stopAllAnimations(): void;
  36989. }
  36990. }
  36991. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36992. import { Behavior } from "babylonjs/Behaviors/behavior";
  36993. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36994. import { ExponentialEase } from "babylonjs/Animations/easing";
  36995. import { Nullable } from "babylonjs/types";
  36996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36997. import { Vector3 } from "babylonjs/Maths/math.vector";
  36998. /**
  36999. * 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.
  37000. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37001. */
  37002. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37003. /**
  37004. * Gets the name of the behavior.
  37005. */
  37006. readonly name: string;
  37007. private _mode;
  37008. private _radiusScale;
  37009. private _positionScale;
  37010. private _defaultElevation;
  37011. private _elevationReturnTime;
  37012. private _elevationReturnWaitTime;
  37013. private _zoomStopsAnimation;
  37014. private _framingTime;
  37015. /**
  37016. * The easing function used by animations
  37017. */
  37018. static EasingFunction: ExponentialEase;
  37019. /**
  37020. * The easing mode used by animations
  37021. */
  37022. static EasingMode: number;
  37023. /**
  37024. * Sets the current mode used by the behavior
  37025. */
  37026. /**
  37027. * Gets current mode used by the behavior.
  37028. */
  37029. mode: number;
  37030. /**
  37031. * Sets the scale applied to the radius (1 by default)
  37032. */
  37033. /**
  37034. * Gets the scale applied to the radius
  37035. */
  37036. radiusScale: number;
  37037. /**
  37038. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37039. */
  37040. /**
  37041. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37042. */
  37043. positionScale: number;
  37044. /**
  37045. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37046. * behaviour is triggered, in radians.
  37047. */
  37048. /**
  37049. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37050. * behaviour is triggered, in radians.
  37051. */
  37052. defaultElevation: number;
  37053. /**
  37054. * Sets the time (in milliseconds) taken to return to the default beta position.
  37055. * Negative value indicates camera should not return to default.
  37056. */
  37057. /**
  37058. * Gets the time (in milliseconds) taken to return to the default beta position.
  37059. * Negative value indicates camera should not return to default.
  37060. */
  37061. elevationReturnTime: number;
  37062. /**
  37063. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37064. */
  37065. /**
  37066. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37067. */
  37068. elevationReturnWaitTime: number;
  37069. /**
  37070. * Sets the flag that indicates if user zooming should stop animation.
  37071. */
  37072. /**
  37073. * Gets the flag that indicates if user zooming should stop animation.
  37074. */
  37075. zoomStopsAnimation: boolean;
  37076. /**
  37077. * Sets the transition time when framing the mesh, in milliseconds
  37078. */
  37079. /**
  37080. * Gets the transition time when framing the mesh, in milliseconds
  37081. */
  37082. framingTime: number;
  37083. /**
  37084. * Define if the behavior should automatically change the configured
  37085. * camera limits and sensibilities.
  37086. */
  37087. autoCorrectCameraLimitsAndSensibility: boolean;
  37088. private _onPrePointerObservableObserver;
  37089. private _onAfterCheckInputsObserver;
  37090. private _onMeshTargetChangedObserver;
  37091. private _attachedCamera;
  37092. private _isPointerDown;
  37093. private _lastInteractionTime;
  37094. /**
  37095. * Initializes the behavior.
  37096. */
  37097. init(): void;
  37098. /**
  37099. * Attaches the behavior to its arc rotate camera.
  37100. * @param camera Defines the camera to attach the behavior to
  37101. */
  37102. attach(camera: ArcRotateCamera): void;
  37103. /**
  37104. * Detaches the behavior from its current arc rotate camera.
  37105. */
  37106. detach(): void;
  37107. private _animatables;
  37108. private _betaIsAnimating;
  37109. private _betaTransition;
  37110. private _radiusTransition;
  37111. private _vectorTransition;
  37112. /**
  37113. * Targets the given mesh and updates zoom level accordingly.
  37114. * @param mesh The mesh to target.
  37115. * @param radius Optional. If a cached radius position already exists, overrides default.
  37116. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37117. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37118. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37119. */
  37120. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37121. /**
  37122. * Targets the given mesh with its children and updates zoom level accordingly.
  37123. * @param mesh The mesh to target.
  37124. * @param radius Optional. If a cached radius position already exists, overrides default.
  37125. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37126. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37127. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37128. */
  37129. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37130. /**
  37131. * Targets the given meshes with their children and updates zoom level accordingly.
  37132. * @param meshes The mesh to target.
  37133. * @param radius Optional. If a cached radius position already exists, overrides default.
  37134. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37135. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37136. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37137. */
  37138. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37139. /**
  37140. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37141. * @param minimumWorld Determines the smaller position of the bounding box extend
  37142. * @param maximumWorld Determines the bigger position of the bounding box extend
  37143. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37144. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37145. */
  37146. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37147. /**
  37148. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37149. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37150. * frustum width.
  37151. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37152. * to fully enclose the mesh in the viewing frustum.
  37153. */
  37154. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37155. /**
  37156. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37157. * is automatically returned to its default position (expected to be above ground plane).
  37158. */
  37159. private _maintainCameraAboveGround;
  37160. /**
  37161. * Returns the frustum slope based on the canvas ratio and camera FOV
  37162. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37163. */
  37164. private _getFrustumSlope;
  37165. /**
  37166. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37167. */
  37168. private _clearAnimationLocks;
  37169. /**
  37170. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37171. */
  37172. private _applyUserInteraction;
  37173. /**
  37174. * Stops and removes all animations that have been applied to the camera
  37175. */
  37176. stopAllAnimations(): void;
  37177. /**
  37178. * Gets a value indicating if the user is moving the camera
  37179. */
  37180. readonly isUserIsMoving: boolean;
  37181. /**
  37182. * The camera can move all the way towards the mesh.
  37183. */
  37184. static IgnoreBoundsSizeMode: number;
  37185. /**
  37186. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37187. */
  37188. static FitFrustumSidesMode: number;
  37189. }
  37190. }
  37191. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37192. import { Nullable } from "babylonjs/types";
  37193. import { Camera } from "babylonjs/Cameras/camera";
  37194. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37195. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37196. /**
  37197. * Base class for Camera Pointer Inputs.
  37198. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37199. * for example usage.
  37200. */
  37201. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37202. /**
  37203. * Defines the camera the input is attached to.
  37204. */
  37205. abstract camera: Camera;
  37206. /**
  37207. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37208. */
  37209. protected _altKey: boolean;
  37210. protected _ctrlKey: boolean;
  37211. protected _metaKey: boolean;
  37212. protected _shiftKey: boolean;
  37213. /**
  37214. * Which mouse buttons were pressed at time of last mouse event.
  37215. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37216. */
  37217. protected _buttonsPressed: number;
  37218. /**
  37219. * Defines the buttons associated with the input to handle camera move.
  37220. */
  37221. buttons: number[];
  37222. /**
  37223. * Attach the input controls to a specific dom element to get the input from.
  37224. * @param element Defines the element the controls should be listened from
  37225. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37226. */
  37227. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37228. /**
  37229. * Detach the current controls from the specified dom element.
  37230. * @param element Defines the element to stop listening the inputs from
  37231. */
  37232. detachControl(element: Nullable<HTMLElement>): void;
  37233. /**
  37234. * Gets the class name of the current input.
  37235. * @returns the class name
  37236. */
  37237. getClassName(): string;
  37238. /**
  37239. * Get the friendly name associated with the input class.
  37240. * @returns the input friendly name
  37241. */
  37242. getSimpleName(): string;
  37243. /**
  37244. * Called on pointer POINTERDOUBLETAP event.
  37245. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37246. */
  37247. protected onDoubleTap(type: string): void;
  37248. /**
  37249. * Called on pointer POINTERMOVE event if only a single touch is active.
  37250. * Override this method to provide functionality.
  37251. */
  37252. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37253. /**
  37254. * Called on pointer POINTERMOVE event if multiple touches are active.
  37255. * Override this method to provide functionality.
  37256. */
  37257. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37258. /**
  37259. * Called on JS contextmenu event.
  37260. * Override this method to provide functionality.
  37261. */
  37262. protected onContextMenu(evt: PointerEvent): void;
  37263. /**
  37264. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37265. * press.
  37266. * Override this method to provide functionality.
  37267. */
  37268. protected onButtonDown(evt: PointerEvent): void;
  37269. /**
  37270. * Called each time a new POINTERUP event occurs. Ie, for each button
  37271. * release.
  37272. * Override this method to provide functionality.
  37273. */
  37274. protected onButtonUp(evt: PointerEvent): void;
  37275. /**
  37276. * Called when window becomes inactive.
  37277. * Override this method to provide functionality.
  37278. */
  37279. protected onLostFocus(): void;
  37280. private _pointerInput;
  37281. private _observer;
  37282. private _onLostFocus;
  37283. private pointA;
  37284. private pointB;
  37285. }
  37286. }
  37287. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37288. import { Nullable } from "babylonjs/types";
  37289. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37290. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37291. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37292. /**
  37293. * Manage the pointers inputs to control an arc rotate camera.
  37294. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37295. */
  37296. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37297. /**
  37298. * Defines the camera the input is attached to.
  37299. */
  37300. camera: ArcRotateCamera;
  37301. /**
  37302. * Gets the class name of the current input.
  37303. * @returns the class name
  37304. */
  37305. getClassName(): string;
  37306. /**
  37307. * Defines the buttons associated with the input to handle camera move.
  37308. */
  37309. buttons: number[];
  37310. /**
  37311. * Defines the pointer angular sensibility along the X axis or how fast is
  37312. * the camera rotating.
  37313. */
  37314. angularSensibilityX: number;
  37315. /**
  37316. * Defines the pointer angular sensibility along the Y axis or how fast is
  37317. * the camera rotating.
  37318. */
  37319. angularSensibilityY: number;
  37320. /**
  37321. * Defines the pointer pinch precision or how fast is the camera zooming.
  37322. */
  37323. pinchPrecision: number;
  37324. /**
  37325. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37326. * from 0.
  37327. * It defines the percentage of current camera.radius to use as delta when
  37328. * pinch zoom is used.
  37329. */
  37330. pinchDeltaPercentage: number;
  37331. /**
  37332. * Defines the pointer panning sensibility or how fast is the camera moving.
  37333. */
  37334. panningSensibility: number;
  37335. /**
  37336. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37337. */
  37338. multiTouchPanning: boolean;
  37339. /**
  37340. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37341. * zoom (pinch) through multitouch.
  37342. */
  37343. multiTouchPanAndZoom: boolean;
  37344. /**
  37345. * Revers pinch action direction.
  37346. */
  37347. pinchInwards: boolean;
  37348. private _isPanClick;
  37349. private _twoFingerActivityCount;
  37350. private _isPinching;
  37351. /**
  37352. * Called on pointer POINTERMOVE event if only a single touch is active.
  37353. */
  37354. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37355. /**
  37356. * Called on pointer POINTERDOUBLETAP event.
  37357. */
  37358. protected onDoubleTap(type: string): void;
  37359. /**
  37360. * Called on pointer POINTERMOVE event if multiple touches are active.
  37361. */
  37362. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37363. /**
  37364. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37365. * press.
  37366. */
  37367. protected onButtonDown(evt: PointerEvent): void;
  37368. /**
  37369. * Called each time a new POINTERUP event occurs. Ie, for each button
  37370. * release.
  37371. */
  37372. protected onButtonUp(evt: PointerEvent): void;
  37373. /**
  37374. * Called when window becomes inactive.
  37375. */
  37376. protected onLostFocus(): void;
  37377. }
  37378. }
  37379. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37380. import { Nullable } from "babylonjs/types";
  37381. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37382. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37383. /**
  37384. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37385. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37386. */
  37387. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37388. /**
  37389. * Defines the camera the input is attached to.
  37390. */
  37391. camera: ArcRotateCamera;
  37392. /**
  37393. * Defines the list of key codes associated with the up action (increase alpha)
  37394. */
  37395. keysUp: number[];
  37396. /**
  37397. * Defines the list of key codes associated with the down action (decrease alpha)
  37398. */
  37399. keysDown: number[];
  37400. /**
  37401. * Defines the list of key codes associated with the left action (increase beta)
  37402. */
  37403. keysLeft: number[];
  37404. /**
  37405. * Defines the list of key codes associated with the right action (decrease beta)
  37406. */
  37407. keysRight: number[];
  37408. /**
  37409. * Defines the list of key codes associated with the reset action.
  37410. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37411. */
  37412. keysReset: number[];
  37413. /**
  37414. * Defines the panning sensibility of the inputs.
  37415. * (How fast is the camera paning)
  37416. */
  37417. panningSensibility: number;
  37418. /**
  37419. * Defines the zooming sensibility of the inputs.
  37420. * (How fast is the camera zooming)
  37421. */
  37422. zoomingSensibility: number;
  37423. /**
  37424. * Defines wether maintaining the alt key down switch the movement mode from
  37425. * orientation to zoom.
  37426. */
  37427. useAltToZoom: boolean;
  37428. /**
  37429. * Rotation speed of the camera
  37430. */
  37431. angularSpeed: number;
  37432. private _keys;
  37433. private _ctrlPressed;
  37434. private _altPressed;
  37435. private _onCanvasBlurObserver;
  37436. private _onKeyboardObserver;
  37437. private _engine;
  37438. private _scene;
  37439. /**
  37440. * Attach the input controls to a specific dom element to get the input from.
  37441. * @param element Defines the element the controls should be listened from
  37442. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37443. */
  37444. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37445. /**
  37446. * Detach the current controls from the specified dom element.
  37447. * @param element Defines the element to stop listening the inputs from
  37448. */
  37449. detachControl(element: Nullable<HTMLElement>): void;
  37450. /**
  37451. * Update the current camera state depending on the inputs that have been used this frame.
  37452. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37453. */
  37454. checkInputs(): void;
  37455. /**
  37456. * Gets the class name of the current intput.
  37457. * @returns the class name
  37458. */
  37459. getClassName(): string;
  37460. /**
  37461. * Get the friendly name associated with the input class.
  37462. * @returns the input friendly name
  37463. */
  37464. getSimpleName(): string;
  37465. }
  37466. }
  37467. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37468. import { Nullable } from "babylonjs/types";
  37469. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37470. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37471. /**
  37472. * Manage the mouse wheel inputs to control an arc rotate camera.
  37473. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37474. */
  37475. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37476. /**
  37477. * Defines the camera the input is attached to.
  37478. */
  37479. camera: ArcRotateCamera;
  37480. /**
  37481. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37482. */
  37483. wheelPrecision: number;
  37484. /**
  37485. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37486. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37487. */
  37488. wheelDeltaPercentage: number;
  37489. private _wheel;
  37490. private _observer;
  37491. private computeDeltaFromMouseWheelLegacyEvent;
  37492. /**
  37493. * Attach the input controls to a specific dom element to get the input from.
  37494. * @param element Defines the element the controls should be listened from
  37495. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37496. */
  37497. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37498. /**
  37499. * Detach the current controls from the specified dom element.
  37500. * @param element Defines the element to stop listening the inputs from
  37501. */
  37502. detachControl(element: Nullable<HTMLElement>): void;
  37503. /**
  37504. * Gets the class name of the current intput.
  37505. * @returns the class name
  37506. */
  37507. getClassName(): string;
  37508. /**
  37509. * Get the friendly name associated with the input class.
  37510. * @returns the input friendly name
  37511. */
  37512. getSimpleName(): string;
  37513. }
  37514. }
  37515. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37516. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37517. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37518. /**
  37519. * Default Inputs manager for the ArcRotateCamera.
  37520. * It groups all the default supported inputs for ease of use.
  37521. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37522. */
  37523. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37524. /**
  37525. * Instantiates a new ArcRotateCameraInputsManager.
  37526. * @param camera Defines the camera the inputs belong to
  37527. */
  37528. constructor(camera: ArcRotateCamera);
  37529. /**
  37530. * Add mouse wheel input support to the input manager.
  37531. * @returns the current input manager
  37532. */
  37533. addMouseWheel(): ArcRotateCameraInputsManager;
  37534. /**
  37535. * Add pointers input support to the input manager.
  37536. * @returns the current input manager
  37537. */
  37538. addPointers(): ArcRotateCameraInputsManager;
  37539. /**
  37540. * Add keyboard input support to the input manager.
  37541. * @returns the current input manager
  37542. */
  37543. addKeyboard(): ArcRotateCameraInputsManager;
  37544. }
  37545. }
  37546. declare module "babylonjs/Cameras/arcRotateCamera" {
  37547. import { Observable } from "babylonjs/Misc/observable";
  37548. import { Nullable } from "babylonjs/types";
  37549. import { Scene } from "babylonjs/scene";
  37550. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37552. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37553. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37554. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37555. import { Camera } from "babylonjs/Cameras/camera";
  37556. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37557. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37558. import { Collider } from "babylonjs/Collisions/collider";
  37559. /**
  37560. * This represents an orbital type of camera.
  37561. *
  37562. * 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.
  37563. * 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.
  37564. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37565. */
  37566. export class ArcRotateCamera extends TargetCamera {
  37567. /**
  37568. * Defines the rotation angle of the camera along the longitudinal axis.
  37569. */
  37570. alpha: number;
  37571. /**
  37572. * Defines the rotation angle of the camera along the latitudinal axis.
  37573. */
  37574. beta: number;
  37575. /**
  37576. * Defines the radius of the camera from it s target point.
  37577. */
  37578. radius: number;
  37579. protected _target: Vector3;
  37580. protected _targetHost: Nullable<AbstractMesh>;
  37581. /**
  37582. * Defines the target point of the camera.
  37583. * The camera looks towards it form the radius distance.
  37584. */
  37585. target: Vector3;
  37586. /**
  37587. * Define the current local position of the camera in the scene
  37588. */
  37589. position: Vector3;
  37590. protected _upVector: Vector3;
  37591. protected _upToYMatrix: Matrix;
  37592. protected _YToUpMatrix: Matrix;
  37593. /**
  37594. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37595. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37596. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37597. */
  37598. upVector: Vector3;
  37599. /**
  37600. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37601. */
  37602. setMatUp(): void;
  37603. /**
  37604. * Current inertia value on the longitudinal axis.
  37605. * The bigger this number the longer it will take for the camera to stop.
  37606. */
  37607. inertialAlphaOffset: number;
  37608. /**
  37609. * Current inertia value on the latitudinal axis.
  37610. * The bigger this number the longer it will take for the camera to stop.
  37611. */
  37612. inertialBetaOffset: number;
  37613. /**
  37614. * Current inertia value on the radius axis.
  37615. * The bigger this number the longer it will take for the camera to stop.
  37616. */
  37617. inertialRadiusOffset: number;
  37618. /**
  37619. * Minimum allowed angle on the longitudinal axis.
  37620. * This can help limiting how the Camera is able to move in the scene.
  37621. */
  37622. lowerAlphaLimit: Nullable<number>;
  37623. /**
  37624. * Maximum allowed angle on the longitudinal axis.
  37625. * This can help limiting how the Camera is able to move in the scene.
  37626. */
  37627. upperAlphaLimit: Nullable<number>;
  37628. /**
  37629. * Minimum allowed angle on the latitudinal axis.
  37630. * This can help limiting how the Camera is able to move in the scene.
  37631. */
  37632. lowerBetaLimit: number;
  37633. /**
  37634. * Maximum allowed angle on the latitudinal axis.
  37635. * This can help limiting how the Camera is able to move in the scene.
  37636. */
  37637. upperBetaLimit: number;
  37638. /**
  37639. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37640. * This can help limiting how the Camera is able to move in the scene.
  37641. */
  37642. lowerRadiusLimit: Nullable<number>;
  37643. /**
  37644. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37645. * This can help limiting how the Camera is able to move in the scene.
  37646. */
  37647. upperRadiusLimit: Nullable<number>;
  37648. /**
  37649. * Defines the current inertia value used during panning of the camera along the X axis.
  37650. */
  37651. inertialPanningX: number;
  37652. /**
  37653. * Defines the current inertia value used during panning of the camera along the Y axis.
  37654. */
  37655. inertialPanningY: number;
  37656. /**
  37657. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37658. * Basically if your fingers moves away from more than this distance you will be considered
  37659. * in pinch mode.
  37660. */
  37661. pinchToPanMaxDistance: number;
  37662. /**
  37663. * Defines the maximum distance the camera can pan.
  37664. * This could help keeping the cammera always in your scene.
  37665. */
  37666. panningDistanceLimit: Nullable<number>;
  37667. /**
  37668. * Defines the target of the camera before paning.
  37669. */
  37670. panningOriginTarget: Vector3;
  37671. /**
  37672. * Defines the value of the inertia used during panning.
  37673. * 0 would mean stop inertia and one would mean no decelleration at all.
  37674. */
  37675. panningInertia: number;
  37676. /**
  37677. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37678. */
  37679. angularSensibilityX: number;
  37680. /**
  37681. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37682. */
  37683. angularSensibilityY: number;
  37684. /**
  37685. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37686. */
  37687. pinchPrecision: number;
  37688. /**
  37689. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37690. * It will be used instead of pinchDeltaPrecision if different from 0.
  37691. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37692. */
  37693. pinchDeltaPercentage: number;
  37694. /**
  37695. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37696. */
  37697. panningSensibility: number;
  37698. /**
  37699. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37700. */
  37701. keysUp: number[];
  37702. /**
  37703. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37704. */
  37705. keysDown: number[];
  37706. /**
  37707. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37708. */
  37709. keysLeft: number[];
  37710. /**
  37711. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37712. */
  37713. keysRight: number[];
  37714. /**
  37715. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37716. */
  37717. wheelPrecision: number;
  37718. /**
  37719. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37720. * It will be used instead of pinchDeltaPrecision if different from 0.
  37721. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37722. */
  37723. wheelDeltaPercentage: number;
  37724. /**
  37725. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37726. */
  37727. zoomOnFactor: number;
  37728. /**
  37729. * Defines a screen offset for the camera position.
  37730. */
  37731. targetScreenOffset: Vector2;
  37732. /**
  37733. * Allows the camera to be completely reversed.
  37734. * If false the camera can not arrive upside down.
  37735. */
  37736. allowUpsideDown: boolean;
  37737. /**
  37738. * Define if double tap/click is used to restore the previously saved state of the camera.
  37739. */
  37740. useInputToRestoreState: boolean;
  37741. /** @hidden */
  37742. _viewMatrix: Matrix;
  37743. /** @hidden */
  37744. _useCtrlForPanning: boolean;
  37745. /** @hidden */
  37746. _panningMouseButton: number;
  37747. /**
  37748. * Defines the input associated to the camera.
  37749. */
  37750. inputs: ArcRotateCameraInputsManager;
  37751. /** @hidden */
  37752. _reset: () => void;
  37753. /**
  37754. * Defines the allowed panning axis.
  37755. */
  37756. panningAxis: Vector3;
  37757. protected _localDirection: Vector3;
  37758. protected _transformedDirection: Vector3;
  37759. private _bouncingBehavior;
  37760. /**
  37761. * Gets the bouncing behavior of the camera if it has been enabled.
  37762. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37763. */
  37764. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37765. /**
  37766. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37767. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37768. */
  37769. useBouncingBehavior: boolean;
  37770. private _framingBehavior;
  37771. /**
  37772. * Gets the framing behavior of the camera if it has been enabled.
  37773. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37774. */
  37775. readonly framingBehavior: Nullable<FramingBehavior>;
  37776. /**
  37777. * Defines if the framing behavior of the camera is enabled on the camera.
  37778. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37779. */
  37780. useFramingBehavior: boolean;
  37781. private _autoRotationBehavior;
  37782. /**
  37783. * Gets the auto rotation behavior of the camera if it has been enabled.
  37784. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37785. */
  37786. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37787. /**
  37788. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37789. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37790. */
  37791. useAutoRotationBehavior: boolean;
  37792. /**
  37793. * Observable triggered when the mesh target has been changed on the camera.
  37794. */
  37795. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37796. /**
  37797. * Event raised when the camera is colliding with a mesh.
  37798. */
  37799. onCollide: (collidedMesh: AbstractMesh) => void;
  37800. /**
  37801. * Defines whether the camera should check collision with the objects oh the scene.
  37802. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37803. */
  37804. checkCollisions: boolean;
  37805. /**
  37806. * Defines the collision radius of the camera.
  37807. * This simulates a sphere around the camera.
  37808. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37809. */
  37810. collisionRadius: Vector3;
  37811. protected _collider: Collider;
  37812. protected _previousPosition: Vector3;
  37813. protected _collisionVelocity: Vector3;
  37814. protected _newPosition: Vector3;
  37815. protected _previousAlpha: number;
  37816. protected _previousBeta: number;
  37817. protected _previousRadius: number;
  37818. protected _collisionTriggered: boolean;
  37819. protected _targetBoundingCenter: Nullable<Vector3>;
  37820. private _computationVector;
  37821. /**
  37822. * Instantiates a new ArcRotateCamera in a given scene
  37823. * @param name Defines the name of the camera
  37824. * @param alpha Defines the camera rotation along the logitudinal axis
  37825. * @param beta Defines the camera rotation along the latitudinal axis
  37826. * @param radius Defines the camera distance from its target
  37827. * @param target Defines the camera target
  37828. * @param scene Defines the scene the camera belongs to
  37829. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37830. */
  37831. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37832. /** @hidden */
  37833. _initCache(): void;
  37834. /** @hidden */
  37835. _updateCache(ignoreParentClass?: boolean): void;
  37836. protected _getTargetPosition(): Vector3;
  37837. private _storedAlpha;
  37838. private _storedBeta;
  37839. private _storedRadius;
  37840. private _storedTarget;
  37841. private _storedTargetScreenOffset;
  37842. /**
  37843. * Stores the current state of the camera (alpha, beta, radius and target)
  37844. * @returns the camera itself
  37845. */
  37846. storeState(): Camera;
  37847. /**
  37848. * @hidden
  37849. * Restored camera state. You must call storeState() first
  37850. */
  37851. _restoreStateValues(): boolean;
  37852. /** @hidden */
  37853. _isSynchronizedViewMatrix(): boolean;
  37854. /**
  37855. * Attached controls to the current camera.
  37856. * @param element Defines the element the controls should be listened from
  37857. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37858. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37859. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37860. */
  37861. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37862. /**
  37863. * Detach the current controls from the camera.
  37864. * The camera will stop reacting to inputs.
  37865. * @param element Defines the element to stop listening the inputs from
  37866. */
  37867. detachControl(element: HTMLElement): void;
  37868. /** @hidden */
  37869. _checkInputs(): void;
  37870. protected _checkLimits(): void;
  37871. /**
  37872. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37873. */
  37874. rebuildAnglesAndRadius(): void;
  37875. /**
  37876. * Use a position to define the current camera related information like alpha, beta and radius
  37877. * @param position Defines the position to set the camera at
  37878. */
  37879. setPosition(position: Vector3): void;
  37880. /**
  37881. * Defines the target the camera should look at.
  37882. * This will automatically adapt alpha beta and radius to fit within the new target.
  37883. * @param target Defines the new target as a Vector or a mesh
  37884. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37885. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37886. */
  37887. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37888. /** @hidden */
  37889. _getViewMatrix(): Matrix;
  37890. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37891. /**
  37892. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37893. * @param meshes Defines the mesh to zoom on
  37894. * @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)
  37895. */
  37896. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37897. /**
  37898. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37899. * The target will be changed but the radius
  37900. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37901. * @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)
  37902. */
  37903. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37904. min: Vector3;
  37905. max: Vector3;
  37906. distance: number;
  37907. }, doNotUpdateMaxZ?: boolean): void;
  37908. /**
  37909. * @override
  37910. * Override Camera.createRigCamera
  37911. */
  37912. createRigCamera(name: string, cameraIndex: number): Camera;
  37913. /**
  37914. * @hidden
  37915. * @override
  37916. * Override Camera._updateRigCameras
  37917. */
  37918. _updateRigCameras(): void;
  37919. /**
  37920. * Destroy the camera and release the current resources hold by it.
  37921. */
  37922. dispose(): void;
  37923. /**
  37924. * Gets the current object class name.
  37925. * @return the class name
  37926. */
  37927. getClassName(): string;
  37928. }
  37929. }
  37930. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37931. import { Behavior } from "babylonjs/Behaviors/behavior";
  37932. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37933. /**
  37934. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37935. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37936. */
  37937. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37938. /**
  37939. * Gets the name of the behavior.
  37940. */
  37941. readonly name: string;
  37942. private _zoomStopsAnimation;
  37943. private _idleRotationSpeed;
  37944. private _idleRotationWaitTime;
  37945. private _idleRotationSpinupTime;
  37946. /**
  37947. * Sets the flag that indicates if user zooming should stop animation.
  37948. */
  37949. /**
  37950. * Gets the flag that indicates if user zooming should stop animation.
  37951. */
  37952. zoomStopsAnimation: boolean;
  37953. /**
  37954. * Sets the default speed at which the camera rotates around the model.
  37955. */
  37956. /**
  37957. * Gets the default speed at which the camera rotates around the model.
  37958. */
  37959. idleRotationSpeed: number;
  37960. /**
  37961. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37962. */
  37963. /**
  37964. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37965. */
  37966. idleRotationWaitTime: number;
  37967. /**
  37968. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37969. */
  37970. /**
  37971. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37972. */
  37973. idleRotationSpinupTime: number;
  37974. /**
  37975. * Gets a value indicating if the camera is currently rotating because of this behavior
  37976. */
  37977. readonly rotationInProgress: boolean;
  37978. private _onPrePointerObservableObserver;
  37979. private _onAfterCheckInputsObserver;
  37980. private _attachedCamera;
  37981. private _isPointerDown;
  37982. private _lastFrameTime;
  37983. private _lastInteractionTime;
  37984. private _cameraRotationSpeed;
  37985. /**
  37986. * Initializes the behavior.
  37987. */
  37988. init(): void;
  37989. /**
  37990. * Attaches the behavior to its arc rotate camera.
  37991. * @param camera Defines the camera to attach the behavior to
  37992. */
  37993. attach(camera: ArcRotateCamera): void;
  37994. /**
  37995. * Detaches the behavior from its current arc rotate camera.
  37996. */
  37997. detach(): void;
  37998. /**
  37999. * Returns true if user is scrolling.
  38000. * @return true if user is scrolling.
  38001. */
  38002. private _userIsZooming;
  38003. private _lastFrameRadius;
  38004. private _shouldAnimationStopForInteraction;
  38005. /**
  38006. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38007. */
  38008. private _applyUserInteraction;
  38009. private _userIsMoving;
  38010. }
  38011. }
  38012. declare module "babylonjs/Behaviors/Cameras/index" {
  38013. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38014. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38015. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38016. }
  38017. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38018. import { Mesh } from "babylonjs/Meshes/mesh";
  38019. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38020. import { Behavior } from "babylonjs/Behaviors/behavior";
  38021. /**
  38022. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38023. */
  38024. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38025. private ui;
  38026. /**
  38027. * The name of the behavior
  38028. */
  38029. name: string;
  38030. /**
  38031. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38032. */
  38033. distanceAwayFromFace: number;
  38034. /**
  38035. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38036. */
  38037. distanceAwayFromBottomOfFace: number;
  38038. private _faceVectors;
  38039. private _target;
  38040. private _scene;
  38041. private _onRenderObserver;
  38042. private _tmpMatrix;
  38043. private _tmpVector;
  38044. /**
  38045. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38046. * @param ui The transform node that should be attched to the mesh
  38047. */
  38048. constructor(ui: TransformNode);
  38049. /**
  38050. * Initializes the behavior
  38051. */
  38052. init(): void;
  38053. private _closestFace;
  38054. private _zeroVector;
  38055. private _lookAtTmpMatrix;
  38056. private _lookAtToRef;
  38057. /**
  38058. * Attaches the AttachToBoxBehavior to the passed in mesh
  38059. * @param target The mesh that the specified node will be attached to
  38060. */
  38061. attach(target: Mesh): void;
  38062. /**
  38063. * Detaches the behavior from the mesh
  38064. */
  38065. detach(): void;
  38066. }
  38067. }
  38068. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38069. import { Behavior } from "babylonjs/Behaviors/behavior";
  38070. import { Mesh } from "babylonjs/Meshes/mesh";
  38071. /**
  38072. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38073. */
  38074. export class FadeInOutBehavior implements Behavior<Mesh> {
  38075. /**
  38076. * Time in milliseconds to delay before fading in (Default: 0)
  38077. */
  38078. delay: number;
  38079. /**
  38080. * Time in milliseconds for the mesh to fade in (Default: 300)
  38081. */
  38082. fadeInTime: number;
  38083. private _millisecondsPerFrame;
  38084. private _hovered;
  38085. private _hoverValue;
  38086. private _ownerNode;
  38087. /**
  38088. * Instatiates the FadeInOutBehavior
  38089. */
  38090. constructor();
  38091. /**
  38092. * The name of the behavior
  38093. */
  38094. readonly name: string;
  38095. /**
  38096. * Initializes the behavior
  38097. */
  38098. init(): void;
  38099. /**
  38100. * Attaches the fade behavior on the passed in mesh
  38101. * @param ownerNode The mesh that will be faded in/out once attached
  38102. */
  38103. attach(ownerNode: Mesh): void;
  38104. /**
  38105. * Detaches the behavior from the mesh
  38106. */
  38107. detach(): void;
  38108. /**
  38109. * Triggers the mesh to begin fading in or out
  38110. * @param value if the object should fade in or out (true to fade in)
  38111. */
  38112. fadeIn(value: boolean): void;
  38113. private _update;
  38114. private _setAllVisibility;
  38115. }
  38116. }
  38117. declare module "babylonjs/Misc/pivotTools" {
  38118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38119. /**
  38120. * Class containing a set of static utilities functions for managing Pivots
  38121. * @hidden
  38122. */
  38123. export class PivotTools {
  38124. private static _PivotCached;
  38125. private static _OldPivotPoint;
  38126. private static _PivotTranslation;
  38127. private static _PivotTmpVector;
  38128. /** @hidden */
  38129. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38130. /** @hidden */
  38131. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38132. }
  38133. }
  38134. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38135. import { Scene } from "babylonjs/scene";
  38136. import { Vector4 } from "babylonjs/Maths/math.vector";
  38137. import { Mesh } from "babylonjs/Meshes/mesh";
  38138. import { Nullable } from "babylonjs/types";
  38139. import { Plane } from "babylonjs/Maths/math.plane";
  38140. /**
  38141. * Class containing static functions to help procedurally build meshes
  38142. */
  38143. export class PlaneBuilder {
  38144. /**
  38145. * Creates a plane mesh
  38146. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38147. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38148. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38150. * * If you create a double-sided mesh, you can choose what parts of 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
  38151. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38152. * @param name defines the name of the mesh
  38153. * @param options defines the options used to create the mesh
  38154. * @param scene defines the hosting scene
  38155. * @returns the plane mesh
  38156. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38157. */
  38158. static CreatePlane(name: string, options: {
  38159. size?: number;
  38160. width?: number;
  38161. height?: number;
  38162. sideOrientation?: number;
  38163. frontUVs?: Vector4;
  38164. backUVs?: Vector4;
  38165. updatable?: boolean;
  38166. sourcePlane?: Plane;
  38167. }, scene?: Nullable<Scene>): Mesh;
  38168. }
  38169. }
  38170. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38171. import { Behavior } from "babylonjs/Behaviors/behavior";
  38172. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38173. import { Observable } from "babylonjs/Misc/observable";
  38174. import { Vector3 } from "babylonjs/Maths/math.vector";
  38175. import { Ray } from "babylonjs/Culling/ray";
  38176. import "babylonjs/Meshes/Builders/planeBuilder";
  38177. /**
  38178. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38179. */
  38180. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38181. private static _AnyMouseID;
  38182. /**
  38183. * Abstract mesh the behavior is set on
  38184. */
  38185. attachedNode: AbstractMesh;
  38186. private _dragPlane;
  38187. private _scene;
  38188. private _pointerObserver;
  38189. private _beforeRenderObserver;
  38190. private static _planeScene;
  38191. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38192. /**
  38193. * 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)
  38194. */
  38195. maxDragAngle: number;
  38196. /**
  38197. * @hidden
  38198. */
  38199. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38200. /**
  38201. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38202. */
  38203. currentDraggingPointerID: number;
  38204. /**
  38205. * The last position where the pointer hit the drag plane in world space
  38206. */
  38207. lastDragPosition: Vector3;
  38208. /**
  38209. * If the behavior is currently in a dragging state
  38210. */
  38211. dragging: boolean;
  38212. /**
  38213. * 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)
  38214. */
  38215. dragDeltaRatio: number;
  38216. /**
  38217. * If the drag plane orientation should be updated during the dragging (Default: true)
  38218. */
  38219. updateDragPlane: boolean;
  38220. private _debugMode;
  38221. private _moving;
  38222. /**
  38223. * Fires each time the attached mesh is dragged with the pointer
  38224. * * delta between last drag position and current drag position in world space
  38225. * * dragDistance along the drag axis
  38226. * * dragPlaneNormal normal of the current drag plane used during the drag
  38227. * * dragPlanePoint in world space where the drag intersects the drag plane
  38228. */
  38229. onDragObservable: Observable<{
  38230. delta: Vector3;
  38231. dragPlanePoint: Vector3;
  38232. dragPlaneNormal: Vector3;
  38233. dragDistance: number;
  38234. pointerId: number;
  38235. }>;
  38236. /**
  38237. * Fires each time a drag begins (eg. mouse down on mesh)
  38238. */
  38239. onDragStartObservable: Observable<{
  38240. dragPlanePoint: Vector3;
  38241. pointerId: number;
  38242. }>;
  38243. /**
  38244. * Fires each time a drag ends (eg. mouse release after drag)
  38245. */
  38246. onDragEndObservable: Observable<{
  38247. dragPlanePoint: Vector3;
  38248. pointerId: number;
  38249. }>;
  38250. /**
  38251. * If the attached mesh should be moved when dragged
  38252. */
  38253. moveAttached: boolean;
  38254. /**
  38255. * If the drag behavior will react to drag events (Default: true)
  38256. */
  38257. enabled: boolean;
  38258. /**
  38259. * If pointer events should start and release the drag (Default: true)
  38260. */
  38261. startAndReleaseDragOnPointerEvents: boolean;
  38262. /**
  38263. * If camera controls should be detached during the drag
  38264. */
  38265. detachCameraControls: boolean;
  38266. /**
  38267. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38268. */
  38269. useObjectOrienationForDragging: boolean;
  38270. private _options;
  38271. /**
  38272. * Creates a pointer drag behavior that can be attached to a mesh
  38273. * @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)
  38274. */
  38275. constructor(options?: {
  38276. dragAxis?: Vector3;
  38277. dragPlaneNormal?: Vector3;
  38278. });
  38279. /**
  38280. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38281. */
  38282. validateDrag: (targetPosition: Vector3) => boolean;
  38283. /**
  38284. * The name of the behavior
  38285. */
  38286. readonly name: string;
  38287. /**
  38288. * Initializes the behavior
  38289. */
  38290. init(): void;
  38291. private _tmpVector;
  38292. private _alternatePickedPoint;
  38293. private _worldDragAxis;
  38294. private _targetPosition;
  38295. private _attachedElement;
  38296. /**
  38297. * Attaches the drag behavior the passed in mesh
  38298. * @param ownerNode The mesh that will be dragged around once attached
  38299. * @param predicate Predicate to use for pick filtering
  38300. */
  38301. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38302. /**
  38303. * Force relase the drag action by code.
  38304. */
  38305. releaseDrag(): void;
  38306. private _startDragRay;
  38307. private _lastPointerRay;
  38308. /**
  38309. * Simulates the start of a pointer drag event on the behavior
  38310. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38311. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38312. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38313. */
  38314. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38315. private _startDrag;
  38316. private _dragDelta;
  38317. private _moveDrag;
  38318. private _pickWithRayOnDragPlane;
  38319. private _pointA;
  38320. private _pointB;
  38321. private _pointC;
  38322. private _lineA;
  38323. private _lineB;
  38324. private _localAxis;
  38325. private _lookAt;
  38326. private _updateDragPlanePosition;
  38327. /**
  38328. * Detaches the behavior from the mesh
  38329. */
  38330. detach(): void;
  38331. }
  38332. }
  38333. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38334. import { Mesh } from "babylonjs/Meshes/mesh";
  38335. import { Behavior } from "babylonjs/Behaviors/behavior";
  38336. /**
  38337. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38338. */
  38339. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38340. private _dragBehaviorA;
  38341. private _dragBehaviorB;
  38342. private _startDistance;
  38343. private _initialScale;
  38344. private _targetScale;
  38345. private _ownerNode;
  38346. private _sceneRenderObserver;
  38347. /**
  38348. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38349. */
  38350. constructor();
  38351. /**
  38352. * The name of the behavior
  38353. */
  38354. readonly name: string;
  38355. /**
  38356. * Initializes the behavior
  38357. */
  38358. init(): void;
  38359. private _getCurrentDistance;
  38360. /**
  38361. * Attaches the scale behavior the passed in mesh
  38362. * @param ownerNode The mesh that will be scaled around once attached
  38363. */
  38364. attach(ownerNode: Mesh): void;
  38365. /**
  38366. * Detaches the behavior from the mesh
  38367. */
  38368. detach(): void;
  38369. }
  38370. }
  38371. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38372. import { Behavior } from "babylonjs/Behaviors/behavior";
  38373. import { Mesh } from "babylonjs/Meshes/mesh";
  38374. import { Observable } from "babylonjs/Misc/observable";
  38375. /**
  38376. * 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
  38377. */
  38378. export class SixDofDragBehavior implements Behavior<Mesh> {
  38379. private static _virtualScene;
  38380. private _ownerNode;
  38381. private _sceneRenderObserver;
  38382. private _scene;
  38383. private _targetPosition;
  38384. private _virtualOriginMesh;
  38385. private _virtualDragMesh;
  38386. private _pointerObserver;
  38387. private _moving;
  38388. private _startingOrientation;
  38389. /**
  38390. * 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)
  38391. */
  38392. private zDragFactor;
  38393. /**
  38394. * If the object should rotate to face the drag origin
  38395. */
  38396. rotateDraggedObject: boolean;
  38397. /**
  38398. * If the behavior is currently in a dragging state
  38399. */
  38400. dragging: boolean;
  38401. /**
  38402. * 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)
  38403. */
  38404. dragDeltaRatio: number;
  38405. /**
  38406. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38407. */
  38408. currentDraggingPointerID: number;
  38409. /**
  38410. * If camera controls should be detached during the drag
  38411. */
  38412. detachCameraControls: boolean;
  38413. /**
  38414. * Fires each time a drag starts
  38415. */
  38416. onDragStartObservable: Observable<{}>;
  38417. /**
  38418. * Fires each time a drag ends (eg. mouse release after drag)
  38419. */
  38420. onDragEndObservable: Observable<{}>;
  38421. /**
  38422. * 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
  38423. */
  38424. constructor();
  38425. /**
  38426. * The name of the behavior
  38427. */
  38428. readonly name: string;
  38429. /**
  38430. * Initializes the behavior
  38431. */
  38432. init(): void;
  38433. /**
  38434. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38435. */
  38436. private readonly _pointerCamera;
  38437. /**
  38438. * Attaches the scale behavior the passed in mesh
  38439. * @param ownerNode The mesh that will be scaled around once attached
  38440. */
  38441. attach(ownerNode: Mesh): void;
  38442. /**
  38443. * Detaches the behavior from the mesh
  38444. */
  38445. detach(): void;
  38446. }
  38447. }
  38448. declare module "babylonjs/Behaviors/Meshes/index" {
  38449. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38450. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38451. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38452. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38453. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38454. }
  38455. declare module "babylonjs/Behaviors/index" {
  38456. export * from "babylonjs/Behaviors/behavior";
  38457. export * from "babylonjs/Behaviors/Cameras/index";
  38458. export * from "babylonjs/Behaviors/Meshes/index";
  38459. }
  38460. declare module "babylonjs/Bones/boneIKController" {
  38461. import { Bone } from "babylonjs/Bones/bone";
  38462. import { Vector3 } from "babylonjs/Maths/math.vector";
  38463. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38464. import { Nullable } from "babylonjs/types";
  38465. /**
  38466. * Class used to apply inverse kinematics to bones
  38467. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38468. */
  38469. export class BoneIKController {
  38470. private static _tmpVecs;
  38471. private static _tmpQuat;
  38472. private static _tmpMats;
  38473. /**
  38474. * Gets or sets the target mesh
  38475. */
  38476. targetMesh: AbstractMesh;
  38477. /** Gets or sets the mesh used as pole */
  38478. poleTargetMesh: AbstractMesh;
  38479. /**
  38480. * Gets or sets the bone used as pole
  38481. */
  38482. poleTargetBone: Nullable<Bone>;
  38483. /**
  38484. * Gets or sets the target position
  38485. */
  38486. targetPosition: Vector3;
  38487. /**
  38488. * Gets or sets the pole target position
  38489. */
  38490. poleTargetPosition: Vector3;
  38491. /**
  38492. * Gets or sets the pole target local offset
  38493. */
  38494. poleTargetLocalOffset: Vector3;
  38495. /**
  38496. * Gets or sets the pole angle
  38497. */
  38498. poleAngle: number;
  38499. /**
  38500. * Gets or sets the mesh associated with the controller
  38501. */
  38502. mesh: AbstractMesh;
  38503. /**
  38504. * 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)
  38505. */
  38506. slerpAmount: number;
  38507. private _bone1Quat;
  38508. private _bone1Mat;
  38509. private _bone2Ang;
  38510. private _bone1;
  38511. private _bone2;
  38512. private _bone1Length;
  38513. private _bone2Length;
  38514. private _maxAngle;
  38515. private _maxReach;
  38516. private _rightHandedSystem;
  38517. private _bendAxis;
  38518. private _slerping;
  38519. private _adjustRoll;
  38520. /**
  38521. * Gets or sets maximum allowed angle
  38522. */
  38523. maxAngle: number;
  38524. /**
  38525. * Creates a new BoneIKController
  38526. * @param mesh defines the mesh to control
  38527. * @param bone defines the bone to control
  38528. * @param options defines options to set up the controller
  38529. */
  38530. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38531. targetMesh?: AbstractMesh;
  38532. poleTargetMesh?: AbstractMesh;
  38533. poleTargetBone?: Bone;
  38534. poleTargetLocalOffset?: Vector3;
  38535. poleAngle?: number;
  38536. bendAxis?: Vector3;
  38537. maxAngle?: number;
  38538. slerpAmount?: number;
  38539. });
  38540. private _setMaxAngle;
  38541. /**
  38542. * Force the controller to update the bones
  38543. */
  38544. update(): void;
  38545. }
  38546. }
  38547. declare module "babylonjs/Bones/boneLookController" {
  38548. import { Vector3 } from "babylonjs/Maths/math.vector";
  38549. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38550. import { Bone } from "babylonjs/Bones/bone";
  38551. import { Space } from "babylonjs/Maths/math.axis";
  38552. /**
  38553. * Class used to make a bone look toward a point in space
  38554. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38555. */
  38556. export class BoneLookController {
  38557. private static _tmpVecs;
  38558. private static _tmpQuat;
  38559. private static _tmpMats;
  38560. /**
  38561. * The target Vector3 that the bone will look at
  38562. */
  38563. target: Vector3;
  38564. /**
  38565. * The mesh that the bone is attached to
  38566. */
  38567. mesh: AbstractMesh;
  38568. /**
  38569. * The bone that will be looking to the target
  38570. */
  38571. bone: Bone;
  38572. /**
  38573. * The up axis of the coordinate system that is used when the bone is rotated
  38574. */
  38575. upAxis: Vector3;
  38576. /**
  38577. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38578. */
  38579. upAxisSpace: Space;
  38580. /**
  38581. * Used to make an adjustment to the yaw of the bone
  38582. */
  38583. adjustYaw: number;
  38584. /**
  38585. * Used to make an adjustment to the pitch of the bone
  38586. */
  38587. adjustPitch: number;
  38588. /**
  38589. * Used to make an adjustment to the roll of the bone
  38590. */
  38591. adjustRoll: number;
  38592. /**
  38593. * 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)
  38594. */
  38595. slerpAmount: number;
  38596. private _minYaw;
  38597. private _maxYaw;
  38598. private _minPitch;
  38599. private _maxPitch;
  38600. private _minYawSin;
  38601. private _minYawCos;
  38602. private _maxYawSin;
  38603. private _maxYawCos;
  38604. private _midYawConstraint;
  38605. private _minPitchTan;
  38606. private _maxPitchTan;
  38607. private _boneQuat;
  38608. private _slerping;
  38609. private _transformYawPitch;
  38610. private _transformYawPitchInv;
  38611. private _firstFrameSkipped;
  38612. private _yawRange;
  38613. private _fowardAxis;
  38614. /**
  38615. * Gets or sets the minimum yaw angle that the bone can look to
  38616. */
  38617. minYaw: number;
  38618. /**
  38619. * Gets or sets the maximum yaw angle that the bone can look to
  38620. */
  38621. maxYaw: number;
  38622. /**
  38623. * Gets or sets the minimum pitch angle that the bone can look to
  38624. */
  38625. minPitch: number;
  38626. /**
  38627. * Gets or sets the maximum pitch angle that the bone can look to
  38628. */
  38629. maxPitch: number;
  38630. /**
  38631. * Create a BoneLookController
  38632. * @param mesh the mesh that the bone belongs to
  38633. * @param bone the bone that will be looking to the target
  38634. * @param target the target Vector3 to look at
  38635. * @param options optional settings:
  38636. * * maxYaw: the maximum angle the bone will yaw to
  38637. * * minYaw: the minimum angle the bone will yaw to
  38638. * * maxPitch: the maximum angle the bone will pitch to
  38639. * * minPitch: the minimum angle the bone will yaw to
  38640. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38641. * * upAxis: the up axis of the coordinate system
  38642. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38643. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38644. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38645. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38646. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38647. * * adjustRoll: used to make an adjustment to the roll of the bone
  38648. **/
  38649. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38650. maxYaw?: number;
  38651. minYaw?: number;
  38652. maxPitch?: number;
  38653. minPitch?: number;
  38654. slerpAmount?: number;
  38655. upAxis?: Vector3;
  38656. upAxisSpace?: Space;
  38657. yawAxis?: Vector3;
  38658. pitchAxis?: Vector3;
  38659. adjustYaw?: number;
  38660. adjustPitch?: number;
  38661. adjustRoll?: number;
  38662. });
  38663. /**
  38664. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38665. */
  38666. update(): void;
  38667. private _getAngleDiff;
  38668. private _getAngleBetween;
  38669. private _isAngleBetween;
  38670. }
  38671. }
  38672. declare module "babylonjs/Bones/index" {
  38673. export * from "babylonjs/Bones/bone";
  38674. export * from "babylonjs/Bones/boneIKController";
  38675. export * from "babylonjs/Bones/boneLookController";
  38676. export * from "babylonjs/Bones/skeleton";
  38677. }
  38678. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38679. import { Nullable } from "babylonjs/types";
  38680. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38681. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38682. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38683. /**
  38684. * Manage the gamepad inputs to control an arc rotate camera.
  38685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38686. */
  38687. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38688. /**
  38689. * Defines the camera the input is attached to.
  38690. */
  38691. camera: ArcRotateCamera;
  38692. /**
  38693. * Defines the gamepad the input is gathering event from.
  38694. */
  38695. gamepad: Nullable<Gamepad>;
  38696. /**
  38697. * Defines the gamepad rotation sensiblity.
  38698. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38699. */
  38700. gamepadRotationSensibility: number;
  38701. /**
  38702. * Defines the gamepad move sensiblity.
  38703. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38704. */
  38705. gamepadMoveSensibility: number;
  38706. private _yAxisScale;
  38707. /**
  38708. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38709. */
  38710. invertYAxis: boolean;
  38711. private _onGamepadConnectedObserver;
  38712. private _onGamepadDisconnectedObserver;
  38713. /**
  38714. * Attach the input controls to a specific dom element to get the input from.
  38715. * @param element Defines the element the controls should be listened from
  38716. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38717. */
  38718. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38719. /**
  38720. * Detach the current controls from the specified dom element.
  38721. * @param element Defines the element to stop listening the inputs from
  38722. */
  38723. detachControl(element: Nullable<HTMLElement>): void;
  38724. /**
  38725. * Update the current camera state depending on the inputs that have been used this frame.
  38726. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38727. */
  38728. checkInputs(): void;
  38729. /**
  38730. * Gets the class name of the current intput.
  38731. * @returns the class name
  38732. */
  38733. getClassName(): string;
  38734. /**
  38735. * Get the friendly name associated with the input class.
  38736. * @returns the input friendly name
  38737. */
  38738. getSimpleName(): string;
  38739. }
  38740. }
  38741. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38742. import { Nullable } from "babylonjs/types";
  38743. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38744. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38745. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38746. interface ArcRotateCameraInputsManager {
  38747. /**
  38748. * Add orientation input support to the input manager.
  38749. * @returns the current input manager
  38750. */
  38751. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38752. }
  38753. }
  38754. /**
  38755. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38756. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38757. */
  38758. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38759. /**
  38760. * Defines the camera the input is attached to.
  38761. */
  38762. camera: ArcRotateCamera;
  38763. /**
  38764. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38765. */
  38766. alphaCorrection: number;
  38767. /**
  38768. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38769. */
  38770. gammaCorrection: number;
  38771. private _alpha;
  38772. private _gamma;
  38773. private _dirty;
  38774. private _deviceOrientationHandler;
  38775. /**
  38776. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38777. */
  38778. constructor();
  38779. /**
  38780. * Attach the input controls to a specific dom element to get the input from.
  38781. * @param element Defines the element the controls should be listened from
  38782. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38783. */
  38784. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38785. /** @hidden */
  38786. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38787. /**
  38788. * Update the current camera state depending on the inputs that have been used this frame.
  38789. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38790. */
  38791. checkInputs(): void;
  38792. /**
  38793. * Detach the current controls from the specified dom element.
  38794. * @param element Defines the element to stop listening the inputs from
  38795. */
  38796. detachControl(element: Nullable<HTMLElement>): void;
  38797. /**
  38798. * Gets the class name of the current intput.
  38799. * @returns the class name
  38800. */
  38801. getClassName(): string;
  38802. /**
  38803. * Get the friendly name associated with the input class.
  38804. * @returns the input friendly name
  38805. */
  38806. getSimpleName(): string;
  38807. }
  38808. }
  38809. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38810. import { Nullable } from "babylonjs/types";
  38811. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38812. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38813. /**
  38814. * Listen to mouse events to control the camera.
  38815. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38816. */
  38817. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38818. /**
  38819. * Defines the camera the input is attached to.
  38820. */
  38821. camera: FlyCamera;
  38822. /**
  38823. * Defines if touch is enabled. (Default is true.)
  38824. */
  38825. touchEnabled: boolean;
  38826. /**
  38827. * Defines the buttons associated with the input to handle camera rotation.
  38828. */
  38829. buttons: number[];
  38830. /**
  38831. * Assign buttons for Yaw control.
  38832. */
  38833. buttonsYaw: number[];
  38834. /**
  38835. * Assign buttons for Pitch control.
  38836. */
  38837. buttonsPitch: number[];
  38838. /**
  38839. * Assign buttons for Roll control.
  38840. */
  38841. buttonsRoll: number[];
  38842. /**
  38843. * Detect if any button is being pressed while mouse is moved.
  38844. * -1 = Mouse locked.
  38845. * 0 = Left button.
  38846. * 1 = Middle Button.
  38847. * 2 = Right Button.
  38848. */
  38849. activeButton: number;
  38850. /**
  38851. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38852. * Higher values reduce its sensitivity.
  38853. */
  38854. angularSensibility: number;
  38855. private _mousemoveCallback;
  38856. private _observer;
  38857. private _rollObserver;
  38858. private previousPosition;
  38859. private noPreventDefault;
  38860. private element;
  38861. /**
  38862. * Listen to mouse events to control the camera.
  38863. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38864. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38865. */
  38866. constructor(touchEnabled?: boolean);
  38867. /**
  38868. * Attach the mouse control to the HTML DOM element.
  38869. * @param element Defines the element that listens to the input events.
  38870. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38871. */
  38872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38873. /**
  38874. * Detach the current controls from the specified dom element.
  38875. * @param element Defines the element to stop listening the inputs from
  38876. */
  38877. detachControl(element: Nullable<HTMLElement>): void;
  38878. /**
  38879. * Gets the class name of the current input.
  38880. * @returns the class name.
  38881. */
  38882. getClassName(): string;
  38883. /**
  38884. * Get the friendly name associated with the input class.
  38885. * @returns the input's friendly name.
  38886. */
  38887. getSimpleName(): string;
  38888. private _pointerInput;
  38889. private _onMouseMove;
  38890. /**
  38891. * Rotate camera by mouse offset.
  38892. */
  38893. private rotateCamera;
  38894. }
  38895. }
  38896. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38897. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38898. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38899. /**
  38900. * Default Inputs manager for the FlyCamera.
  38901. * It groups all the default supported inputs for ease of use.
  38902. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38903. */
  38904. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38905. /**
  38906. * Instantiates a new FlyCameraInputsManager.
  38907. * @param camera Defines the camera the inputs belong to.
  38908. */
  38909. constructor(camera: FlyCamera);
  38910. /**
  38911. * Add keyboard input support to the input manager.
  38912. * @returns the new FlyCameraKeyboardMoveInput().
  38913. */
  38914. addKeyboard(): FlyCameraInputsManager;
  38915. /**
  38916. * Add mouse input support to the input manager.
  38917. * @param touchEnabled Enable touch screen support.
  38918. * @returns the new FlyCameraMouseInput().
  38919. */
  38920. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38921. }
  38922. }
  38923. declare module "babylonjs/Cameras/flyCamera" {
  38924. import { Scene } from "babylonjs/scene";
  38925. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38927. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38928. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38929. /**
  38930. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38931. * such as in a 3D Space Shooter or a Flight Simulator.
  38932. */
  38933. export class FlyCamera extends TargetCamera {
  38934. /**
  38935. * Define the collision ellipsoid of the camera.
  38936. * This is helpful for simulating a camera body, like a player's body.
  38937. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38938. */
  38939. ellipsoid: Vector3;
  38940. /**
  38941. * Define an offset for the position of the ellipsoid around the camera.
  38942. * This can be helpful if the camera is attached away from the player's body center,
  38943. * such as at its head.
  38944. */
  38945. ellipsoidOffset: Vector3;
  38946. /**
  38947. * Enable or disable collisions of the camera with the rest of the scene objects.
  38948. */
  38949. checkCollisions: boolean;
  38950. /**
  38951. * Enable or disable gravity on the camera.
  38952. */
  38953. applyGravity: boolean;
  38954. /**
  38955. * Define the current direction the camera is moving to.
  38956. */
  38957. cameraDirection: Vector3;
  38958. /**
  38959. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38960. * This overrides and empties cameraRotation.
  38961. */
  38962. rotationQuaternion: Quaternion;
  38963. /**
  38964. * Track Roll to maintain the wanted Rolling when looking around.
  38965. */
  38966. _trackRoll: number;
  38967. /**
  38968. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38969. */
  38970. rollCorrect: number;
  38971. /**
  38972. * Mimic a banked turn, Rolling the camera when Yawing.
  38973. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38974. */
  38975. bankedTurn: boolean;
  38976. /**
  38977. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38978. */
  38979. bankedTurnLimit: number;
  38980. /**
  38981. * Value of 0 disables the banked Roll.
  38982. * Value of 1 is equal to the Yaw angle in radians.
  38983. */
  38984. bankedTurnMultiplier: number;
  38985. /**
  38986. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38987. */
  38988. inputs: FlyCameraInputsManager;
  38989. /**
  38990. * Gets the input sensibility for mouse input.
  38991. * Higher values reduce sensitivity.
  38992. */
  38993. /**
  38994. * Sets the input sensibility for a mouse input.
  38995. * Higher values reduce sensitivity.
  38996. */
  38997. angularSensibility: number;
  38998. /**
  38999. * Get the keys for camera movement forward.
  39000. */
  39001. /**
  39002. * Set the keys for camera movement forward.
  39003. */
  39004. keysForward: number[];
  39005. /**
  39006. * Get the keys for camera movement backward.
  39007. */
  39008. keysBackward: number[];
  39009. /**
  39010. * Get the keys for camera movement up.
  39011. */
  39012. /**
  39013. * Set the keys for camera movement up.
  39014. */
  39015. keysUp: number[];
  39016. /**
  39017. * Get the keys for camera movement down.
  39018. */
  39019. /**
  39020. * Set the keys for camera movement down.
  39021. */
  39022. keysDown: number[];
  39023. /**
  39024. * Get the keys for camera movement left.
  39025. */
  39026. /**
  39027. * Set the keys for camera movement left.
  39028. */
  39029. keysLeft: number[];
  39030. /**
  39031. * Set the keys for camera movement right.
  39032. */
  39033. /**
  39034. * Set the keys for camera movement right.
  39035. */
  39036. keysRight: number[];
  39037. /**
  39038. * Event raised when the camera collides with a mesh in the scene.
  39039. */
  39040. onCollide: (collidedMesh: AbstractMesh) => void;
  39041. private _collider;
  39042. private _needMoveForGravity;
  39043. private _oldPosition;
  39044. private _diffPosition;
  39045. private _newPosition;
  39046. /** @hidden */
  39047. _localDirection: Vector3;
  39048. /** @hidden */
  39049. _transformedDirection: Vector3;
  39050. /**
  39051. * Instantiates a FlyCamera.
  39052. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39053. * such as in a 3D Space Shooter or a Flight Simulator.
  39054. * @param name Define the name of the camera in the scene.
  39055. * @param position Define the starting position of the camera in the scene.
  39056. * @param scene Define the scene the camera belongs to.
  39057. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39058. */
  39059. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39060. /**
  39061. * Attach a control to the HTML DOM element.
  39062. * @param element Defines the element that listens to the input events.
  39063. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39064. */
  39065. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39066. /**
  39067. * Detach a control from the HTML DOM element.
  39068. * The camera will stop reacting to that input.
  39069. * @param element Defines the element that listens to the input events.
  39070. */
  39071. detachControl(element: HTMLElement): void;
  39072. private _collisionMask;
  39073. /**
  39074. * Get the mask that the camera ignores in collision events.
  39075. */
  39076. /**
  39077. * Set the mask that the camera ignores in collision events.
  39078. */
  39079. collisionMask: number;
  39080. /** @hidden */
  39081. _collideWithWorld(displacement: Vector3): void;
  39082. /** @hidden */
  39083. private _onCollisionPositionChange;
  39084. /** @hidden */
  39085. _checkInputs(): void;
  39086. /** @hidden */
  39087. _decideIfNeedsToMove(): boolean;
  39088. /** @hidden */
  39089. _updatePosition(): void;
  39090. /**
  39091. * Restore the Roll to its target value at the rate specified.
  39092. * @param rate - Higher means slower restoring.
  39093. * @hidden
  39094. */
  39095. restoreRoll(rate: number): void;
  39096. /**
  39097. * Destroy the camera and release the current resources held by it.
  39098. */
  39099. dispose(): void;
  39100. /**
  39101. * Get the current object class name.
  39102. * @returns the class name.
  39103. */
  39104. getClassName(): string;
  39105. }
  39106. }
  39107. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39108. import { Nullable } from "babylonjs/types";
  39109. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39110. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39111. /**
  39112. * Listen to keyboard events to control the camera.
  39113. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39114. */
  39115. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39116. /**
  39117. * Defines the camera the input is attached to.
  39118. */
  39119. camera: FlyCamera;
  39120. /**
  39121. * The list of keyboard keys used to control the forward move of the camera.
  39122. */
  39123. keysForward: number[];
  39124. /**
  39125. * The list of keyboard keys used to control the backward move of the camera.
  39126. */
  39127. keysBackward: number[];
  39128. /**
  39129. * The list of keyboard keys used to control the forward move of the camera.
  39130. */
  39131. keysUp: number[];
  39132. /**
  39133. * The list of keyboard keys used to control the backward move of the camera.
  39134. */
  39135. keysDown: number[];
  39136. /**
  39137. * The list of keyboard keys used to control the right strafe move of the camera.
  39138. */
  39139. keysRight: number[];
  39140. /**
  39141. * The list of keyboard keys used to control the left strafe move of the camera.
  39142. */
  39143. keysLeft: number[];
  39144. private _keys;
  39145. private _onCanvasBlurObserver;
  39146. private _onKeyboardObserver;
  39147. private _engine;
  39148. private _scene;
  39149. /**
  39150. * Attach the input controls to a specific dom element to get the input from.
  39151. * @param element Defines the element the controls should be listened from
  39152. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39153. */
  39154. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39155. /**
  39156. * Detach the current controls from the specified dom element.
  39157. * @param element Defines the element to stop listening the inputs from
  39158. */
  39159. detachControl(element: Nullable<HTMLElement>): void;
  39160. /**
  39161. * Gets the class name of the current intput.
  39162. * @returns the class name
  39163. */
  39164. getClassName(): string;
  39165. /** @hidden */
  39166. _onLostFocus(e: FocusEvent): void;
  39167. /**
  39168. * Get the friendly name associated with the input class.
  39169. * @returns the input friendly name
  39170. */
  39171. getSimpleName(): string;
  39172. /**
  39173. * Update the current camera state depending on the inputs that have been used this frame.
  39174. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39175. */
  39176. checkInputs(): void;
  39177. }
  39178. }
  39179. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39180. import { Nullable } from "babylonjs/types";
  39181. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39182. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39183. /**
  39184. * Manage the mouse wheel inputs to control a follow camera.
  39185. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39186. */
  39187. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39188. /**
  39189. * Defines the camera the input is attached to.
  39190. */
  39191. camera: FollowCamera;
  39192. /**
  39193. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39194. */
  39195. axisControlRadius: boolean;
  39196. /**
  39197. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39198. */
  39199. axisControlHeight: boolean;
  39200. /**
  39201. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39202. */
  39203. axisControlRotation: boolean;
  39204. /**
  39205. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39206. * relation to mouseWheel events.
  39207. */
  39208. wheelPrecision: number;
  39209. /**
  39210. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39211. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39212. */
  39213. wheelDeltaPercentage: number;
  39214. private _wheel;
  39215. private _observer;
  39216. /**
  39217. * Attach the input controls to a specific dom element to get the input from.
  39218. * @param element Defines the element the controls should be listened from
  39219. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39220. */
  39221. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39222. /**
  39223. * Detach the current controls from the specified dom element.
  39224. * @param element Defines the element to stop listening the inputs from
  39225. */
  39226. detachControl(element: Nullable<HTMLElement>): void;
  39227. /**
  39228. * Gets the class name of the current intput.
  39229. * @returns the class name
  39230. */
  39231. getClassName(): string;
  39232. /**
  39233. * Get the friendly name associated with the input class.
  39234. * @returns the input friendly name
  39235. */
  39236. getSimpleName(): string;
  39237. }
  39238. }
  39239. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39240. import { Nullable } from "babylonjs/types";
  39241. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39242. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39243. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39244. /**
  39245. * Manage the pointers inputs to control an follow camera.
  39246. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39247. */
  39248. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39249. /**
  39250. * Defines the camera the input is attached to.
  39251. */
  39252. camera: FollowCamera;
  39253. /**
  39254. * Gets the class name of the current input.
  39255. * @returns the class name
  39256. */
  39257. getClassName(): string;
  39258. /**
  39259. * Defines the pointer angular sensibility along the X axis or how fast is
  39260. * the camera rotating.
  39261. * A negative number will reverse the axis direction.
  39262. */
  39263. angularSensibilityX: number;
  39264. /**
  39265. * Defines the pointer angular sensibility along the Y axis or how fast is
  39266. * the camera rotating.
  39267. * A negative number will reverse the axis direction.
  39268. */
  39269. angularSensibilityY: number;
  39270. /**
  39271. * Defines the pointer pinch precision or how fast is the camera zooming.
  39272. * A negative number will reverse the axis direction.
  39273. */
  39274. pinchPrecision: number;
  39275. /**
  39276. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39277. * from 0.
  39278. * It defines the percentage of current camera.radius to use as delta when
  39279. * pinch zoom is used.
  39280. */
  39281. pinchDeltaPercentage: number;
  39282. /**
  39283. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39284. */
  39285. axisXControlRadius: boolean;
  39286. /**
  39287. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39288. */
  39289. axisXControlHeight: boolean;
  39290. /**
  39291. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39292. */
  39293. axisXControlRotation: boolean;
  39294. /**
  39295. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39296. */
  39297. axisYControlRadius: boolean;
  39298. /**
  39299. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39300. */
  39301. axisYControlHeight: boolean;
  39302. /**
  39303. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39304. */
  39305. axisYControlRotation: boolean;
  39306. /**
  39307. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39308. */
  39309. axisPinchControlRadius: boolean;
  39310. /**
  39311. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39312. */
  39313. axisPinchControlHeight: boolean;
  39314. /**
  39315. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39316. */
  39317. axisPinchControlRotation: boolean;
  39318. /**
  39319. * Log error messages if basic misconfiguration has occurred.
  39320. */
  39321. warningEnable: boolean;
  39322. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39323. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39324. private _warningCounter;
  39325. private _warning;
  39326. }
  39327. }
  39328. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39329. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39330. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39331. /**
  39332. * Default Inputs manager for the FollowCamera.
  39333. * It groups all the default supported inputs for ease of use.
  39334. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39335. */
  39336. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39337. /**
  39338. * Instantiates a new FollowCameraInputsManager.
  39339. * @param camera Defines the camera the inputs belong to
  39340. */
  39341. constructor(camera: FollowCamera);
  39342. /**
  39343. * Add keyboard input support to the input manager.
  39344. * @returns the current input manager
  39345. */
  39346. addKeyboard(): FollowCameraInputsManager;
  39347. /**
  39348. * Add mouse wheel input support to the input manager.
  39349. * @returns the current input manager
  39350. */
  39351. addMouseWheel(): FollowCameraInputsManager;
  39352. /**
  39353. * Add pointers input support to the input manager.
  39354. * @returns the current input manager
  39355. */
  39356. addPointers(): FollowCameraInputsManager;
  39357. /**
  39358. * Add orientation input support to the input manager.
  39359. * @returns the current input manager
  39360. */
  39361. addVRDeviceOrientation(): FollowCameraInputsManager;
  39362. }
  39363. }
  39364. declare module "babylonjs/Cameras/followCamera" {
  39365. import { Nullable } from "babylonjs/types";
  39366. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39367. import { Scene } from "babylonjs/scene";
  39368. import { Vector3 } from "babylonjs/Maths/math.vector";
  39369. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39370. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39371. /**
  39372. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39373. * an arc rotate version arcFollowCamera are available.
  39374. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39375. */
  39376. export class FollowCamera extends TargetCamera {
  39377. /**
  39378. * Distance the follow camera should follow an object at
  39379. */
  39380. radius: number;
  39381. /**
  39382. * Minimum allowed distance of the camera to the axis of rotation
  39383. * (The camera can not get closer).
  39384. * This can help limiting how the Camera is able to move in the scene.
  39385. */
  39386. lowerRadiusLimit: Nullable<number>;
  39387. /**
  39388. * Maximum allowed distance of the camera to the axis of rotation
  39389. * (The camera can not get further).
  39390. * This can help limiting how the Camera is able to move in the scene.
  39391. */
  39392. upperRadiusLimit: Nullable<number>;
  39393. /**
  39394. * Define a rotation offset between the camera and the object it follows
  39395. */
  39396. rotationOffset: number;
  39397. /**
  39398. * Minimum allowed angle to camera position relative to target object.
  39399. * This can help limiting how the Camera is able to move in the scene.
  39400. */
  39401. lowerRotationOffsetLimit: Nullable<number>;
  39402. /**
  39403. * Maximum allowed angle to camera position relative to target object.
  39404. * This can help limiting how the Camera is able to move in the scene.
  39405. */
  39406. upperRotationOffsetLimit: Nullable<number>;
  39407. /**
  39408. * Define a height offset between the camera and the object it follows.
  39409. * It can help following an object from the top (like a car chaing a plane)
  39410. */
  39411. heightOffset: number;
  39412. /**
  39413. * Minimum allowed height of camera position relative to target object.
  39414. * This can help limiting how the Camera is able to move in the scene.
  39415. */
  39416. lowerHeightOffsetLimit: Nullable<number>;
  39417. /**
  39418. * Maximum allowed height of camera position relative to target object.
  39419. * This can help limiting how the Camera is able to move in the scene.
  39420. */
  39421. upperHeightOffsetLimit: Nullable<number>;
  39422. /**
  39423. * Define how fast the camera can accelerate to follow it s target.
  39424. */
  39425. cameraAcceleration: number;
  39426. /**
  39427. * Define the speed limit of the camera following an object.
  39428. */
  39429. maxCameraSpeed: number;
  39430. /**
  39431. * Define the target of the camera.
  39432. */
  39433. lockedTarget: Nullable<AbstractMesh>;
  39434. /**
  39435. * Defines the input associated with the camera.
  39436. */
  39437. inputs: FollowCameraInputsManager;
  39438. /**
  39439. * Instantiates the follow camera.
  39440. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39441. * @param name Define the name of the camera in the scene
  39442. * @param position Define the position of the camera
  39443. * @param scene Define the scene the camera belong to
  39444. * @param lockedTarget Define the target of the camera
  39445. */
  39446. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39447. private _follow;
  39448. /**
  39449. * Attached controls to the current camera.
  39450. * @param element Defines the element the controls should be listened from
  39451. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39452. */
  39453. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39454. /**
  39455. * Detach the current controls from the camera.
  39456. * The camera will stop reacting to inputs.
  39457. * @param element Defines the element to stop listening the inputs from
  39458. */
  39459. detachControl(element: HTMLElement): void;
  39460. /** @hidden */
  39461. _checkInputs(): void;
  39462. private _checkLimits;
  39463. /**
  39464. * Gets the camera class name.
  39465. * @returns the class name
  39466. */
  39467. getClassName(): string;
  39468. }
  39469. /**
  39470. * Arc Rotate version of the follow camera.
  39471. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39472. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39473. */
  39474. export class ArcFollowCamera extends TargetCamera {
  39475. /** The longitudinal angle of the camera */
  39476. alpha: number;
  39477. /** The latitudinal angle of the camera */
  39478. beta: number;
  39479. /** The radius of the camera from its target */
  39480. radius: number;
  39481. /** Define the camera target (the messh it should follow) */
  39482. target: Nullable<AbstractMesh>;
  39483. private _cartesianCoordinates;
  39484. /**
  39485. * Instantiates a new ArcFollowCamera
  39486. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39487. * @param name Define the name of the camera
  39488. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39489. * @param beta Define the rotation angle of the camera around the elevation axis
  39490. * @param radius Define the radius of the camera from its target point
  39491. * @param target Define the target of the camera
  39492. * @param scene Define the scene the camera belongs to
  39493. */
  39494. constructor(name: string,
  39495. /** The longitudinal angle of the camera */
  39496. alpha: number,
  39497. /** The latitudinal angle of the camera */
  39498. beta: number,
  39499. /** The radius of the camera from its target */
  39500. radius: number,
  39501. /** Define the camera target (the messh it should follow) */
  39502. target: Nullable<AbstractMesh>, scene: Scene);
  39503. private _follow;
  39504. /** @hidden */
  39505. _checkInputs(): void;
  39506. /**
  39507. * Returns the class name of the object.
  39508. * It is mostly used internally for serialization purposes.
  39509. */
  39510. getClassName(): string;
  39511. }
  39512. }
  39513. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39514. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39515. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39516. import { Nullable } from "babylonjs/types";
  39517. /**
  39518. * Manage the keyboard inputs to control the movement of a follow camera.
  39519. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39520. */
  39521. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39522. /**
  39523. * Defines the camera the input is attached to.
  39524. */
  39525. camera: FollowCamera;
  39526. /**
  39527. * Defines the list of key codes associated with the up action (increase heightOffset)
  39528. */
  39529. keysHeightOffsetIncr: number[];
  39530. /**
  39531. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39532. */
  39533. keysHeightOffsetDecr: number[];
  39534. /**
  39535. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39536. */
  39537. keysHeightOffsetModifierAlt: boolean;
  39538. /**
  39539. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39540. */
  39541. keysHeightOffsetModifierCtrl: boolean;
  39542. /**
  39543. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39544. */
  39545. keysHeightOffsetModifierShift: boolean;
  39546. /**
  39547. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39548. */
  39549. keysRotationOffsetIncr: number[];
  39550. /**
  39551. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39552. */
  39553. keysRotationOffsetDecr: number[];
  39554. /**
  39555. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39556. */
  39557. keysRotationOffsetModifierAlt: boolean;
  39558. /**
  39559. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39560. */
  39561. keysRotationOffsetModifierCtrl: boolean;
  39562. /**
  39563. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39564. */
  39565. keysRotationOffsetModifierShift: boolean;
  39566. /**
  39567. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39568. */
  39569. keysRadiusIncr: number[];
  39570. /**
  39571. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39572. */
  39573. keysRadiusDecr: number[];
  39574. /**
  39575. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39576. */
  39577. keysRadiusModifierAlt: boolean;
  39578. /**
  39579. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39580. */
  39581. keysRadiusModifierCtrl: boolean;
  39582. /**
  39583. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39584. */
  39585. keysRadiusModifierShift: boolean;
  39586. /**
  39587. * Defines the rate of change of heightOffset.
  39588. */
  39589. heightSensibility: number;
  39590. /**
  39591. * Defines the rate of change of rotationOffset.
  39592. */
  39593. rotationSensibility: number;
  39594. /**
  39595. * Defines the rate of change of radius.
  39596. */
  39597. radiusSensibility: number;
  39598. private _keys;
  39599. private _ctrlPressed;
  39600. private _altPressed;
  39601. private _shiftPressed;
  39602. private _onCanvasBlurObserver;
  39603. private _onKeyboardObserver;
  39604. private _engine;
  39605. private _scene;
  39606. /**
  39607. * Attach the input controls to a specific dom element to get the input from.
  39608. * @param element Defines the element the controls should be listened from
  39609. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39610. */
  39611. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39612. /**
  39613. * Detach the current controls from the specified dom element.
  39614. * @param element Defines the element to stop listening the inputs from
  39615. */
  39616. detachControl(element: Nullable<HTMLElement>): void;
  39617. /**
  39618. * Update the current camera state depending on the inputs that have been used this frame.
  39619. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39620. */
  39621. checkInputs(): void;
  39622. /**
  39623. * Gets the class name of the current input.
  39624. * @returns the class name
  39625. */
  39626. getClassName(): string;
  39627. /**
  39628. * Get the friendly name associated with the input class.
  39629. * @returns the input friendly name
  39630. */
  39631. getSimpleName(): string;
  39632. /**
  39633. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39634. * allow modification of the heightOffset value.
  39635. */
  39636. private _modifierHeightOffset;
  39637. /**
  39638. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39639. * allow modification of the rotationOffset value.
  39640. */
  39641. private _modifierRotationOffset;
  39642. /**
  39643. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39644. * allow modification of the radius value.
  39645. */
  39646. private _modifierRadius;
  39647. }
  39648. }
  39649. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39650. import { Nullable } from "babylonjs/types";
  39651. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39652. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39653. import { Observable } from "babylonjs/Misc/observable";
  39654. module "babylonjs/Cameras/freeCameraInputsManager" {
  39655. interface FreeCameraInputsManager {
  39656. /**
  39657. * @hidden
  39658. */
  39659. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39660. /**
  39661. * Add orientation input support to the input manager.
  39662. * @returns the current input manager
  39663. */
  39664. addDeviceOrientation(): FreeCameraInputsManager;
  39665. }
  39666. }
  39667. /**
  39668. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39669. * Screen rotation is taken into account.
  39670. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39671. */
  39672. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39673. private _camera;
  39674. private _screenOrientationAngle;
  39675. private _constantTranform;
  39676. private _screenQuaternion;
  39677. private _alpha;
  39678. private _beta;
  39679. private _gamma;
  39680. /**
  39681. * Can be used to detect if a device orientation sensor is availible on a device
  39682. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39683. * @returns a promise that will resolve on orientation change
  39684. */
  39685. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39686. /**
  39687. * @hidden
  39688. */
  39689. _onDeviceOrientationChangedObservable: Observable<void>;
  39690. /**
  39691. * Instantiates a new input
  39692. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39693. */
  39694. constructor();
  39695. /**
  39696. * Define the camera controlled by the input.
  39697. */
  39698. camera: FreeCamera;
  39699. /**
  39700. * Attach the input controls to a specific dom element to get the input from.
  39701. * @param element Defines the element the controls should be listened from
  39702. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39703. */
  39704. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39705. private _orientationChanged;
  39706. private _deviceOrientation;
  39707. /**
  39708. * Detach the current controls from the specified dom element.
  39709. * @param element Defines the element to stop listening the inputs from
  39710. */
  39711. detachControl(element: Nullable<HTMLElement>): void;
  39712. /**
  39713. * Update the current camera state depending on the inputs that have been used this frame.
  39714. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39715. */
  39716. checkInputs(): void;
  39717. /**
  39718. * Gets the class name of the current intput.
  39719. * @returns the class name
  39720. */
  39721. getClassName(): string;
  39722. /**
  39723. * Get the friendly name associated with the input class.
  39724. * @returns the input friendly name
  39725. */
  39726. getSimpleName(): string;
  39727. }
  39728. }
  39729. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39730. import { Nullable } from "babylonjs/types";
  39731. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39732. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39733. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39734. /**
  39735. * Manage the gamepad inputs to control a free camera.
  39736. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39737. */
  39738. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39739. /**
  39740. * Define the camera the input is attached to.
  39741. */
  39742. camera: FreeCamera;
  39743. /**
  39744. * Define the Gamepad controlling the input
  39745. */
  39746. gamepad: Nullable<Gamepad>;
  39747. /**
  39748. * Defines the gamepad rotation sensiblity.
  39749. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39750. */
  39751. gamepadAngularSensibility: number;
  39752. /**
  39753. * Defines the gamepad move sensiblity.
  39754. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39755. */
  39756. gamepadMoveSensibility: number;
  39757. private _yAxisScale;
  39758. /**
  39759. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39760. */
  39761. invertYAxis: boolean;
  39762. private _onGamepadConnectedObserver;
  39763. private _onGamepadDisconnectedObserver;
  39764. private _cameraTransform;
  39765. private _deltaTransform;
  39766. private _vector3;
  39767. private _vector2;
  39768. /**
  39769. * Attach the input controls to a specific dom element to get the input from.
  39770. * @param element Defines the element the controls should be listened from
  39771. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39772. */
  39773. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39774. /**
  39775. * Detach the current controls from the specified dom element.
  39776. * @param element Defines the element to stop listening the inputs from
  39777. */
  39778. detachControl(element: Nullable<HTMLElement>): void;
  39779. /**
  39780. * Update the current camera state depending on the inputs that have been used this frame.
  39781. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39782. */
  39783. checkInputs(): void;
  39784. /**
  39785. * Gets the class name of the current intput.
  39786. * @returns the class name
  39787. */
  39788. getClassName(): string;
  39789. /**
  39790. * Get the friendly name associated with the input class.
  39791. * @returns the input friendly name
  39792. */
  39793. getSimpleName(): string;
  39794. }
  39795. }
  39796. declare module "babylonjs/Misc/virtualJoystick" {
  39797. import { Nullable } from "babylonjs/types";
  39798. import { Vector3 } from "babylonjs/Maths/math.vector";
  39799. /**
  39800. * Defines the potential axis of a Joystick
  39801. */
  39802. export enum JoystickAxis {
  39803. /** X axis */
  39804. X = 0,
  39805. /** Y axis */
  39806. Y = 1,
  39807. /** Z axis */
  39808. Z = 2
  39809. }
  39810. /**
  39811. * Class used to define virtual joystick (used in touch mode)
  39812. */
  39813. export class VirtualJoystick {
  39814. /**
  39815. * Gets or sets a boolean indicating that left and right values must be inverted
  39816. */
  39817. reverseLeftRight: boolean;
  39818. /**
  39819. * Gets or sets a boolean indicating that up and down values must be inverted
  39820. */
  39821. reverseUpDown: boolean;
  39822. /**
  39823. * Gets the offset value for the position (ie. the change of the position value)
  39824. */
  39825. deltaPosition: Vector3;
  39826. /**
  39827. * Gets a boolean indicating if the virtual joystick was pressed
  39828. */
  39829. pressed: boolean;
  39830. /**
  39831. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39832. */
  39833. static Canvas: Nullable<HTMLCanvasElement>;
  39834. private static _globalJoystickIndex;
  39835. private static vjCanvasContext;
  39836. private static vjCanvasWidth;
  39837. private static vjCanvasHeight;
  39838. private static halfWidth;
  39839. private _action;
  39840. private _axisTargetedByLeftAndRight;
  39841. private _axisTargetedByUpAndDown;
  39842. private _joystickSensibility;
  39843. private _inversedSensibility;
  39844. private _joystickPointerID;
  39845. private _joystickColor;
  39846. private _joystickPointerPos;
  39847. private _joystickPreviousPointerPos;
  39848. private _joystickPointerStartPos;
  39849. private _deltaJoystickVector;
  39850. private _leftJoystick;
  39851. private _touches;
  39852. private _onPointerDownHandlerRef;
  39853. private _onPointerMoveHandlerRef;
  39854. private _onPointerUpHandlerRef;
  39855. private _onResize;
  39856. /**
  39857. * Creates a new virtual joystick
  39858. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39859. */
  39860. constructor(leftJoystick?: boolean);
  39861. /**
  39862. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39863. * @param newJoystickSensibility defines the new sensibility
  39864. */
  39865. setJoystickSensibility(newJoystickSensibility: number): void;
  39866. private _onPointerDown;
  39867. private _onPointerMove;
  39868. private _onPointerUp;
  39869. /**
  39870. * Change the color of the virtual joystick
  39871. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39872. */
  39873. setJoystickColor(newColor: string): void;
  39874. /**
  39875. * Defines a callback to call when the joystick is touched
  39876. * @param action defines the callback
  39877. */
  39878. setActionOnTouch(action: () => any): void;
  39879. /**
  39880. * Defines which axis you'd like to control for left & right
  39881. * @param axis defines the axis to use
  39882. */
  39883. setAxisForLeftRight(axis: JoystickAxis): void;
  39884. /**
  39885. * Defines which axis you'd like to control for up & down
  39886. * @param axis defines the axis to use
  39887. */
  39888. setAxisForUpDown(axis: JoystickAxis): void;
  39889. private _drawVirtualJoystick;
  39890. /**
  39891. * Release internal HTML canvas
  39892. */
  39893. releaseCanvas(): void;
  39894. }
  39895. }
  39896. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39897. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39898. import { Nullable } from "babylonjs/types";
  39899. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39900. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39901. module "babylonjs/Cameras/freeCameraInputsManager" {
  39902. interface FreeCameraInputsManager {
  39903. /**
  39904. * Add virtual joystick input support to the input manager.
  39905. * @returns the current input manager
  39906. */
  39907. addVirtualJoystick(): FreeCameraInputsManager;
  39908. }
  39909. }
  39910. /**
  39911. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39912. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39913. */
  39914. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39915. /**
  39916. * Defines the camera the input is attached to.
  39917. */
  39918. camera: FreeCamera;
  39919. private _leftjoystick;
  39920. private _rightjoystick;
  39921. /**
  39922. * Gets the left stick of the virtual joystick.
  39923. * @returns The virtual Joystick
  39924. */
  39925. getLeftJoystick(): VirtualJoystick;
  39926. /**
  39927. * Gets the right stick of the virtual joystick.
  39928. * @returns The virtual Joystick
  39929. */
  39930. getRightJoystick(): VirtualJoystick;
  39931. /**
  39932. * Update the current camera state depending on the inputs that have been used this frame.
  39933. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39934. */
  39935. checkInputs(): void;
  39936. /**
  39937. * Attach the input controls to a specific dom element to get the input from.
  39938. * @param element Defines the element the controls should be listened from
  39939. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39940. */
  39941. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39942. /**
  39943. * Detach the current controls from the specified dom element.
  39944. * @param element Defines the element to stop listening the inputs from
  39945. */
  39946. detachControl(element: Nullable<HTMLElement>): void;
  39947. /**
  39948. * Gets the class name of the current intput.
  39949. * @returns the class name
  39950. */
  39951. getClassName(): string;
  39952. /**
  39953. * Get the friendly name associated with the input class.
  39954. * @returns the input friendly name
  39955. */
  39956. getSimpleName(): string;
  39957. }
  39958. }
  39959. declare module "babylonjs/Cameras/Inputs/index" {
  39960. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39961. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39962. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39963. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39964. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39965. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39966. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39967. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39968. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39969. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39970. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39971. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39972. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39973. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39974. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39975. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39976. }
  39977. declare module "babylonjs/Cameras/touchCamera" {
  39978. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39979. import { Scene } from "babylonjs/scene";
  39980. import { Vector3 } from "babylonjs/Maths/math.vector";
  39981. /**
  39982. * This represents a FPS type of camera controlled by touch.
  39983. * This is like a universal camera minus the Gamepad controls.
  39984. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39985. */
  39986. export class TouchCamera extends FreeCamera {
  39987. /**
  39988. * Defines the touch sensibility for rotation.
  39989. * The higher the faster.
  39990. */
  39991. touchAngularSensibility: number;
  39992. /**
  39993. * Defines the touch sensibility for move.
  39994. * The higher the faster.
  39995. */
  39996. touchMoveSensibility: number;
  39997. /**
  39998. * Instantiates a new touch camera.
  39999. * This represents a FPS type of camera controlled by touch.
  40000. * This is like a universal camera minus the Gamepad controls.
  40001. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40002. * @param name Define the name of the camera in the scene
  40003. * @param position Define the start position of the camera in the scene
  40004. * @param scene Define the scene the camera belongs to
  40005. */
  40006. constructor(name: string, position: Vector3, scene: Scene);
  40007. /**
  40008. * Gets the current object class name.
  40009. * @return the class name
  40010. */
  40011. getClassName(): string;
  40012. /** @hidden */
  40013. _setupInputs(): void;
  40014. }
  40015. }
  40016. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40017. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40018. import { Scene } from "babylonjs/scene";
  40019. import { Vector3 } from "babylonjs/Maths/math.vector";
  40020. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40021. import { Axis } from "babylonjs/Maths/math.axis";
  40022. /**
  40023. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40024. * being tilted forward or back and left or right.
  40025. */
  40026. export class DeviceOrientationCamera extends FreeCamera {
  40027. private _initialQuaternion;
  40028. private _quaternionCache;
  40029. private _tmpDragQuaternion;
  40030. private _disablePointerInputWhenUsingDeviceOrientation;
  40031. /**
  40032. * Creates a new device orientation camera
  40033. * @param name The name of the camera
  40034. * @param position The start position camera
  40035. * @param scene The scene the camera belongs to
  40036. */
  40037. constructor(name: string, position: Vector3, scene: Scene);
  40038. /**
  40039. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40040. */
  40041. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40042. private _dragFactor;
  40043. /**
  40044. * Enabled turning on the y axis when the orientation sensor is active
  40045. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40046. */
  40047. enableHorizontalDragging(dragFactor?: number): void;
  40048. /**
  40049. * Gets the current instance class name ("DeviceOrientationCamera").
  40050. * This helps avoiding instanceof at run time.
  40051. * @returns the class name
  40052. */
  40053. getClassName(): string;
  40054. /**
  40055. * @hidden
  40056. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40057. */
  40058. _checkInputs(): void;
  40059. /**
  40060. * Reset the camera to its default orientation on the specified axis only.
  40061. * @param axis The axis to reset
  40062. */
  40063. resetToCurrentRotation(axis?: Axis): void;
  40064. }
  40065. }
  40066. declare module "babylonjs/Gamepads/xboxGamepad" {
  40067. import { Observable } from "babylonjs/Misc/observable";
  40068. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40069. /**
  40070. * Defines supported buttons for XBox360 compatible gamepads
  40071. */
  40072. export enum Xbox360Button {
  40073. /** A */
  40074. A = 0,
  40075. /** B */
  40076. B = 1,
  40077. /** X */
  40078. X = 2,
  40079. /** Y */
  40080. Y = 3,
  40081. /** Start */
  40082. Start = 4,
  40083. /** Back */
  40084. Back = 5,
  40085. /** Left button */
  40086. LB = 6,
  40087. /** Right button */
  40088. RB = 7,
  40089. /** Left stick */
  40090. LeftStick = 8,
  40091. /** Right stick */
  40092. RightStick = 9
  40093. }
  40094. /** Defines values for XBox360 DPad */
  40095. export enum Xbox360Dpad {
  40096. /** Up */
  40097. Up = 0,
  40098. /** Down */
  40099. Down = 1,
  40100. /** Left */
  40101. Left = 2,
  40102. /** Right */
  40103. Right = 3
  40104. }
  40105. /**
  40106. * Defines a XBox360 gamepad
  40107. */
  40108. export class Xbox360Pad extends Gamepad {
  40109. private _leftTrigger;
  40110. private _rightTrigger;
  40111. private _onlefttriggerchanged;
  40112. private _onrighttriggerchanged;
  40113. private _onbuttondown;
  40114. private _onbuttonup;
  40115. private _ondpaddown;
  40116. private _ondpadup;
  40117. /** Observable raised when a button is pressed */
  40118. onButtonDownObservable: Observable<Xbox360Button>;
  40119. /** Observable raised when a button is released */
  40120. onButtonUpObservable: Observable<Xbox360Button>;
  40121. /** Observable raised when a pad is pressed */
  40122. onPadDownObservable: Observable<Xbox360Dpad>;
  40123. /** Observable raised when a pad is released */
  40124. onPadUpObservable: Observable<Xbox360Dpad>;
  40125. private _buttonA;
  40126. private _buttonB;
  40127. private _buttonX;
  40128. private _buttonY;
  40129. private _buttonBack;
  40130. private _buttonStart;
  40131. private _buttonLB;
  40132. private _buttonRB;
  40133. private _buttonLeftStick;
  40134. private _buttonRightStick;
  40135. private _dPadUp;
  40136. private _dPadDown;
  40137. private _dPadLeft;
  40138. private _dPadRight;
  40139. private _isXboxOnePad;
  40140. /**
  40141. * Creates a new XBox360 gamepad object
  40142. * @param id defines the id of this gamepad
  40143. * @param index defines its index
  40144. * @param gamepad defines the internal HTML gamepad object
  40145. * @param xboxOne defines if it is a XBox One gamepad
  40146. */
  40147. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40148. /**
  40149. * Defines the callback to call when left trigger is pressed
  40150. * @param callback defines the callback to use
  40151. */
  40152. onlefttriggerchanged(callback: (value: number) => void): void;
  40153. /**
  40154. * Defines the callback to call when right trigger is pressed
  40155. * @param callback defines the callback to use
  40156. */
  40157. onrighttriggerchanged(callback: (value: number) => void): void;
  40158. /**
  40159. * Gets the left trigger value
  40160. */
  40161. /**
  40162. * Sets the left trigger value
  40163. */
  40164. leftTrigger: number;
  40165. /**
  40166. * Gets the right trigger value
  40167. */
  40168. /**
  40169. * Sets the right trigger value
  40170. */
  40171. rightTrigger: number;
  40172. /**
  40173. * Defines the callback to call when a button is pressed
  40174. * @param callback defines the callback to use
  40175. */
  40176. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40177. /**
  40178. * Defines the callback to call when a button is released
  40179. * @param callback defines the callback to use
  40180. */
  40181. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40182. /**
  40183. * Defines the callback to call when a pad is pressed
  40184. * @param callback defines the callback to use
  40185. */
  40186. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40187. /**
  40188. * Defines the callback to call when a pad is released
  40189. * @param callback defines the callback to use
  40190. */
  40191. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40192. private _setButtonValue;
  40193. private _setDPadValue;
  40194. /**
  40195. * Gets the value of the `A` button
  40196. */
  40197. /**
  40198. * Sets the value of the `A` button
  40199. */
  40200. buttonA: number;
  40201. /**
  40202. * Gets the value of the `B` button
  40203. */
  40204. /**
  40205. * Sets the value of the `B` button
  40206. */
  40207. buttonB: number;
  40208. /**
  40209. * Gets the value of the `X` button
  40210. */
  40211. /**
  40212. * Sets the value of the `X` button
  40213. */
  40214. buttonX: number;
  40215. /**
  40216. * Gets the value of the `Y` button
  40217. */
  40218. /**
  40219. * Sets the value of the `Y` button
  40220. */
  40221. buttonY: number;
  40222. /**
  40223. * Gets the value of the `Start` button
  40224. */
  40225. /**
  40226. * Sets the value of the `Start` button
  40227. */
  40228. buttonStart: number;
  40229. /**
  40230. * Gets the value of the `Back` button
  40231. */
  40232. /**
  40233. * Sets the value of the `Back` button
  40234. */
  40235. buttonBack: number;
  40236. /**
  40237. * Gets the value of the `Left` button
  40238. */
  40239. /**
  40240. * Sets the value of the `Left` button
  40241. */
  40242. buttonLB: number;
  40243. /**
  40244. * Gets the value of the `Right` button
  40245. */
  40246. /**
  40247. * Sets the value of the `Right` button
  40248. */
  40249. buttonRB: number;
  40250. /**
  40251. * Gets the value of the Left joystick
  40252. */
  40253. /**
  40254. * Sets the value of the Left joystick
  40255. */
  40256. buttonLeftStick: number;
  40257. /**
  40258. * Gets the value of the Right joystick
  40259. */
  40260. /**
  40261. * Sets the value of the Right joystick
  40262. */
  40263. buttonRightStick: number;
  40264. /**
  40265. * Gets the value of D-pad up
  40266. */
  40267. /**
  40268. * Sets the value of D-pad up
  40269. */
  40270. dPadUp: number;
  40271. /**
  40272. * Gets the value of D-pad down
  40273. */
  40274. /**
  40275. * Sets the value of D-pad down
  40276. */
  40277. dPadDown: number;
  40278. /**
  40279. * Gets the value of D-pad left
  40280. */
  40281. /**
  40282. * Sets the value of D-pad left
  40283. */
  40284. dPadLeft: number;
  40285. /**
  40286. * Gets the value of D-pad right
  40287. */
  40288. /**
  40289. * Sets the value of D-pad right
  40290. */
  40291. dPadRight: number;
  40292. /**
  40293. * Force the gamepad to synchronize with device values
  40294. */
  40295. update(): void;
  40296. /**
  40297. * Disposes the gamepad
  40298. */
  40299. dispose(): void;
  40300. }
  40301. }
  40302. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40303. import { Observable } from "babylonjs/Misc/observable";
  40304. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40305. /**
  40306. * Defines supported buttons for DualShock compatible gamepads
  40307. */
  40308. export enum DualShockButton {
  40309. /** Cross */
  40310. Cross = 0,
  40311. /** Circle */
  40312. Circle = 1,
  40313. /** Square */
  40314. Square = 2,
  40315. /** Triangle */
  40316. Triangle = 3,
  40317. /** Options */
  40318. Options = 4,
  40319. /** Share */
  40320. Share = 5,
  40321. /** L1 */
  40322. L1 = 6,
  40323. /** R1 */
  40324. R1 = 7,
  40325. /** Left stick */
  40326. LeftStick = 8,
  40327. /** Right stick */
  40328. RightStick = 9
  40329. }
  40330. /** Defines values for DualShock DPad */
  40331. export enum DualShockDpad {
  40332. /** Up */
  40333. Up = 0,
  40334. /** Down */
  40335. Down = 1,
  40336. /** Left */
  40337. Left = 2,
  40338. /** Right */
  40339. Right = 3
  40340. }
  40341. /**
  40342. * Defines a DualShock gamepad
  40343. */
  40344. export class DualShockPad extends Gamepad {
  40345. private _leftTrigger;
  40346. private _rightTrigger;
  40347. private _onlefttriggerchanged;
  40348. private _onrighttriggerchanged;
  40349. private _onbuttondown;
  40350. private _onbuttonup;
  40351. private _ondpaddown;
  40352. private _ondpadup;
  40353. /** Observable raised when a button is pressed */
  40354. onButtonDownObservable: Observable<DualShockButton>;
  40355. /** Observable raised when a button is released */
  40356. onButtonUpObservable: Observable<DualShockButton>;
  40357. /** Observable raised when a pad is pressed */
  40358. onPadDownObservable: Observable<DualShockDpad>;
  40359. /** Observable raised when a pad is released */
  40360. onPadUpObservable: Observable<DualShockDpad>;
  40361. private _buttonCross;
  40362. private _buttonCircle;
  40363. private _buttonSquare;
  40364. private _buttonTriangle;
  40365. private _buttonShare;
  40366. private _buttonOptions;
  40367. private _buttonL1;
  40368. private _buttonR1;
  40369. private _buttonLeftStick;
  40370. private _buttonRightStick;
  40371. private _dPadUp;
  40372. private _dPadDown;
  40373. private _dPadLeft;
  40374. private _dPadRight;
  40375. /**
  40376. * Creates a new DualShock gamepad object
  40377. * @param id defines the id of this gamepad
  40378. * @param index defines its index
  40379. * @param gamepad defines the internal HTML gamepad object
  40380. */
  40381. constructor(id: string, index: number, gamepad: any);
  40382. /**
  40383. * Defines the callback to call when left trigger is pressed
  40384. * @param callback defines the callback to use
  40385. */
  40386. onlefttriggerchanged(callback: (value: number) => void): void;
  40387. /**
  40388. * Defines the callback to call when right trigger is pressed
  40389. * @param callback defines the callback to use
  40390. */
  40391. onrighttriggerchanged(callback: (value: number) => void): void;
  40392. /**
  40393. * Gets the left trigger value
  40394. */
  40395. /**
  40396. * Sets the left trigger value
  40397. */
  40398. leftTrigger: number;
  40399. /**
  40400. * Gets the right trigger value
  40401. */
  40402. /**
  40403. * Sets the right trigger value
  40404. */
  40405. rightTrigger: number;
  40406. /**
  40407. * Defines the callback to call when a button is pressed
  40408. * @param callback defines the callback to use
  40409. */
  40410. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40411. /**
  40412. * Defines the callback to call when a button is released
  40413. * @param callback defines the callback to use
  40414. */
  40415. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40416. /**
  40417. * Defines the callback to call when a pad is pressed
  40418. * @param callback defines the callback to use
  40419. */
  40420. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40421. /**
  40422. * Defines the callback to call when a pad is released
  40423. * @param callback defines the callback to use
  40424. */
  40425. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40426. private _setButtonValue;
  40427. private _setDPadValue;
  40428. /**
  40429. * Gets the value of the `Cross` button
  40430. */
  40431. /**
  40432. * Sets the value of the `Cross` button
  40433. */
  40434. buttonCross: number;
  40435. /**
  40436. * Gets the value of the `Circle` button
  40437. */
  40438. /**
  40439. * Sets the value of the `Circle` button
  40440. */
  40441. buttonCircle: number;
  40442. /**
  40443. * Gets the value of the `Square` button
  40444. */
  40445. /**
  40446. * Sets the value of the `Square` button
  40447. */
  40448. buttonSquare: number;
  40449. /**
  40450. * Gets the value of the `Triangle` button
  40451. */
  40452. /**
  40453. * Sets the value of the `Triangle` button
  40454. */
  40455. buttonTriangle: number;
  40456. /**
  40457. * Gets the value of the `Options` button
  40458. */
  40459. /**
  40460. * Sets the value of the `Options` button
  40461. */
  40462. buttonOptions: number;
  40463. /**
  40464. * Gets the value of the `Share` button
  40465. */
  40466. /**
  40467. * Sets the value of the `Share` button
  40468. */
  40469. buttonShare: number;
  40470. /**
  40471. * Gets the value of the `L1` button
  40472. */
  40473. /**
  40474. * Sets the value of the `L1` button
  40475. */
  40476. buttonL1: number;
  40477. /**
  40478. * Gets the value of the `R1` button
  40479. */
  40480. /**
  40481. * Sets the value of the `R1` button
  40482. */
  40483. buttonR1: number;
  40484. /**
  40485. * Gets the value of the Left joystick
  40486. */
  40487. /**
  40488. * Sets the value of the Left joystick
  40489. */
  40490. buttonLeftStick: number;
  40491. /**
  40492. * Gets the value of the Right joystick
  40493. */
  40494. /**
  40495. * Sets the value of the Right joystick
  40496. */
  40497. buttonRightStick: number;
  40498. /**
  40499. * Gets the value of D-pad up
  40500. */
  40501. /**
  40502. * Sets the value of D-pad up
  40503. */
  40504. dPadUp: number;
  40505. /**
  40506. * Gets the value of D-pad down
  40507. */
  40508. /**
  40509. * Sets the value of D-pad down
  40510. */
  40511. dPadDown: number;
  40512. /**
  40513. * Gets the value of D-pad left
  40514. */
  40515. /**
  40516. * Sets the value of D-pad left
  40517. */
  40518. dPadLeft: number;
  40519. /**
  40520. * Gets the value of D-pad right
  40521. */
  40522. /**
  40523. * Sets the value of D-pad right
  40524. */
  40525. dPadRight: number;
  40526. /**
  40527. * Force the gamepad to synchronize with device values
  40528. */
  40529. update(): void;
  40530. /**
  40531. * Disposes the gamepad
  40532. */
  40533. dispose(): void;
  40534. }
  40535. }
  40536. declare module "babylonjs/Gamepads/gamepadManager" {
  40537. import { Observable } from "babylonjs/Misc/observable";
  40538. import { Nullable } from "babylonjs/types";
  40539. import { Scene } from "babylonjs/scene";
  40540. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40541. /**
  40542. * Manager for handling gamepads
  40543. */
  40544. export class GamepadManager {
  40545. private _scene?;
  40546. private _babylonGamepads;
  40547. private _oneGamepadConnected;
  40548. /** @hidden */
  40549. _isMonitoring: boolean;
  40550. private _gamepadEventSupported;
  40551. private _gamepadSupport;
  40552. /**
  40553. * observable to be triggered when the gamepad controller has been connected
  40554. */
  40555. onGamepadConnectedObservable: Observable<Gamepad>;
  40556. /**
  40557. * observable to be triggered when the gamepad controller has been disconnected
  40558. */
  40559. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40560. private _onGamepadConnectedEvent;
  40561. private _onGamepadDisconnectedEvent;
  40562. /**
  40563. * Initializes the gamepad manager
  40564. * @param _scene BabylonJS scene
  40565. */
  40566. constructor(_scene?: Scene | undefined);
  40567. /**
  40568. * The gamepads in the game pad manager
  40569. */
  40570. readonly gamepads: Gamepad[];
  40571. /**
  40572. * Get the gamepad controllers based on type
  40573. * @param type The type of gamepad controller
  40574. * @returns Nullable gamepad
  40575. */
  40576. getGamepadByType(type?: number): Nullable<Gamepad>;
  40577. /**
  40578. * Disposes the gamepad manager
  40579. */
  40580. dispose(): void;
  40581. private _addNewGamepad;
  40582. private _startMonitoringGamepads;
  40583. private _stopMonitoringGamepads;
  40584. /** @hidden */
  40585. _checkGamepadsStatus(): void;
  40586. private _updateGamepadObjects;
  40587. }
  40588. }
  40589. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40590. import { Nullable } from "babylonjs/types";
  40591. import { Scene } from "babylonjs/scene";
  40592. import { ISceneComponent } from "babylonjs/sceneComponent";
  40593. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40594. module "babylonjs/scene" {
  40595. interface Scene {
  40596. /** @hidden */
  40597. _gamepadManager: Nullable<GamepadManager>;
  40598. /**
  40599. * Gets the gamepad manager associated with the scene
  40600. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40601. */
  40602. gamepadManager: GamepadManager;
  40603. }
  40604. }
  40605. module "babylonjs/Cameras/freeCameraInputsManager" {
  40606. /**
  40607. * Interface representing a free camera inputs manager
  40608. */
  40609. interface FreeCameraInputsManager {
  40610. /**
  40611. * Adds gamepad input support to the FreeCameraInputsManager.
  40612. * @returns the FreeCameraInputsManager
  40613. */
  40614. addGamepad(): FreeCameraInputsManager;
  40615. }
  40616. }
  40617. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40618. /**
  40619. * Interface representing an arc rotate camera inputs manager
  40620. */
  40621. interface ArcRotateCameraInputsManager {
  40622. /**
  40623. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40624. * @returns the camera inputs manager
  40625. */
  40626. addGamepad(): ArcRotateCameraInputsManager;
  40627. }
  40628. }
  40629. /**
  40630. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40631. */
  40632. export class GamepadSystemSceneComponent implements ISceneComponent {
  40633. /**
  40634. * The component name helpfull to identify the component in the list of scene components.
  40635. */
  40636. readonly name: string;
  40637. /**
  40638. * The scene the component belongs to.
  40639. */
  40640. scene: Scene;
  40641. /**
  40642. * Creates a new instance of the component for the given scene
  40643. * @param scene Defines the scene to register the component in
  40644. */
  40645. constructor(scene: Scene);
  40646. /**
  40647. * Registers the component in a given scene
  40648. */
  40649. register(): void;
  40650. /**
  40651. * Rebuilds the elements related to this component in case of
  40652. * context lost for instance.
  40653. */
  40654. rebuild(): void;
  40655. /**
  40656. * Disposes the component and the associated ressources
  40657. */
  40658. dispose(): void;
  40659. private _beforeCameraUpdate;
  40660. }
  40661. }
  40662. declare module "babylonjs/Cameras/universalCamera" {
  40663. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40664. import { Scene } from "babylonjs/scene";
  40665. import { Vector3 } from "babylonjs/Maths/math.vector";
  40666. import "babylonjs/Gamepads/gamepadSceneComponent";
  40667. /**
  40668. * 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,
  40669. * which still works and will still be found in many Playgrounds.
  40670. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40671. */
  40672. export class UniversalCamera extends TouchCamera {
  40673. /**
  40674. * Defines the gamepad rotation sensiblity.
  40675. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40676. */
  40677. gamepadAngularSensibility: number;
  40678. /**
  40679. * Defines the gamepad move sensiblity.
  40680. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40681. */
  40682. gamepadMoveSensibility: number;
  40683. /**
  40684. * 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,
  40685. * which still works and will still be found in many Playgrounds.
  40686. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40687. * @param name Define the name of the camera in the scene
  40688. * @param position Define the start position of the camera in the scene
  40689. * @param scene Define the scene the camera belongs to
  40690. */
  40691. constructor(name: string, position: Vector3, scene: Scene);
  40692. /**
  40693. * Gets the current object class name.
  40694. * @return the class name
  40695. */
  40696. getClassName(): string;
  40697. }
  40698. }
  40699. declare module "babylonjs/Cameras/gamepadCamera" {
  40700. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40701. import { Scene } from "babylonjs/scene";
  40702. import { Vector3 } from "babylonjs/Maths/math.vector";
  40703. /**
  40704. * This represents a FPS type of camera. This is only here for back compat purpose.
  40705. * Please use the UniversalCamera instead as both are identical.
  40706. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40707. */
  40708. export class GamepadCamera extends UniversalCamera {
  40709. /**
  40710. * Instantiates a new Gamepad Camera
  40711. * This represents a FPS type of camera. This is only here for back compat purpose.
  40712. * Please use the UniversalCamera instead as both are identical.
  40713. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40714. * @param name Define the name of the camera in the scene
  40715. * @param position Define the start position of the camera in the scene
  40716. * @param scene Define the scene the camera belongs to
  40717. */
  40718. constructor(name: string, position: Vector3, scene: Scene);
  40719. /**
  40720. * Gets the current object class name.
  40721. * @return the class name
  40722. */
  40723. getClassName(): string;
  40724. }
  40725. }
  40726. declare module "babylonjs/Shaders/pass.fragment" {
  40727. /** @hidden */
  40728. export var passPixelShader: {
  40729. name: string;
  40730. shader: string;
  40731. };
  40732. }
  40733. declare module "babylonjs/Shaders/passCube.fragment" {
  40734. /** @hidden */
  40735. export var passCubePixelShader: {
  40736. name: string;
  40737. shader: string;
  40738. };
  40739. }
  40740. declare module "babylonjs/PostProcesses/passPostProcess" {
  40741. import { Nullable } from "babylonjs/types";
  40742. import { Camera } from "babylonjs/Cameras/camera";
  40743. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40744. import { Engine } from "babylonjs/Engines/engine";
  40745. import "babylonjs/Shaders/pass.fragment";
  40746. import "babylonjs/Shaders/passCube.fragment";
  40747. /**
  40748. * PassPostProcess which produces an output the same as it's input
  40749. */
  40750. export class PassPostProcess extends PostProcess {
  40751. /**
  40752. * Creates the PassPostProcess
  40753. * @param name The name of the effect.
  40754. * @param options The required width/height ratio to downsize to before computing the render pass.
  40755. * @param camera The camera to apply the render pass to.
  40756. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40757. * @param engine The engine which the post process will be applied. (default: current engine)
  40758. * @param reusable If the post process can be reused on the same frame. (default: false)
  40759. * @param textureType The type of texture to be used when performing the post processing.
  40760. * @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)
  40761. */
  40762. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40763. }
  40764. /**
  40765. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40766. */
  40767. export class PassCubePostProcess extends PostProcess {
  40768. private _face;
  40769. /**
  40770. * Gets or sets the cube face to display.
  40771. * * 0 is +X
  40772. * * 1 is -X
  40773. * * 2 is +Y
  40774. * * 3 is -Y
  40775. * * 4 is +Z
  40776. * * 5 is -Z
  40777. */
  40778. face: number;
  40779. /**
  40780. * Creates the PassCubePostProcess
  40781. * @param name The name of the effect.
  40782. * @param options The required width/height ratio to downsize to before computing the render pass.
  40783. * @param camera The camera to apply the render pass to.
  40784. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40785. * @param engine The engine which the post process will be applied. (default: current engine)
  40786. * @param reusable If the post process can be reused on the same frame. (default: false)
  40787. * @param textureType The type of texture to be used when performing the post processing.
  40788. * @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)
  40789. */
  40790. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40791. }
  40792. }
  40793. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40794. /** @hidden */
  40795. export var anaglyphPixelShader: {
  40796. name: string;
  40797. shader: string;
  40798. };
  40799. }
  40800. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40801. import { Engine } from "babylonjs/Engines/engine";
  40802. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40803. import { Camera } from "babylonjs/Cameras/camera";
  40804. import "babylonjs/Shaders/anaglyph.fragment";
  40805. /**
  40806. * Postprocess used to generate anaglyphic rendering
  40807. */
  40808. export class AnaglyphPostProcess extends PostProcess {
  40809. private _passedProcess;
  40810. /**
  40811. * Creates a new AnaglyphPostProcess
  40812. * @param name defines postprocess name
  40813. * @param options defines creation options or target ratio scale
  40814. * @param rigCameras defines cameras using this postprocess
  40815. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40816. * @param engine defines hosting engine
  40817. * @param reusable defines if the postprocess will be reused multiple times per frame
  40818. */
  40819. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40820. }
  40821. }
  40822. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40823. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40824. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40825. import { Scene } from "babylonjs/scene";
  40826. import { Vector3 } from "babylonjs/Maths/math.vector";
  40827. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40828. /**
  40829. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40830. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40831. */
  40832. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40833. /**
  40834. * Creates a new AnaglyphArcRotateCamera
  40835. * @param name defines camera name
  40836. * @param alpha defines alpha angle (in radians)
  40837. * @param beta defines beta angle (in radians)
  40838. * @param radius defines radius
  40839. * @param target defines camera target
  40840. * @param interaxialDistance defines distance between each color axis
  40841. * @param scene defines the hosting scene
  40842. */
  40843. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40844. /**
  40845. * Gets camera class name
  40846. * @returns AnaglyphArcRotateCamera
  40847. */
  40848. getClassName(): string;
  40849. }
  40850. }
  40851. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40852. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40853. import { Scene } from "babylonjs/scene";
  40854. import { Vector3 } from "babylonjs/Maths/math.vector";
  40855. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40856. /**
  40857. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40858. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40859. */
  40860. export class AnaglyphFreeCamera extends FreeCamera {
  40861. /**
  40862. * Creates a new AnaglyphFreeCamera
  40863. * @param name defines camera name
  40864. * @param position defines initial position
  40865. * @param interaxialDistance defines distance between each color axis
  40866. * @param scene defines the hosting scene
  40867. */
  40868. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40869. /**
  40870. * Gets camera class name
  40871. * @returns AnaglyphFreeCamera
  40872. */
  40873. getClassName(): string;
  40874. }
  40875. }
  40876. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40877. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40878. import { Scene } from "babylonjs/scene";
  40879. import { Vector3 } from "babylonjs/Maths/math.vector";
  40880. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40881. /**
  40882. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40883. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40884. */
  40885. export class AnaglyphGamepadCamera extends GamepadCamera {
  40886. /**
  40887. * Creates a new AnaglyphGamepadCamera
  40888. * @param name defines camera name
  40889. * @param position defines initial position
  40890. * @param interaxialDistance defines distance between each color axis
  40891. * @param scene defines the hosting scene
  40892. */
  40893. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40894. /**
  40895. * Gets camera class name
  40896. * @returns AnaglyphGamepadCamera
  40897. */
  40898. getClassName(): string;
  40899. }
  40900. }
  40901. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40902. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40903. import { Scene } from "babylonjs/scene";
  40904. import { Vector3 } from "babylonjs/Maths/math.vector";
  40905. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40906. /**
  40907. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40908. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40909. */
  40910. export class AnaglyphUniversalCamera extends UniversalCamera {
  40911. /**
  40912. * Creates a new AnaglyphUniversalCamera
  40913. * @param name defines camera name
  40914. * @param position defines initial position
  40915. * @param interaxialDistance defines distance between each color axis
  40916. * @param scene defines the hosting scene
  40917. */
  40918. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40919. /**
  40920. * Gets camera class name
  40921. * @returns AnaglyphUniversalCamera
  40922. */
  40923. getClassName(): string;
  40924. }
  40925. }
  40926. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40927. /** @hidden */
  40928. export var stereoscopicInterlacePixelShader: {
  40929. name: string;
  40930. shader: string;
  40931. };
  40932. }
  40933. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40934. import { Camera } from "babylonjs/Cameras/camera";
  40935. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40936. import { Engine } from "babylonjs/Engines/engine";
  40937. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40938. /**
  40939. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40940. */
  40941. export class StereoscopicInterlacePostProcess extends PostProcess {
  40942. private _stepSize;
  40943. private _passedProcess;
  40944. /**
  40945. * Initializes a StereoscopicInterlacePostProcess
  40946. * @param name The name of the effect.
  40947. * @param rigCameras The rig cameras to be appled to the post process
  40948. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40950. * @param engine The engine which the post process will be applied. (default: current engine)
  40951. * @param reusable If the post process can be reused on the same frame. (default: false)
  40952. */
  40953. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40954. }
  40955. }
  40956. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40957. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40958. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40959. import { Scene } from "babylonjs/scene";
  40960. import { Vector3 } from "babylonjs/Maths/math.vector";
  40961. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40962. /**
  40963. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40964. * @see http://doc.babylonjs.com/features/cameras
  40965. */
  40966. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40967. /**
  40968. * Creates a new StereoscopicArcRotateCamera
  40969. * @param name defines camera name
  40970. * @param alpha defines alpha angle (in radians)
  40971. * @param beta defines beta angle (in radians)
  40972. * @param radius defines radius
  40973. * @param target defines camera target
  40974. * @param interaxialDistance defines distance between each color axis
  40975. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40976. * @param scene defines the hosting scene
  40977. */
  40978. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40979. /**
  40980. * Gets camera class name
  40981. * @returns StereoscopicArcRotateCamera
  40982. */
  40983. getClassName(): string;
  40984. }
  40985. }
  40986. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40987. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40988. import { Scene } from "babylonjs/scene";
  40989. import { Vector3 } from "babylonjs/Maths/math.vector";
  40990. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40991. /**
  40992. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40993. * @see http://doc.babylonjs.com/features/cameras
  40994. */
  40995. export class StereoscopicFreeCamera extends FreeCamera {
  40996. /**
  40997. * Creates a new StereoscopicFreeCamera
  40998. * @param name defines camera name
  40999. * @param position defines initial position
  41000. * @param interaxialDistance defines distance between each color axis
  41001. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41002. * @param scene defines the hosting scene
  41003. */
  41004. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41005. /**
  41006. * Gets camera class name
  41007. * @returns StereoscopicFreeCamera
  41008. */
  41009. getClassName(): string;
  41010. }
  41011. }
  41012. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41013. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41014. import { Scene } from "babylonjs/scene";
  41015. import { Vector3 } from "babylonjs/Maths/math.vector";
  41016. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41017. /**
  41018. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41019. * @see http://doc.babylonjs.com/features/cameras
  41020. */
  41021. export class StereoscopicGamepadCamera extends GamepadCamera {
  41022. /**
  41023. * Creates a new StereoscopicGamepadCamera
  41024. * @param name defines camera name
  41025. * @param position defines initial position
  41026. * @param interaxialDistance defines distance between each color axis
  41027. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41028. * @param scene defines the hosting scene
  41029. */
  41030. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41031. /**
  41032. * Gets camera class name
  41033. * @returns StereoscopicGamepadCamera
  41034. */
  41035. getClassName(): string;
  41036. }
  41037. }
  41038. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41039. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41040. import { Scene } from "babylonjs/scene";
  41041. import { Vector3 } from "babylonjs/Maths/math.vector";
  41042. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41043. /**
  41044. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41045. * @see http://doc.babylonjs.com/features/cameras
  41046. */
  41047. export class StereoscopicUniversalCamera extends UniversalCamera {
  41048. /**
  41049. * Creates a new StereoscopicUniversalCamera
  41050. * @param name defines camera name
  41051. * @param position defines initial position
  41052. * @param interaxialDistance defines distance between each color axis
  41053. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41054. * @param scene defines the hosting scene
  41055. */
  41056. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41057. /**
  41058. * Gets camera class name
  41059. * @returns StereoscopicUniversalCamera
  41060. */
  41061. getClassName(): string;
  41062. }
  41063. }
  41064. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41065. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41066. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41067. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41068. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41069. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41070. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41071. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41072. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41073. }
  41074. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41075. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41076. import { Scene } from "babylonjs/scene";
  41077. import { Vector3 } from "babylonjs/Maths/math.vector";
  41078. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41079. /**
  41080. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41081. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41082. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41083. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41084. */
  41085. export class VirtualJoysticksCamera extends FreeCamera {
  41086. /**
  41087. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41088. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41089. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41090. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41091. * @param name Define the name of the camera in the scene
  41092. * @param position Define the start position of the camera in the scene
  41093. * @param scene Define the scene the camera belongs to
  41094. */
  41095. constructor(name: string, position: Vector3, scene: Scene);
  41096. /**
  41097. * Gets the current object class name.
  41098. * @return the class name
  41099. */
  41100. getClassName(): string;
  41101. }
  41102. }
  41103. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41104. import { Matrix } from "babylonjs/Maths/math.vector";
  41105. /**
  41106. * This represents all the required metrics to create a VR camera.
  41107. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41108. */
  41109. export class VRCameraMetrics {
  41110. /**
  41111. * Define the horizontal resolution off the screen.
  41112. */
  41113. hResolution: number;
  41114. /**
  41115. * Define the vertical resolution off the screen.
  41116. */
  41117. vResolution: number;
  41118. /**
  41119. * Define the horizontal screen size.
  41120. */
  41121. hScreenSize: number;
  41122. /**
  41123. * Define the vertical screen size.
  41124. */
  41125. vScreenSize: number;
  41126. /**
  41127. * Define the vertical screen center position.
  41128. */
  41129. vScreenCenter: number;
  41130. /**
  41131. * Define the distance of the eyes to the screen.
  41132. */
  41133. eyeToScreenDistance: number;
  41134. /**
  41135. * Define the distance between both lenses
  41136. */
  41137. lensSeparationDistance: number;
  41138. /**
  41139. * Define the distance between both viewer's eyes.
  41140. */
  41141. interpupillaryDistance: number;
  41142. /**
  41143. * Define the distortion factor of the VR postprocess.
  41144. * Please, touch with care.
  41145. */
  41146. distortionK: number[];
  41147. /**
  41148. * Define the chromatic aberration correction factors for the VR post process.
  41149. */
  41150. chromaAbCorrection: number[];
  41151. /**
  41152. * Define the scale factor of the post process.
  41153. * The smaller the better but the slower.
  41154. */
  41155. postProcessScaleFactor: number;
  41156. /**
  41157. * Define an offset for the lens center.
  41158. */
  41159. lensCenterOffset: number;
  41160. /**
  41161. * Define if the current vr camera should compensate the distortion of the lense or not.
  41162. */
  41163. compensateDistortion: boolean;
  41164. /**
  41165. * Defines if multiview should be enabled when rendering (Default: false)
  41166. */
  41167. multiviewEnabled: boolean;
  41168. /**
  41169. * Gets the rendering aspect ratio based on the provided resolutions.
  41170. */
  41171. readonly aspectRatio: number;
  41172. /**
  41173. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41174. */
  41175. readonly aspectRatioFov: number;
  41176. /**
  41177. * @hidden
  41178. */
  41179. readonly leftHMatrix: Matrix;
  41180. /**
  41181. * @hidden
  41182. */
  41183. readonly rightHMatrix: Matrix;
  41184. /**
  41185. * @hidden
  41186. */
  41187. readonly leftPreViewMatrix: Matrix;
  41188. /**
  41189. * @hidden
  41190. */
  41191. readonly rightPreViewMatrix: Matrix;
  41192. /**
  41193. * Get the default VRMetrics based on the most generic setup.
  41194. * @returns the default vr metrics
  41195. */
  41196. static GetDefault(): VRCameraMetrics;
  41197. }
  41198. }
  41199. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41200. /** @hidden */
  41201. export var vrDistortionCorrectionPixelShader: {
  41202. name: string;
  41203. shader: string;
  41204. };
  41205. }
  41206. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41207. import { Camera } from "babylonjs/Cameras/camera";
  41208. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41209. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41210. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41211. /**
  41212. * VRDistortionCorrectionPostProcess used for mobile VR
  41213. */
  41214. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41215. private _isRightEye;
  41216. private _distortionFactors;
  41217. private _postProcessScaleFactor;
  41218. private _lensCenterOffset;
  41219. private _scaleIn;
  41220. private _scaleFactor;
  41221. private _lensCenter;
  41222. /**
  41223. * Initializes the VRDistortionCorrectionPostProcess
  41224. * @param name The name of the effect.
  41225. * @param camera The camera to apply the render pass to.
  41226. * @param isRightEye If this is for the right eye distortion
  41227. * @param vrMetrics All the required metrics for the VR camera
  41228. */
  41229. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41230. }
  41231. }
  41232. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41233. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41234. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41235. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41236. import { Scene } from "babylonjs/scene";
  41237. import { Vector3 } from "babylonjs/Maths/math.vector";
  41238. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41239. import "babylonjs/Cameras/RigModes/vrRigMode";
  41240. /**
  41241. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41242. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41243. */
  41244. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41245. /**
  41246. * Creates a new VRDeviceOrientationArcRotateCamera
  41247. * @param name defines camera name
  41248. * @param alpha defines the camera rotation along the logitudinal axis
  41249. * @param beta defines the camera rotation along the latitudinal axis
  41250. * @param radius defines the camera distance from its target
  41251. * @param target defines the camera target
  41252. * @param scene defines the scene the camera belongs to
  41253. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41254. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41255. */
  41256. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41257. /**
  41258. * Gets camera class name
  41259. * @returns VRDeviceOrientationArcRotateCamera
  41260. */
  41261. getClassName(): string;
  41262. }
  41263. }
  41264. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41265. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41266. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41267. import { Scene } from "babylonjs/scene";
  41268. import { Vector3 } from "babylonjs/Maths/math.vector";
  41269. import "babylonjs/Cameras/RigModes/vrRigMode";
  41270. /**
  41271. * Camera used to simulate VR rendering (based on FreeCamera)
  41272. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41273. */
  41274. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41275. /**
  41276. * Creates a new VRDeviceOrientationFreeCamera
  41277. * @param name defines camera name
  41278. * @param position defines the start position of the camera
  41279. * @param scene defines the scene the camera belongs to
  41280. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41281. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41282. */
  41283. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41284. /**
  41285. * Gets camera class name
  41286. * @returns VRDeviceOrientationFreeCamera
  41287. */
  41288. getClassName(): string;
  41289. }
  41290. }
  41291. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41292. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41293. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41294. import { Scene } from "babylonjs/scene";
  41295. import { Vector3 } from "babylonjs/Maths/math.vector";
  41296. import "babylonjs/Gamepads/gamepadSceneComponent";
  41297. /**
  41298. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41299. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41300. */
  41301. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41302. /**
  41303. * Creates a new VRDeviceOrientationGamepadCamera
  41304. * @param name defines camera name
  41305. * @param position defines the start position of the camera
  41306. * @param scene defines the scene the camera belongs to
  41307. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41308. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41309. */
  41310. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41311. /**
  41312. * Gets camera class name
  41313. * @returns VRDeviceOrientationGamepadCamera
  41314. */
  41315. getClassName(): string;
  41316. }
  41317. }
  41318. declare module "babylonjs/Materials/pushMaterial" {
  41319. import { Nullable } from "babylonjs/types";
  41320. import { Scene } from "babylonjs/scene";
  41321. import { Matrix } from "babylonjs/Maths/math.vector";
  41322. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41323. import { Mesh } from "babylonjs/Meshes/mesh";
  41324. import { Material } from "babylonjs/Materials/material";
  41325. import { Effect } from "babylonjs/Materials/effect";
  41326. /**
  41327. * Base class of materials working in push mode in babylon JS
  41328. * @hidden
  41329. */
  41330. export class PushMaterial extends Material {
  41331. protected _activeEffect: Effect;
  41332. protected _normalMatrix: Matrix;
  41333. /**
  41334. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41335. * This means that the material can keep using a previous shader while a new one is being compiled.
  41336. * This is mostly used when shader parallel compilation is supported (true by default)
  41337. */
  41338. allowShaderHotSwapping: boolean;
  41339. constructor(name: string, scene: Scene);
  41340. getEffect(): Effect;
  41341. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41342. /**
  41343. * Binds the given world matrix to the active effect
  41344. *
  41345. * @param world the matrix to bind
  41346. */
  41347. bindOnlyWorldMatrix(world: Matrix): void;
  41348. /**
  41349. * Binds the given normal matrix to the active effect
  41350. *
  41351. * @param normalMatrix the matrix to bind
  41352. */
  41353. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41354. bind(world: Matrix, mesh?: Mesh): void;
  41355. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41356. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41357. }
  41358. }
  41359. declare module "babylonjs/Materials/materialFlags" {
  41360. /**
  41361. * This groups all the flags used to control the materials channel.
  41362. */
  41363. export class MaterialFlags {
  41364. private static _DiffuseTextureEnabled;
  41365. /**
  41366. * Are diffuse textures enabled in the application.
  41367. */
  41368. static DiffuseTextureEnabled: boolean;
  41369. private static _AmbientTextureEnabled;
  41370. /**
  41371. * Are ambient textures enabled in the application.
  41372. */
  41373. static AmbientTextureEnabled: boolean;
  41374. private static _OpacityTextureEnabled;
  41375. /**
  41376. * Are opacity textures enabled in the application.
  41377. */
  41378. static OpacityTextureEnabled: boolean;
  41379. private static _ReflectionTextureEnabled;
  41380. /**
  41381. * Are reflection textures enabled in the application.
  41382. */
  41383. static ReflectionTextureEnabled: boolean;
  41384. private static _EmissiveTextureEnabled;
  41385. /**
  41386. * Are emissive textures enabled in the application.
  41387. */
  41388. static EmissiveTextureEnabled: boolean;
  41389. private static _SpecularTextureEnabled;
  41390. /**
  41391. * Are specular textures enabled in the application.
  41392. */
  41393. static SpecularTextureEnabled: boolean;
  41394. private static _BumpTextureEnabled;
  41395. /**
  41396. * Are bump textures enabled in the application.
  41397. */
  41398. static BumpTextureEnabled: boolean;
  41399. private static _LightmapTextureEnabled;
  41400. /**
  41401. * Are lightmap textures enabled in the application.
  41402. */
  41403. static LightmapTextureEnabled: boolean;
  41404. private static _RefractionTextureEnabled;
  41405. /**
  41406. * Are refraction textures enabled in the application.
  41407. */
  41408. static RefractionTextureEnabled: boolean;
  41409. private static _ColorGradingTextureEnabled;
  41410. /**
  41411. * Are color grading textures enabled in the application.
  41412. */
  41413. static ColorGradingTextureEnabled: boolean;
  41414. private static _FresnelEnabled;
  41415. /**
  41416. * Are fresnels enabled in the application.
  41417. */
  41418. static FresnelEnabled: boolean;
  41419. private static _ClearCoatTextureEnabled;
  41420. /**
  41421. * Are clear coat textures enabled in the application.
  41422. */
  41423. static ClearCoatTextureEnabled: boolean;
  41424. private static _ClearCoatBumpTextureEnabled;
  41425. /**
  41426. * Are clear coat bump textures enabled in the application.
  41427. */
  41428. static ClearCoatBumpTextureEnabled: boolean;
  41429. private static _ClearCoatTintTextureEnabled;
  41430. /**
  41431. * Are clear coat tint textures enabled in the application.
  41432. */
  41433. static ClearCoatTintTextureEnabled: boolean;
  41434. private static _SheenTextureEnabled;
  41435. /**
  41436. * Are sheen textures enabled in the application.
  41437. */
  41438. static SheenTextureEnabled: boolean;
  41439. private static _AnisotropicTextureEnabled;
  41440. /**
  41441. * Are anisotropic textures enabled in the application.
  41442. */
  41443. static AnisotropicTextureEnabled: boolean;
  41444. private static _ThicknessTextureEnabled;
  41445. /**
  41446. * Are thickness textures enabled in the application.
  41447. */
  41448. static ThicknessTextureEnabled: boolean;
  41449. }
  41450. }
  41451. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41452. /** @hidden */
  41453. export var defaultFragmentDeclaration: {
  41454. name: string;
  41455. shader: string;
  41456. };
  41457. }
  41458. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41459. /** @hidden */
  41460. export var defaultUboDeclaration: {
  41461. name: string;
  41462. shader: string;
  41463. };
  41464. }
  41465. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41466. /** @hidden */
  41467. export var lightFragmentDeclaration: {
  41468. name: string;
  41469. shader: string;
  41470. };
  41471. }
  41472. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41473. /** @hidden */
  41474. export var lightUboDeclaration: {
  41475. name: string;
  41476. shader: string;
  41477. };
  41478. }
  41479. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41480. /** @hidden */
  41481. export var lightsFragmentFunctions: {
  41482. name: string;
  41483. shader: string;
  41484. };
  41485. }
  41486. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41487. /** @hidden */
  41488. export var shadowsFragmentFunctions: {
  41489. name: string;
  41490. shader: string;
  41491. };
  41492. }
  41493. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41494. /** @hidden */
  41495. export var fresnelFunction: {
  41496. name: string;
  41497. shader: string;
  41498. };
  41499. }
  41500. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41501. /** @hidden */
  41502. export var reflectionFunction: {
  41503. name: string;
  41504. shader: string;
  41505. };
  41506. }
  41507. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41508. /** @hidden */
  41509. export var bumpFragmentFunctions: {
  41510. name: string;
  41511. shader: string;
  41512. };
  41513. }
  41514. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41515. /** @hidden */
  41516. export var logDepthDeclaration: {
  41517. name: string;
  41518. shader: string;
  41519. };
  41520. }
  41521. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41522. /** @hidden */
  41523. export var bumpFragment: {
  41524. name: string;
  41525. shader: string;
  41526. };
  41527. }
  41528. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41529. /** @hidden */
  41530. export var depthPrePass: {
  41531. name: string;
  41532. shader: string;
  41533. };
  41534. }
  41535. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41536. /** @hidden */
  41537. export var lightFragment: {
  41538. name: string;
  41539. shader: string;
  41540. };
  41541. }
  41542. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41543. /** @hidden */
  41544. export var logDepthFragment: {
  41545. name: string;
  41546. shader: string;
  41547. };
  41548. }
  41549. declare module "babylonjs/Shaders/default.fragment" {
  41550. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41551. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41552. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41553. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41554. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41555. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41556. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41557. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41558. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41559. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41560. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41561. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41563. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41564. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41565. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41566. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41567. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41568. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41569. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41570. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41571. /** @hidden */
  41572. export var defaultPixelShader: {
  41573. name: string;
  41574. shader: string;
  41575. };
  41576. }
  41577. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41578. /** @hidden */
  41579. export var defaultVertexDeclaration: {
  41580. name: string;
  41581. shader: string;
  41582. };
  41583. }
  41584. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41585. /** @hidden */
  41586. export var bumpVertexDeclaration: {
  41587. name: string;
  41588. shader: string;
  41589. };
  41590. }
  41591. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41592. /** @hidden */
  41593. export var bumpVertex: {
  41594. name: string;
  41595. shader: string;
  41596. };
  41597. }
  41598. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41599. /** @hidden */
  41600. export var fogVertex: {
  41601. name: string;
  41602. shader: string;
  41603. };
  41604. }
  41605. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41606. /** @hidden */
  41607. export var shadowsVertex: {
  41608. name: string;
  41609. shader: string;
  41610. };
  41611. }
  41612. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41613. /** @hidden */
  41614. export var pointCloudVertex: {
  41615. name: string;
  41616. shader: string;
  41617. };
  41618. }
  41619. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41620. /** @hidden */
  41621. export var logDepthVertex: {
  41622. name: string;
  41623. shader: string;
  41624. };
  41625. }
  41626. declare module "babylonjs/Shaders/default.vertex" {
  41627. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41628. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41629. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41630. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41631. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41632. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41633. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41634. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41635. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41636. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41637. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41638. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41639. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41640. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41641. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41642. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41643. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41644. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41645. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41646. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41647. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41648. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41649. /** @hidden */
  41650. export var defaultVertexShader: {
  41651. name: string;
  41652. shader: string;
  41653. };
  41654. }
  41655. declare module "babylonjs/Materials/standardMaterial" {
  41656. import { SmartArray } from "babylonjs/Misc/smartArray";
  41657. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41658. import { Nullable } from "babylonjs/types";
  41659. import { Scene } from "babylonjs/scene";
  41660. import { Matrix } from "babylonjs/Maths/math.vector";
  41661. import { Color3 } from "babylonjs/Maths/math.color";
  41662. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41664. import { Mesh } from "babylonjs/Meshes/mesh";
  41665. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41666. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41667. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41668. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41669. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41670. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41671. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41672. import "babylonjs/Shaders/default.fragment";
  41673. import "babylonjs/Shaders/default.vertex";
  41674. /** @hidden */
  41675. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41676. MAINUV1: boolean;
  41677. MAINUV2: boolean;
  41678. DIFFUSE: boolean;
  41679. DIFFUSEDIRECTUV: number;
  41680. AMBIENT: boolean;
  41681. AMBIENTDIRECTUV: number;
  41682. OPACITY: boolean;
  41683. OPACITYDIRECTUV: number;
  41684. OPACITYRGB: boolean;
  41685. REFLECTION: boolean;
  41686. EMISSIVE: boolean;
  41687. EMISSIVEDIRECTUV: number;
  41688. SPECULAR: boolean;
  41689. SPECULARDIRECTUV: number;
  41690. BUMP: boolean;
  41691. BUMPDIRECTUV: number;
  41692. PARALLAX: boolean;
  41693. PARALLAXOCCLUSION: boolean;
  41694. SPECULAROVERALPHA: boolean;
  41695. CLIPPLANE: boolean;
  41696. CLIPPLANE2: boolean;
  41697. CLIPPLANE3: boolean;
  41698. CLIPPLANE4: boolean;
  41699. ALPHATEST: boolean;
  41700. DEPTHPREPASS: boolean;
  41701. ALPHAFROMDIFFUSE: boolean;
  41702. POINTSIZE: boolean;
  41703. FOG: boolean;
  41704. SPECULARTERM: boolean;
  41705. DIFFUSEFRESNEL: boolean;
  41706. OPACITYFRESNEL: boolean;
  41707. REFLECTIONFRESNEL: boolean;
  41708. REFRACTIONFRESNEL: boolean;
  41709. EMISSIVEFRESNEL: boolean;
  41710. FRESNEL: boolean;
  41711. NORMAL: boolean;
  41712. UV1: boolean;
  41713. UV2: boolean;
  41714. VERTEXCOLOR: boolean;
  41715. VERTEXALPHA: boolean;
  41716. NUM_BONE_INFLUENCERS: number;
  41717. BonesPerMesh: number;
  41718. BONETEXTURE: boolean;
  41719. INSTANCES: boolean;
  41720. GLOSSINESS: boolean;
  41721. ROUGHNESS: boolean;
  41722. EMISSIVEASILLUMINATION: boolean;
  41723. LINKEMISSIVEWITHDIFFUSE: boolean;
  41724. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41725. LIGHTMAP: boolean;
  41726. LIGHTMAPDIRECTUV: number;
  41727. OBJECTSPACE_NORMALMAP: boolean;
  41728. USELIGHTMAPASSHADOWMAP: boolean;
  41729. REFLECTIONMAP_3D: boolean;
  41730. REFLECTIONMAP_SPHERICAL: boolean;
  41731. REFLECTIONMAP_PLANAR: boolean;
  41732. REFLECTIONMAP_CUBIC: boolean;
  41733. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41734. REFLECTIONMAP_PROJECTION: boolean;
  41735. REFLECTIONMAP_SKYBOX: boolean;
  41736. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41737. REFLECTIONMAP_EXPLICIT: boolean;
  41738. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41739. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41740. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41741. INVERTCUBICMAP: boolean;
  41742. LOGARITHMICDEPTH: boolean;
  41743. REFRACTION: boolean;
  41744. REFRACTIONMAP_3D: boolean;
  41745. REFLECTIONOVERALPHA: boolean;
  41746. TWOSIDEDLIGHTING: boolean;
  41747. SHADOWFLOAT: boolean;
  41748. MORPHTARGETS: boolean;
  41749. MORPHTARGETS_NORMAL: boolean;
  41750. MORPHTARGETS_TANGENT: boolean;
  41751. MORPHTARGETS_UV: boolean;
  41752. NUM_MORPH_INFLUENCERS: number;
  41753. NONUNIFORMSCALING: boolean;
  41754. PREMULTIPLYALPHA: boolean;
  41755. IMAGEPROCESSING: boolean;
  41756. VIGNETTE: boolean;
  41757. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41758. VIGNETTEBLENDMODEOPAQUE: boolean;
  41759. TONEMAPPING: boolean;
  41760. TONEMAPPING_ACES: boolean;
  41761. CONTRAST: boolean;
  41762. COLORCURVES: boolean;
  41763. COLORGRADING: boolean;
  41764. COLORGRADING3D: boolean;
  41765. SAMPLER3DGREENDEPTH: boolean;
  41766. SAMPLER3DBGRMAP: boolean;
  41767. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41768. MULTIVIEW: boolean;
  41769. /**
  41770. * If the reflection texture on this material is in linear color space
  41771. * @hidden
  41772. */
  41773. IS_REFLECTION_LINEAR: boolean;
  41774. /**
  41775. * If the refraction texture on this material is in linear color space
  41776. * @hidden
  41777. */
  41778. IS_REFRACTION_LINEAR: boolean;
  41779. EXPOSURE: boolean;
  41780. constructor();
  41781. setReflectionMode(modeToEnable: string): void;
  41782. }
  41783. /**
  41784. * This is the default material used in Babylon. It is the best trade off between quality
  41785. * and performances.
  41786. * @see http://doc.babylonjs.com/babylon101/materials
  41787. */
  41788. export class StandardMaterial extends PushMaterial {
  41789. private _diffuseTexture;
  41790. /**
  41791. * The basic texture of the material as viewed under a light.
  41792. */
  41793. diffuseTexture: Nullable<BaseTexture>;
  41794. private _ambientTexture;
  41795. /**
  41796. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41797. */
  41798. ambientTexture: Nullable<BaseTexture>;
  41799. private _opacityTexture;
  41800. /**
  41801. * Define the transparency of the material from a texture.
  41802. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41803. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41804. */
  41805. opacityTexture: Nullable<BaseTexture>;
  41806. private _reflectionTexture;
  41807. /**
  41808. * Define the texture used to display the reflection.
  41809. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41810. */
  41811. reflectionTexture: Nullable<BaseTexture>;
  41812. private _emissiveTexture;
  41813. /**
  41814. * Define texture of the material as if self lit.
  41815. * This will be mixed in the final result even in the absence of light.
  41816. */
  41817. emissiveTexture: Nullable<BaseTexture>;
  41818. private _specularTexture;
  41819. /**
  41820. * Define how the color and intensity of the highlight given by the light in the material.
  41821. */
  41822. specularTexture: Nullable<BaseTexture>;
  41823. private _bumpTexture;
  41824. /**
  41825. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41826. * 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.
  41827. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41828. */
  41829. bumpTexture: Nullable<BaseTexture>;
  41830. private _lightmapTexture;
  41831. /**
  41832. * Complex lighting can be computationally expensive to compute at runtime.
  41833. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41834. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41835. */
  41836. lightmapTexture: Nullable<BaseTexture>;
  41837. private _refractionTexture;
  41838. /**
  41839. * Define the texture used to display the refraction.
  41840. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41841. */
  41842. refractionTexture: Nullable<BaseTexture>;
  41843. /**
  41844. * The color of the material lit by the environmental background lighting.
  41845. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41846. */
  41847. ambientColor: Color3;
  41848. /**
  41849. * The basic color of the material as viewed under a light.
  41850. */
  41851. diffuseColor: Color3;
  41852. /**
  41853. * Define how the color and intensity of the highlight given by the light in the material.
  41854. */
  41855. specularColor: Color3;
  41856. /**
  41857. * Define the color of the material as if self lit.
  41858. * This will be mixed in the final result even in the absence of light.
  41859. */
  41860. emissiveColor: Color3;
  41861. /**
  41862. * Defines how sharp are the highlights in the material.
  41863. * The bigger the value the sharper giving a more glossy feeling to the result.
  41864. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41865. */
  41866. specularPower: number;
  41867. private _useAlphaFromDiffuseTexture;
  41868. /**
  41869. * Does the transparency come from the diffuse texture alpha channel.
  41870. */
  41871. useAlphaFromDiffuseTexture: boolean;
  41872. private _useEmissiveAsIllumination;
  41873. /**
  41874. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41875. */
  41876. useEmissiveAsIllumination: boolean;
  41877. private _linkEmissiveWithDiffuse;
  41878. /**
  41879. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41880. * the emissive level when the final color is close to one.
  41881. */
  41882. linkEmissiveWithDiffuse: boolean;
  41883. private _useSpecularOverAlpha;
  41884. /**
  41885. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41886. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41887. */
  41888. useSpecularOverAlpha: boolean;
  41889. private _useReflectionOverAlpha;
  41890. /**
  41891. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41892. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41893. */
  41894. useReflectionOverAlpha: boolean;
  41895. private _disableLighting;
  41896. /**
  41897. * Does lights from the scene impacts this material.
  41898. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41899. */
  41900. disableLighting: boolean;
  41901. private _useObjectSpaceNormalMap;
  41902. /**
  41903. * Allows using an object space normal map (instead of tangent space).
  41904. */
  41905. useObjectSpaceNormalMap: boolean;
  41906. private _useParallax;
  41907. /**
  41908. * Is parallax enabled or not.
  41909. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41910. */
  41911. useParallax: boolean;
  41912. private _useParallaxOcclusion;
  41913. /**
  41914. * Is parallax occlusion enabled or not.
  41915. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41916. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41917. */
  41918. useParallaxOcclusion: boolean;
  41919. /**
  41920. * 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.
  41921. */
  41922. parallaxScaleBias: number;
  41923. private _roughness;
  41924. /**
  41925. * Helps to define how blurry the reflections should appears in the material.
  41926. */
  41927. roughness: number;
  41928. /**
  41929. * In case of refraction, define the value of the index of refraction.
  41930. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41931. */
  41932. indexOfRefraction: number;
  41933. /**
  41934. * Invert the refraction texture alongside the y axis.
  41935. * It can be useful with procedural textures or probe for instance.
  41936. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41937. */
  41938. invertRefractionY: boolean;
  41939. /**
  41940. * Defines the alpha limits in alpha test mode.
  41941. */
  41942. alphaCutOff: number;
  41943. private _useLightmapAsShadowmap;
  41944. /**
  41945. * In case of light mapping, define whether the map contains light or shadow informations.
  41946. */
  41947. useLightmapAsShadowmap: boolean;
  41948. private _diffuseFresnelParameters;
  41949. /**
  41950. * Define the diffuse fresnel parameters of the material.
  41951. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41952. */
  41953. diffuseFresnelParameters: FresnelParameters;
  41954. private _opacityFresnelParameters;
  41955. /**
  41956. * Define the opacity fresnel parameters of the material.
  41957. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41958. */
  41959. opacityFresnelParameters: FresnelParameters;
  41960. private _reflectionFresnelParameters;
  41961. /**
  41962. * Define the reflection fresnel parameters of the material.
  41963. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41964. */
  41965. reflectionFresnelParameters: FresnelParameters;
  41966. private _refractionFresnelParameters;
  41967. /**
  41968. * Define the refraction fresnel parameters of the material.
  41969. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41970. */
  41971. refractionFresnelParameters: FresnelParameters;
  41972. private _emissiveFresnelParameters;
  41973. /**
  41974. * Define the emissive fresnel parameters of the material.
  41975. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41976. */
  41977. emissiveFresnelParameters: FresnelParameters;
  41978. private _useReflectionFresnelFromSpecular;
  41979. /**
  41980. * If true automatically deducts the fresnels values from the material specularity.
  41981. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41982. */
  41983. useReflectionFresnelFromSpecular: boolean;
  41984. private _useGlossinessFromSpecularMapAlpha;
  41985. /**
  41986. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41987. */
  41988. useGlossinessFromSpecularMapAlpha: boolean;
  41989. private _maxSimultaneousLights;
  41990. /**
  41991. * Defines the maximum number of lights that can be used in the material
  41992. */
  41993. maxSimultaneousLights: number;
  41994. private _invertNormalMapX;
  41995. /**
  41996. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41997. */
  41998. invertNormalMapX: boolean;
  41999. private _invertNormalMapY;
  42000. /**
  42001. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42002. */
  42003. invertNormalMapY: boolean;
  42004. private _twoSidedLighting;
  42005. /**
  42006. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42007. */
  42008. twoSidedLighting: boolean;
  42009. /**
  42010. * Default configuration related to image processing available in the standard Material.
  42011. */
  42012. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42013. /**
  42014. * Gets the image processing configuration used either in this material.
  42015. */
  42016. /**
  42017. * Sets the Default image processing configuration used either in the this material.
  42018. *
  42019. * If sets to null, the scene one is in use.
  42020. */
  42021. imageProcessingConfiguration: ImageProcessingConfiguration;
  42022. /**
  42023. * Keep track of the image processing observer to allow dispose and replace.
  42024. */
  42025. private _imageProcessingObserver;
  42026. /**
  42027. * Attaches a new image processing configuration to the Standard Material.
  42028. * @param configuration
  42029. */
  42030. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42031. /**
  42032. * Gets wether the color curves effect is enabled.
  42033. */
  42034. /**
  42035. * Sets wether the color curves effect is enabled.
  42036. */
  42037. cameraColorCurvesEnabled: boolean;
  42038. /**
  42039. * Gets wether the color grading effect is enabled.
  42040. */
  42041. /**
  42042. * Gets wether the color grading effect is enabled.
  42043. */
  42044. cameraColorGradingEnabled: boolean;
  42045. /**
  42046. * Gets wether tonemapping is enabled or not.
  42047. */
  42048. /**
  42049. * Sets wether tonemapping is enabled or not
  42050. */
  42051. cameraToneMappingEnabled: boolean;
  42052. /**
  42053. * The camera exposure used on this material.
  42054. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42055. * This corresponds to a photographic exposure.
  42056. */
  42057. /**
  42058. * The camera exposure used on this material.
  42059. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42060. * This corresponds to a photographic exposure.
  42061. */
  42062. cameraExposure: number;
  42063. /**
  42064. * Gets The camera contrast used on this material.
  42065. */
  42066. /**
  42067. * Sets The camera contrast used on this material.
  42068. */
  42069. cameraContrast: number;
  42070. /**
  42071. * Gets the Color Grading 2D Lookup Texture.
  42072. */
  42073. /**
  42074. * Sets the Color Grading 2D Lookup Texture.
  42075. */
  42076. cameraColorGradingTexture: Nullable<BaseTexture>;
  42077. /**
  42078. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42079. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42080. * 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;
  42081. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42082. */
  42083. /**
  42084. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42085. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42086. * 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;
  42087. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42088. */
  42089. cameraColorCurves: Nullable<ColorCurves>;
  42090. /**
  42091. * Custom callback helping to override the default shader used in the material.
  42092. */
  42093. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42094. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42095. protected _worldViewProjectionMatrix: Matrix;
  42096. protected _globalAmbientColor: Color3;
  42097. protected _useLogarithmicDepth: boolean;
  42098. protected _rebuildInParallel: boolean;
  42099. /**
  42100. * Instantiates a new standard material.
  42101. * This is the default material used in Babylon. It is the best trade off between quality
  42102. * and performances.
  42103. * @see http://doc.babylonjs.com/babylon101/materials
  42104. * @param name Define the name of the material in the scene
  42105. * @param scene Define the scene the material belong to
  42106. */
  42107. constructor(name: string, scene: Scene);
  42108. /**
  42109. * Gets a boolean indicating that current material needs to register RTT
  42110. */
  42111. readonly hasRenderTargetTextures: boolean;
  42112. /**
  42113. * Gets the current class name of the material e.g. "StandardMaterial"
  42114. * Mainly use in serialization.
  42115. * @returns the class name
  42116. */
  42117. getClassName(): string;
  42118. /**
  42119. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42120. * You can try switching to logarithmic depth.
  42121. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42122. */
  42123. useLogarithmicDepth: boolean;
  42124. /**
  42125. * Specifies if the material will require alpha blending
  42126. * @returns a boolean specifying if alpha blending is needed
  42127. */
  42128. needAlphaBlending(): boolean;
  42129. /**
  42130. * Specifies if this material should be rendered in alpha test mode
  42131. * @returns a boolean specifying if an alpha test is needed.
  42132. */
  42133. needAlphaTesting(): boolean;
  42134. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42135. /**
  42136. * Get the texture used for alpha test purpose.
  42137. * @returns the diffuse texture in case of the standard material.
  42138. */
  42139. getAlphaTestTexture(): Nullable<BaseTexture>;
  42140. /**
  42141. * Get if the submesh is ready to be used and all its information available.
  42142. * Child classes can use it to update shaders
  42143. * @param mesh defines the mesh to check
  42144. * @param subMesh defines which submesh to check
  42145. * @param useInstances specifies that instances should be used
  42146. * @returns a boolean indicating that the submesh is ready or not
  42147. */
  42148. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42149. /**
  42150. * Builds the material UBO layouts.
  42151. * Used internally during the effect preparation.
  42152. */
  42153. buildUniformLayout(): void;
  42154. /**
  42155. * Unbinds the material from the mesh
  42156. */
  42157. unbind(): void;
  42158. /**
  42159. * Binds the submesh to this material by preparing the effect and shader to draw
  42160. * @param world defines the world transformation matrix
  42161. * @param mesh defines the mesh containing the submesh
  42162. * @param subMesh defines the submesh to bind the material to
  42163. */
  42164. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42165. /**
  42166. * Get the list of animatables in the material.
  42167. * @returns the list of animatables object used in the material
  42168. */
  42169. getAnimatables(): IAnimatable[];
  42170. /**
  42171. * Gets the active textures from the material
  42172. * @returns an array of textures
  42173. */
  42174. getActiveTextures(): BaseTexture[];
  42175. /**
  42176. * Specifies if the material uses a texture
  42177. * @param texture defines the texture to check against the material
  42178. * @returns a boolean specifying if the material uses the texture
  42179. */
  42180. hasTexture(texture: BaseTexture): boolean;
  42181. /**
  42182. * Disposes the material
  42183. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42184. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42185. */
  42186. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42187. /**
  42188. * Makes a duplicate of the material, and gives it a new name
  42189. * @param name defines the new name for the duplicated material
  42190. * @returns the cloned material
  42191. */
  42192. clone(name: string): StandardMaterial;
  42193. /**
  42194. * Serializes this material in a JSON representation
  42195. * @returns the serialized material object
  42196. */
  42197. serialize(): any;
  42198. /**
  42199. * Creates a standard material from parsed material data
  42200. * @param source defines the JSON representation of the material
  42201. * @param scene defines the hosting scene
  42202. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42203. * @returns a new standard material
  42204. */
  42205. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42206. /**
  42207. * Are diffuse textures enabled in the application.
  42208. */
  42209. static DiffuseTextureEnabled: boolean;
  42210. /**
  42211. * Are ambient textures enabled in the application.
  42212. */
  42213. static AmbientTextureEnabled: boolean;
  42214. /**
  42215. * Are opacity textures enabled in the application.
  42216. */
  42217. static OpacityTextureEnabled: boolean;
  42218. /**
  42219. * Are reflection textures enabled in the application.
  42220. */
  42221. static ReflectionTextureEnabled: boolean;
  42222. /**
  42223. * Are emissive textures enabled in the application.
  42224. */
  42225. static EmissiveTextureEnabled: boolean;
  42226. /**
  42227. * Are specular textures enabled in the application.
  42228. */
  42229. static SpecularTextureEnabled: boolean;
  42230. /**
  42231. * Are bump textures enabled in the application.
  42232. */
  42233. static BumpTextureEnabled: boolean;
  42234. /**
  42235. * Are lightmap textures enabled in the application.
  42236. */
  42237. static LightmapTextureEnabled: boolean;
  42238. /**
  42239. * Are refraction textures enabled in the application.
  42240. */
  42241. static RefractionTextureEnabled: boolean;
  42242. /**
  42243. * Are color grading textures enabled in the application.
  42244. */
  42245. static ColorGradingTextureEnabled: boolean;
  42246. /**
  42247. * Are fresnels enabled in the application.
  42248. */
  42249. static FresnelEnabled: boolean;
  42250. }
  42251. }
  42252. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42253. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42254. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42255. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42256. /** @hidden */
  42257. export var imageProcessingPixelShader: {
  42258. name: string;
  42259. shader: string;
  42260. };
  42261. }
  42262. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42263. import { Nullable } from "babylonjs/types";
  42264. import { Color4 } from "babylonjs/Maths/math.color";
  42265. import { Camera } from "babylonjs/Cameras/camera";
  42266. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42267. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42268. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42269. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42270. import { Engine } from "babylonjs/Engines/engine";
  42271. import "babylonjs/Shaders/imageProcessing.fragment";
  42272. import "babylonjs/Shaders/postprocess.vertex";
  42273. /**
  42274. * ImageProcessingPostProcess
  42275. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42276. */
  42277. export class ImageProcessingPostProcess extends PostProcess {
  42278. /**
  42279. * Default configuration related to image processing available in the PBR Material.
  42280. */
  42281. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42282. /**
  42283. * Gets the image processing configuration used either in this material.
  42284. */
  42285. /**
  42286. * Sets the Default image processing configuration used either in the this material.
  42287. *
  42288. * If sets to null, the scene one is in use.
  42289. */
  42290. imageProcessingConfiguration: ImageProcessingConfiguration;
  42291. /**
  42292. * Keep track of the image processing observer to allow dispose and replace.
  42293. */
  42294. private _imageProcessingObserver;
  42295. /**
  42296. * Attaches a new image processing configuration to the PBR Material.
  42297. * @param configuration
  42298. */
  42299. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42300. /**
  42301. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42302. */
  42303. /**
  42304. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42305. */
  42306. colorCurves: Nullable<ColorCurves>;
  42307. /**
  42308. * Gets wether the color curves effect is enabled.
  42309. */
  42310. /**
  42311. * Sets wether the color curves effect is enabled.
  42312. */
  42313. colorCurvesEnabled: boolean;
  42314. /**
  42315. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42316. */
  42317. /**
  42318. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42319. */
  42320. colorGradingTexture: Nullable<BaseTexture>;
  42321. /**
  42322. * Gets wether the color grading effect is enabled.
  42323. */
  42324. /**
  42325. * Gets wether the color grading effect is enabled.
  42326. */
  42327. colorGradingEnabled: boolean;
  42328. /**
  42329. * Gets exposure used in the effect.
  42330. */
  42331. /**
  42332. * Sets exposure used in the effect.
  42333. */
  42334. exposure: number;
  42335. /**
  42336. * Gets wether tonemapping is enabled or not.
  42337. */
  42338. /**
  42339. * Sets wether tonemapping is enabled or not
  42340. */
  42341. toneMappingEnabled: boolean;
  42342. /**
  42343. * Gets the type of tone mapping effect.
  42344. */
  42345. /**
  42346. * Sets the type of tone mapping effect.
  42347. */
  42348. toneMappingType: number;
  42349. /**
  42350. * Gets contrast used in the effect.
  42351. */
  42352. /**
  42353. * Sets contrast used in the effect.
  42354. */
  42355. contrast: number;
  42356. /**
  42357. * Gets Vignette stretch size.
  42358. */
  42359. /**
  42360. * Sets Vignette stretch size.
  42361. */
  42362. vignetteStretch: number;
  42363. /**
  42364. * Gets Vignette centre X Offset.
  42365. */
  42366. /**
  42367. * Sets Vignette centre X Offset.
  42368. */
  42369. vignetteCentreX: number;
  42370. /**
  42371. * Gets Vignette centre Y Offset.
  42372. */
  42373. /**
  42374. * Sets Vignette centre Y Offset.
  42375. */
  42376. vignetteCentreY: number;
  42377. /**
  42378. * Gets Vignette weight or intensity of the vignette effect.
  42379. */
  42380. /**
  42381. * Sets Vignette weight or intensity of the vignette effect.
  42382. */
  42383. vignetteWeight: number;
  42384. /**
  42385. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42386. * if vignetteEnabled is set to true.
  42387. */
  42388. /**
  42389. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42390. * if vignetteEnabled is set to true.
  42391. */
  42392. vignetteColor: Color4;
  42393. /**
  42394. * Gets Camera field of view used by the Vignette effect.
  42395. */
  42396. /**
  42397. * Sets Camera field of view used by the Vignette effect.
  42398. */
  42399. vignetteCameraFov: number;
  42400. /**
  42401. * Gets the vignette blend mode allowing different kind of effect.
  42402. */
  42403. /**
  42404. * Sets the vignette blend mode allowing different kind of effect.
  42405. */
  42406. vignetteBlendMode: number;
  42407. /**
  42408. * Gets wether the vignette effect is enabled.
  42409. */
  42410. /**
  42411. * Sets wether the vignette effect is enabled.
  42412. */
  42413. vignetteEnabled: boolean;
  42414. private _fromLinearSpace;
  42415. /**
  42416. * Gets wether the input of the processing is in Gamma or Linear Space.
  42417. */
  42418. /**
  42419. * Sets wether the input of the processing is in Gamma or Linear Space.
  42420. */
  42421. fromLinearSpace: boolean;
  42422. /**
  42423. * Defines cache preventing GC.
  42424. */
  42425. private _defines;
  42426. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42427. /**
  42428. * "ImageProcessingPostProcess"
  42429. * @returns "ImageProcessingPostProcess"
  42430. */
  42431. getClassName(): string;
  42432. protected _updateParameters(): void;
  42433. dispose(camera?: Camera): void;
  42434. }
  42435. }
  42436. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42437. import { Scene } from "babylonjs/scene";
  42438. import { Color3 } from "babylonjs/Maths/math.color";
  42439. import { Mesh } from "babylonjs/Meshes/mesh";
  42440. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42441. import { Nullable } from "babylonjs/types";
  42442. /**
  42443. * Class containing static functions to help procedurally build meshes
  42444. */
  42445. export class GroundBuilder {
  42446. /**
  42447. * Creates a ground mesh
  42448. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42449. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42451. * @param name defines the name of the mesh
  42452. * @param options defines the options used to create the mesh
  42453. * @param scene defines the hosting scene
  42454. * @returns the ground mesh
  42455. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42456. */
  42457. static CreateGround(name: string, options: {
  42458. width?: number;
  42459. height?: number;
  42460. subdivisions?: number;
  42461. subdivisionsX?: number;
  42462. subdivisionsY?: number;
  42463. updatable?: boolean;
  42464. }, scene: any): Mesh;
  42465. /**
  42466. * Creates a tiled ground mesh
  42467. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42468. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42469. * * 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
  42470. * * 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
  42471. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42472. * @param name defines the name of the mesh
  42473. * @param options defines the options used to create the mesh
  42474. * @param scene defines the hosting scene
  42475. * @returns the tiled ground mesh
  42476. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42477. */
  42478. static CreateTiledGround(name: string, options: {
  42479. xmin: number;
  42480. zmin: number;
  42481. xmax: number;
  42482. zmax: number;
  42483. subdivisions?: {
  42484. w: number;
  42485. h: number;
  42486. };
  42487. precision?: {
  42488. w: number;
  42489. h: number;
  42490. };
  42491. updatable?: boolean;
  42492. }, scene?: Nullable<Scene>): Mesh;
  42493. /**
  42494. * Creates a ground mesh from a height map
  42495. * * The parameter `url` sets the URL of the height map image resource.
  42496. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42497. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42498. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42499. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42500. * * 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.
  42501. * * 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).
  42502. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42503. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42504. * @param name defines the name of the mesh
  42505. * @param url defines the url to the height map
  42506. * @param options defines the options used to create the mesh
  42507. * @param scene defines the hosting scene
  42508. * @returns the ground mesh
  42509. * @see https://doc.babylonjs.com/babylon101/height_map
  42510. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42511. */
  42512. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42513. width?: number;
  42514. height?: number;
  42515. subdivisions?: number;
  42516. minHeight?: number;
  42517. maxHeight?: number;
  42518. colorFilter?: Color3;
  42519. alphaFilter?: number;
  42520. updatable?: boolean;
  42521. onReady?: (mesh: GroundMesh) => void;
  42522. }, scene?: Nullable<Scene>): GroundMesh;
  42523. }
  42524. }
  42525. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42526. import { Vector4 } from "babylonjs/Maths/math.vector";
  42527. import { Mesh } from "babylonjs/Meshes/mesh";
  42528. /**
  42529. * Class containing static functions to help procedurally build meshes
  42530. */
  42531. export class TorusBuilder {
  42532. /**
  42533. * Creates a torus mesh
  42534. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42535. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42536. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42537. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42538. * * If you create a double-sided mesh, you can choose what parts of 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
  42539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42540. * @param name defines the name of the mesh
  42541. * @param options defines the options used to create the mesh
  42542. * @param scene defines the hosting scene
  42543. * @returns the torus mesh
  42544. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42545. */
  42546. static CreateTorus(name: string, options: {
  42547. diameter?: number;
  42548. thickness?: number;
  42549. tessellation?: number;
  42550. updatable?: boolean;
  42551. sideOrientation?: number;
  42552. frontUVs?: Vector4;
  42553. backUVs?: Vector4;
  42554. }, scene: any): Mesh;
  42555. }
  42556. }
  42557. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42558. import { Vector4 } from "babylonjs/Maths/math.vector";
  42559. import { Color4 } from "babylonjs/Maths/math.color";
  42560. import { Mesh } from "babylonjs/Meshes/mesh";
  42561. /**
  42562. * Class containing static functions to help procedurally build meshes
  42563. */
  42564. export class CylinderBuilder {
  42565. /**
  42566. * Creates a cylinder or a cone mesh
  42567. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42568. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42569. * * 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.
  42570. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42571. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42572. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42573. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42574. * * 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).
  42575. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42576. * * 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).
  42577. * * 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
  42578. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42579. * * 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
  42580. * * 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.
  42581. * * If `enclose` is false, a ring surface is one element.
  42582. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42583. * * 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
  42584. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42585. * * If you create a double-sided mesh, you can choose what parts of 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
  42586. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42587. * @param name defines the name of the mesh
  42588. * @param options defines the options used to create the mesh
  42589. * @param scene defines the hosting scene
  42590. * @returns the cylinder mesh
  42591. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42592. */
  42593. static CreateCylinder(name: string, options: {
  42594. height?: number;
  42595. diameterTop?: number;
  42596. diameterBottom?: number;
  42597. diameter?: number;
  42598. tessellation?: number;
  42599. subdivisions?: number;
  42600. arc?: number;
  42601. faceColors?: Color4[];
  42602. faceUV?: Vector4[];
  42603. updatable?: boolean;
  42604. hasRings?: boolean;
  42605. enclose?: boolean;
  42606. cap?: number;
  42607. sideOrientation?: number;
  42608. frontUVs?: Vector4;
  42609. backUVs?: Vector4;
  42610. }, scene: any): Mesh;
  42611. }
  42612. }
  42613. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42614. import { Observable } from "babylonjs/Misc/observable";
  42615. import { Nullable } from "babylonjs/types";
  42616. import { Camera } from "babylonjs/Cameras/camera";
  42617. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42618. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42619. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42620. import { Scene } from "babylonjs/scene";
  42621. import { Vector3 } from "babylonjs/Maths/math.vector";
  42622. import { Color3 } from "babylonjs/Maths/math.color";
  42623. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42624. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42625. import { Mesh } from "babylonjs/Meshes/mesh";
  42626. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42627. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42628. import "babylonjs/Meshes/Builders/groundBuilder";
  42629. import "babylonjs/Meshes/Builders/torusBuilder";
  42630. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42631. import "babylonjs/Gamepads/gamepadSceneComponent";
  42632. import "babylonjs/Animations/animatable";
  42633. /**
  42634. * Options to modify the vr teleportation behavior.
  42635. */
  42636. export interface VRTeleportationOptions {
  42637. /**
  42638. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42639. */
  42640. floorMeshName?: string;
  42641. /**
  42642. * A list of meshes to be used as the teleportation floor. (default: empty)
  42643. */
  42644. floorMeshes?: Mesh[];
  42645. }
  42646. /**
  42647. * Options to modify the vr experience helper's behavior.
  42648. */
  42649. export interface VRExperienceHelperOptions extends WebVROptions {
  42650. /**
  42651. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42652. */
  42653. createDeviceOrientationCamera?: boolean;
  42654. /**
  42655. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42656. */
  42657. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42658. /**
  42659. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42660. */
  42661. laserToggle?: boolean;
  42662. /**
  42663. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42664. */
  42665. floorMeshes?: Mesh[];
  42666. /**
  42667. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42668. */
  42669. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42670. }
  42671. /**
  42672. * Event containing information after VR has been entered
  42673. */
  42674. export class OnAfterEnteringVRObservableEvent {
  42675. /**
  42676. * If entering vr was successful
  42677. */
  42678. success: boolean;
  42679. }
  42680. /**
  42681. * Helps to quickly add VR support to an existing scene.
  42682. * See http://doc.babylonjs.com/how_to/webvr_helper
  42683. */
  42684. export class VRExperienceHelper {
  42685. /** Options to modify the vr experience helper's behavior. */
  42686. webVROptions: VRExperienceHelperOptions;
  42687. private _scene;
  42688. private _position;
  42689. private _btnVR;
  42690. private _btnVRDisplayed;
  42691. private _webVRsupported;
  42692. private _webVRready;
  42693. private _webVRrequesting;
  42694. private _webVRpresenting;
  42695. private _hasEnteredVR;
  42696. private _fullscreenVRpresenting;
  42697. private _canvas;
  42698. private _webVRCamera;
  42699. private _vrDeviceOrientationCamera;
  42700. private _deviceOrientationCamera;
  42701. private _existingCamera;
  42702. private _onKeyDown;
  42703. private _onVrDisplayPresentChange;
  42704. private _onVRDisplayChanged;
  42705. private _onVRRequestPresentStart;
  42706. private _onVRRequestPresentComplete;
  42707. /**
  42708. * 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)
  42709. */
  42710. enableGazeEvenWhenNoPointerLock: boolean;
  42711. /**
  42712. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42713. */
  42714. exitVROnDoubleTap: boolean;
  42715. /**
  42716. * Observable raised right before entering VR.
  42717. */
  42718. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42719. /**
  42720. * Observable raised when entering VR has completed.
  42721. */
  42722. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42723. /**
  42724. * Observable raised when exiting VR.
  42725. */
  42726. onExitingVRObservable: Observable<VRExperienceHelper>;
  42727. /**
  42728. * Observable raised when controller mesh is loaded.
  42729. */
  42730. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42731. /** Return this.onEnteringVRObservable
  42732. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42733. */
  42734. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42735. /** Return this.onExitingVRObservable
  42736. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42737. */
  42738. readonly onExitingVR: Observable<VRExperienceHelper>;
  42739. /** Return this.onControllerMeshLoadedObservable
  42740. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42741. */
  42742. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42743. private _rayLength;
  42744. private _useCustomVRButton;
  42745. private _teleportationRequested;
  42746. private _teleportActive;
  42747. private _floorMeshName;
  42748. private _floorMeshesCollection;
  42749. private _rotationAllowed;
  42750. private _teleportBackwardsVector;
  42751. private _teleportationTarget;
  42752. private _isDefaultTeleportationTarget;
  42753. private _postProcessMove;
  42754. private _teleportationFillColor;
  42755. private _teleportationBorderColor;
  42756. private _rotationAngle;
  42757. private _haloCenter;
  42758. private _cameraGazer;
  42759. private _padSensibilityUp;
  42760. private _padSensibilityDown;
  42761. private _leftController;
  42762. private _rightController;
  42763. /**
  42764. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42765. */
  42766. onNewMeshSelected: Observable<AbstractMesh>;
  42767. /**
  42768. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42769. * This observable will provide the mesh and the controller used to select the mesh
  42770. */
  42771. onMeshSelectedWithController: Observable<{
  42772. mesh: AbstractMesh;
  42773. controller: WebVRController;
  42774. }>;
  42775. /**
  42776. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42777. */
  42778. onNewMeshPicked: Observable<PickingInfo>;
  42779. private _circleEase;
  42780. /**
  42781. * Observable raised before camera teleportation
  42782. */
  42783. onBeforeCameraTeleport: Observable<Vector3>;
  42784. /**
  42785. * Observable raised after camera teleportation
  42786. */
  42787. onAfterCameraTeleport: Observable<Vector3>;
  42788. /**
  42789. * Observable raised when current selected mesh gets unselected
  42790. */
  42791. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42792. private _raySelectionPredicate;
  42793. /**
  42794. * To be optionaly changed by user to define custom ray selection
  42795. */
  42796. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42797. /**
  42798. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42799. */
  42800. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42801. /**
  42802. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42803. */
  42804. teleportationEnabled: boolean;
  42805. private _defaultHeight;
  42806. private _teleportationInitialized;
  42807. private _interactionsEnabled;
  42808. private _interactionsRequested;
  42809. private _displayGaze;
  42810. private _displayLaserPointer;
  42811. /**
  42812. * The mesh used to display where the user is going to teleport.
  42813. */
  42814. /**
  42815. * Sets the mesh to be used to display where the user is going to teleport.
  42816. */
  42817. teleportationTarget: Mesh;
  42818. /**
  42819. * 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
  42820. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42821. * See http://doc.babylonjs.com/resources/baking_transformations
  42822. */
  42823. gazeTrackerMesh: Mesh;
  42824. /**
  42825. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42826. */
  42827. updateGazeTrackerScale: boolean;
  42828. /**
  42829. * If the gaze trackers color should be updated when selecting meshes
  42830. */
  42831. updateGazeTrackerColor: boolean;
  42832. /**
  42833. * If the controller laser color should be updated when selecting meshes
  42834. */
  42835. updateControllerLaserColor: boolean;
  42836. /**
  42837. * The gaze tracking mesh corresponding to the left controller
  42838. */
  42839. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42840. /**
  42841. * The gaze tracking mesh corresponding to the right controller
  42842. */
  42843. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42844. /**
  42845. * If the ray of the gaze should be displayed.
  42846. */
  42847. /**
  42848. * Sets if the ray of the gaze should be displayed.
  42849. */
  42850. displayGaze: boolean;
  42851. /**
  42852. * If the ray of the LaserPointer should be displayed.
  42853. */
  42854. /**
  42855. * Sets if the ray of the LaserPointer should be displayed.
  42856. */
  42857. displayLaserPointer: boolean;
  42858. /**
  42859. * The deviceOrientationCamera used as the camera when not in VR.
  42860. */
  42861. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42862. /**
  42863. * Based on the current WebVR support, returns the current VR camera used.
  42864. */
  42865. readonly currentVRCamera: Nullable<Camera>;
  42866. /**
  42867. * The webVRCamera which is used when in VR.
  42868. */
  42869. readonly webVRCamera: WebVRFreeCamera;
  42870. /**
  42871. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42872. */
  42873. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42874. /**
  42875. * The html button that is used to trigger entering into VR.
  42876. */
  42877. readonly vrButton: Nullable<HTMLButtonElement>;
  42878. private readonly _teleportationRequestInitiated;
  42879. /**
  42880. * Defines wether or not Pointer lock should be requested when switching to
  42881. * full screen.
  42882. */
  42883. requestPointerLockOnFullScreen: boolean;
  42884. /**
  42885. * Instantiates a VRExperienceHelper.
  42886. * Helps to quickly add VR support to an existing scene.
  42887. * @param scene The scene the VRExperienceHelper belongs to.
  42888. * @param webVROptions Options to modify the vr experience helper's behavior.
  42889. */
  42890. constructor(scene: Scene,
  42891. /** Options to modify the vr experience helper's behavior. */
  42892. webVROptions?: VRExperienceHelperOptions);
  42893. private _onDefaultMeshLoaded;
  42894. private _onResize;
  42895. private _onFullscreenChange;
  42896. /**
  42897. * Gets a value indicating if we are currently in VR mode.
  42898. */
  42899. readonly isInVRMode: boolean;
  42900. private onVrDisplayPresentChange;
  42901. private onVRDisplayChanged;
  42902. private moveButtonToBottomRight;
  42903. private displayVRButton;
  42904. private updateButtonVisibility;
  42905. private _cachedAngularSensibility;
  42906. /**
  42907. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42908. * Otherwise, will use the fullscreen API.
  42909. */
  42910. enterVR(): void;
  42911. /**
  42912. * Attempt to exit VR, or fullscreen.
  42913. */
  42914. exitVR(): void;
  42915. /**
  42916. * The position of the vr experience helper.
  42917. */
  42918. /**
  42919. * Sets the position of the vr experience helper.
  42920. */
  42921. position: Vector3;
  42922. /**
  42923. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42924. */
  42925. enableInteractions(): void;
  42926. private readonly _noControllerIsActive;
  42927. private beforeRender;
  42928. private _isTeleportationFloor;
  42929. /**
  42930. * Adds a floor mesh to be used for teleportation.
  42931. * @param floorMesh the mesh to be used for teleportation.
  42932. */
  42933. addFloorMesh(floorMesh: Mesh): void;
  42934. /**
  42935. * Removes a floor mesh from being used for teleportation.
  42936. * @param floorMesh the mesh to be removed.
  42937. */
  42938. removeFloorMesh(floorMesh: Mesh): void;
  42939. /**
  42940. * Enables interactions and teleportation using the VR controllers and gaze.
  42941. * @param vrTeleportationOptions options to modify teleportation behavior.
  42942. */
  42943. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42944. private _onNewGamepadConnected;
  42945. private _tryEnableInteractionOnController;
  42946. private _onNewGamepadDisconnected;
  42947. private _enableInteractionOnController;
  42948. private _checkTeleportWithRay;
  42949. private _checkRotate;
  42950. private _checkTeleportBackwards;
  42951. private _enableTeleportationOnController;
  42952. private _createTeleportationCircles;
  42953. private _displayTeleportationTarget;
  42954. private _hideTeleportationTarget;
  42955. private _rotateCamera;
  42956. private _moveTeleportationSelectorTo;
  42957. private _workingVector;
  42958. private _workingQuaternion;
  42959. private _workingMatrix;
  42960. /**
  42961. * Teleports the users feet to the desired location
  42962. * @param location The location where the user's feet should be placed
  42963. */
  42964. teleportCamera(location: Vector3): void;
  42965. private _convertNormalToDirectionOfRay;
  42966. private _castRayAndSelectObject;
  42967. private _notifySelectedMeshUnselected;
  42968. /**
  42969. * Sets the color of the laser ray from the vr controllers.
  42970. * @param color new color for the ray.
  42971. */
  42972. changeLaserColor(color: Color3): void;
  42973. /**
  42974. * Sets the color of the ray from the vr headsets gaze.
  42975. * @param color new color for the ray.
  42976. */
  42977. changeGazeColor(color: Color3): void;
  42978. /**
  42979. * Exits VR and disposes of the vr experience helper
  42980. */
  42981. dispose(): void;
  42982. /**
  42983. * Gets the name of the VRExperienceHelper class
  42984. * @returns "VRExperienceHelper"
  42985. */
  42986. getClassName(): string;
  42987. }
  42988. }
  42989. declare module "babylonjs/Cameras/VR/index" {
  42990. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42991. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42992. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42993. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42994. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42995. export * from "babylonjs/Cameras/VR/webVRCamera";
  42996. }
  42997. declare module "babylonjs/Cameras/XR/webXRTypes" {
  42998. import { Nullable } from "babylonjs/types";
  42999. import { IDisposable } from "babylonjs/scene";
  43000. /**
  43001. * States of the webXR experience
  43002. */
  43003. export enum WebXRState {
  43004. /**
  43005. * Transitioning to being in XR mode
  43006. */
  43007. ENTERING_XR = 0,
  43008. /**
  43009. * Transitioning to non XR mode
  43010. */
  43011. EXITING_XR = 1,
  43012. /**
  43013. * In XR mode and presenting
  43014. */
  43015. IN_XR = 2,
  43016. /**
  43017. * Not entered XR mode
  43018. */
  43019. NOT_IN_XR = 3
  43020. }
  43021. /**
  43022. * Abstraction of the XR render target
  43023. */
  43024. export interface WebXRRenderTarget extends IDisposable {
  43025. /**
  43026. * xrpresent context of the canvas which can be used to display/mirror xr content
  43027. */
  43028. canvasContext: WebGLRenderingContext;
  43029. /**
  43030. * xr layer for the canvas
  43031. */
  43032. xrLayer: Nullable<XRWebGLLayer>;
  43033. /**
  43034. * Initializes the xr layer for the session
  43035. * @param xrSession xr session
  43036. * @returns a promise that will resolve once the XR Layer has been created
  43037. */
  43038. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43039. }
  43040. }
  43041. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43042. import { Nullable } from "babylonjs/types";
  43043. import { Observable } from "babylonjs/Misc/observable";
  43044. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43045. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43046. /**
  43047. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43048. */
  43049. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43050. private _engine;
  43051. private _canvas;
  43052. /**
  43053. * xrpresent context of the canvas which can be used to display/mirror xr content
  43054. */
  43055. canvasContext: WebGLRenderingContext;
  43056. /**
  43057. * xr layer for the canvas
  43058. */
  43059. xrLayer: Nullable<XRWebGLLayer>;
  43060. /**
  43061. * Initializes the xr layer for the session
  43062. * @param xrSession xr session
  43063. * @returns a promise that will resolve once the XR Layer has been created
  43064. */
  43065. initializeXRLayerAsync(xrSession: any): any;
  43066. /**
  43067. * Initializes the canvas to be added/removed upon entering/exiting xr
  43068. * @param engine the Babylon engine
  43069. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43070. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43071. */
  43072. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  43073. /**
  43074. * Disposes of the object
  43075. */
  43076. dispose(): void;
  43077. private _setManagedOutputCanvas;
  43078. private _addCanvas;
  43079. private _removeCanvas;
  43080. }
  43081. }
  43082. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43083. import { Observable } from "babylonjs/Misc/observable";
  43084. import { Nullable } from "babylonjs/types";
  43085. import { IDisposable, Scene } from "babylonjs/scene";
  43086. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43087. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43088. /**
  43089. * Manages an XRSession to work with Babylon's engine
  43090. * @see https://doc.babylonjs.com/how_to/webxr
  43091. */
  43092. export class WebXRSessionManager implements IDisposable {
  43093. private scene;
  43094. /**
  43095. * Fires every time a new xrFrame arrives which can be used to update the camera
  43096. */
  43097. onXRFrameObservable: Observable<any>;
  43098. /**
  43099. * Fires when the xr session is ended either by the device or manually done
  43100. */
  43101. onXRSessionEnded: Observable<any>;
  43102. /**
  43103. * Underlying xr session
  43104. */
  43105. session: XRSession;
  43106. /**
  43107. * Type of reference space used when creating the session
  43108. */
  43109. referenceSpace: XRReferenceSpace;
  43110. /**
  43111. * Current XR frame
  43112. */
  43113. currentFrame: Nullable<XRFrame>;
  43114. private _xrNavigator;
  43115. private baseLayer;
  43116. private _rttProvider;
  43117. private _sessionEnded;
  43118. /**
  43119. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43120. * @param scene The scene which the session should be created for
  43121. */
  43122. constructor(scene: Scene);
  43123. /**
  43124. * Initializes the manager
  43125. * After initialization enterXR can be called to start an XR session
  43126. * @returns Promise which resolves after it is initialized
  43127. */
  43128. initializeAsync(): Promise<void>;
  43129. /**
  43130. * Initializes an xr session
  43131. * @param xrSessionMode mode to initialize
  43132. * @param optionalFeatures defines optional values to pass to the session builder
  43133. * @returns a promise which will resolve once the session has been initialized
  43134. */
  43135. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43136. /**
  43137. * Sets the reference space on the xr session
  43138. * @param referenceSpace space to set
  43139. * @returns a promise that will resolve once the reference space has been set
  43140. */
  43141. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43142. /**
  43143. * Updates the render state of the session
  43144. * @param state state to set
  43145. * @returns a promise that resolves once the render state has been updated
  43146. */
  43147. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43148. /**
  43149. * Starts rendering to the xr layer
  43150. * @returns a promise that will resolve once rendering has started
  43151. */
  43152. startRenderingToXRAsync(): Promise<void>;
  43153. /**
  43154. * Gets the correct render target texture to be rendered this frame for this eye
  43155. * @param eye the eye for which to get the render target
  43156. * @returns the render target for the specified eye
  43157. */
  43158. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43159. /**
  43160. * Stops the xrSession and restores the renderloop
  43161. * @returns Promise which resolves after it exits XR
  43162. */
  43163. exitXRAsync(): Promise<void>;
  43164. /**
  43165. * Checks if a session would be supported for the creation options specified
  43166. * @param sessionMode session mode to check if supported eg. immersive-vr
  43167. * @returns true if supported
  43168. */
  43169. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43170. /**
  43171. * Creates a WebXRRenderTarget object for the XR session
  43172. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43173. * @returns a WebXR render target to which the session can render
  43174. */
  43175. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  43176. /**
  43177. * @hidden
  43178. * Converts the render layer of xrSession to a render target
  43179. * @param session session to create render target for
  43180. * @param scene scene the new render target should be created for
  43181. */
  43182. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43183. /**
  43184. * Disposes of the session manager
  43185. */
  43186. dispose(): void;
  43187. }
  43188. }
  43189. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43190. import { Scene } from "babylonjs/scene";
  43191. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43192. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43193. /**
  43194. * WebXR Camera which holds the views for the xrSession
  43195. * @see https://doc.babylonjs.com/how_to/webxr
  43196. */
  43197. export class WebXRCamera extends FreeCamera {
  43198. private static _TmpMatrix;
  43199. /**
  43200. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43201. * @param name the name of the camera
  43202. * @param scene the scene to add the camera to
  43203. */
  43204. constructor(name: string, scene: Scene);
  43205. private _updateNumberOfRigCameras;
  43206. /** @hidden */
  43207. _updateForDualEyeDebugging(): void;
  43208. /**
  43209. * Updates the cameras position from the current pose information of the XR session
  43210. * @param xrSessionManager the session containing pose information
  43211. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43212. */
  43213. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43214. }
  43215. }
  43216. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43217. import { Observable } from "babylonjs/Misc/observable";
  43218. import { IDisposable, Scene } from "babylonjs/scene";
  43219. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43220. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43221. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43222. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43223. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43224. /**
  43225. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43226. * @see https://doc.babylonjs.com/how_to/webxr
  43227. */
  43228. export class WebXRExperienceHelper implements IDisposable {
  43229. private scene;
  43230. /**
  43231. * 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
  43232. */
  43233. container: AbstractMesh;
  43234. /**
  43235. * Camera used to render xr content
  43236. */
  43237. camera: WebXRCamera;
  43238. /**
  43239. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43240. */
  43241. state: WebXRState;
  43242. private _setState;
  43243. private static _TmpVector;
  43244. /**
  43245. * Fires when the state of the experience helper has changed
  43246. */
  43247. onStateChangedObservable: Observable<WebXRState>;
  43248. /** Session manager used to keep track of xr session */
  43249. sessionManager: WebXRSessionManager;
  43250. private _nonVRCamera;
  43251. private _originalSceneAutoClear;
  43252. private _supported;
  43253. /**
  43254. * Creates the experience helper
  43255. * @param scene the scene to attach the experience helper to
  43256. * @returns a promise for the experience helper
  43257. */
  43258. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43259. /**
  43260. * Creates a WebXRExperienceHelper
  43261. * @param scene The scene the helper should be created in
  43262. */
  43263. private constructor();
  43264. /**
  43265. * Exits XR mode and returns the scene to its original state
  43266. * @returns promise that resolves after xr mode has exited
  43267. */
  43268. exitXRAsync(): Promise<void>;
  43269. /**
  43270. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43271. * @param sessionMode options for the XR session
  43272. * @param referenceSpaceType frame of reference of the XR session
  43273. * @param renderTarget the output canvas that will be used to enter XR mode
  43274. * @returns promise that resolves after xr mode has entered
  43275. */
  43276. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43277. /**
  43278. * Updates the global position of the camera by moving the camera's container
  43279. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43280. * @param position The desired global position of the camera
  43281. */
  43282. setPositionOfCameraUsingContainer(position: Vector3): void;
  43283. /**
  43284. * Rotates the xr camera by rotating the camera's container around the camera's position
  43285. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43286. * @param rotation the desired quaternion rotation to apply to the camera
  43287. */
  43288. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43289. /**
  43290. * Disposes of the experience helper
  43291. */
  43292. dispose(): void;
  43293. }
  43294. }
  43295. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43296. import { Nullable } from "babylonjs/types";
  43297. import { Observable } from "babylonjs/Misc/observable";
  43298. import { IDisposable, Scene } from "babylonjs/scene";
  43299. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43300. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43301. /**
  43302. * Button which can be used to enter a different mode of XR
  43303. */
  43304. export class WebXREnterExitUIButton {
  43305. /** button element */
  43306. element: HTMLElement;
  43307. /** XR initialization options for the button */
  43308. sessionMode: XRSessionMode;
  43309. /** Reference space type */
  43310. referenceSpaceType: XRReferenceSpaceType;
  43311. /**
  43312. * Creates a WebXREnterExitUIButton
  43313. * @param element button element
  43314. * @param sessionMode XR initialization session mode
  43315. * @param referenceSpaceType the type of reference space to be used
  43316. */
  43317. constructor(
  43318. /** button element */
  43319. element: HTMLElement,
  43320. /** XR initialization options for the button */
  43321. sessionMode: XRSessionMode,
  43322. /** Reference space type */
  43323. referenceSpaceType: XRReferenceSpaceType);
  43324. /**
  43325. * Overwritable function which can be used to update the button's visuals when the state changes
  43326. * @param activeButton the current active button in the UI
  43327. */
  43328. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43329. }
  43330. /**
  43331. * Options to create the webXR UI
  43332. */
  43333. export class WebXREnterExitUIOptions {
  43334. /**
  43335. * Context to enter xr with
  43336. */
  43337. renderTarget?: Nullable<WebXRRenderTarget>;
  43338. /**
  43339. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43340. */
  43341. customButtons?: Array<WebXREnterExitUIButton>;
  43342. }
  43343. /**
  43344. * UI to allow the user to enter/exit XR mode
  43345. */
  43346. export class WebXREnterExitUI implements IDisposable {
  43347. private scene;
  43348. private _overlay;
  43349. private _buttons;
  43350. private _activeButton;
  43351. /**
  43352. * Fired every time the active button is changed.
  43353. *
  43354. * When xr is entered via a button that launches xr that button will be the callback parameter
  43355. *
  43356. * When exiting xr the callback parameter will be null)
  43357. */
  43358. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43359. /**
  43360. * Creates UI to allow the user to enter/exit XR mode
  43361. * @param scene the scene to add the ui to
  43362. * @param helper the xr experience helper to enter/exit xr with
  43363. * @param options options to configure the UI
  43364. * @returns the created ui
  43365. */
  43366. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43367. private constructor();
  43368. private _updateButtons;
  43369. /**
  43370. * Disposes of the object
  43371. */
  43372. dispose(): void;
  43373. }
  43374. }
  43375. declare module "babylonjs/Cameras/XR/webXRController" {
  43376. import { Nullable } from "babylonjs/types";
  43377. import { Observable } from "babylonjs/Misc/observable";
  43378. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43379. import { Ray } from "babylonjs/Culling/ray";
  43380. import { Scene } from "babylonjs/scene";
  43381. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43382. /**
  43383. * Represents an XR input
  43384. */
  43385. export class WebXRController {
  43386. private scene;
  43387. /** The underlying input source for the controller */
  43388. inputSource: XRInputSource;
  43389. private parentContainer;
  43390. /**
  43391. * 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
  43392. */
  43393. grip?: AbstractMesh;
  43394. /**
  43395. * Pointer which can be used to select objects or attach a visible laser to
  43396. */
  43397. pointer: AbstractMesh;
  43398. private _gamepadMode;
  43399. /**
  43400. * If available, this is the gamepad object related to this controller.
  43401. * Using this object it is possible to get click events and trackpad changes of the
  43402. * webxr controller that is currently being used.
  43403. */
  43404. gamepadController?: WebVRController;
  43405. /**
  43406. * Event that fires when the controller is removed/disposed
  43407. */
  43408. onDisposeObservable: Observable<{}>;
  43409. private _tmpMatrix;
  43410. private _tmpQuaternion;
  43411. private _tmpVector;
  43412. /**
  43413. * Creates the controller
  43414. * @see https://doc.babylonjs.com/how_to/webxr
  43415. * @param scene the scene which the controller should be associated to
  43416. * @param inputSource the underlying input source for the controller
  43417. * @param parentContainer parent that the controller meshes should be children of
  43418. */
  43419. constructor(scene: Scene,
  43420. /** The underlying input source for the controller */
  43421. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43422. /**
  43423. * Updates the controller pose based on the given XRFrame
  43424. * @param xrFrame xr frame to update the pose with
  43425. * @param referenceSpace reference space to use
  43426. */
  43427. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43428. /**
  43429. * Gets a world space ray coming from the controller
  43430. * @param result the resulting ray
  43431. */
  43432. getWorldPointerRayToRef(result: Ray): void;
  43433. /**
  43434. * Get the scene associated with this controller
  43435. * @returns the scene object
  43436. */
  43437. getScene(): Scene;
  43438. /**
  43439. * Disposes of the object
  43440. */
  43441. dispose(): void;
  43442. }
  43443. }
  43444. declare module "babylonjs/Cameras/XR/webXRInput" {
  43445. import { Observable } from "babylonjs/Misc/observable";
  43446. import { IDisposable } from "babylonjs/scene";
  43447. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43448. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43449. /**
  43450. * XR input used to track XR inputs such as controllers/rays
  43451. */
  43452. export class WebXRInput implements IDisposable {
  43453. /**
  43454. * Base experience the input listens to
  43455. */
  43456. baseExperience: WebXRExperienceHelper;
  43457. /**
  43458. * XR controllers being tracked
  43459. */
  43460. controllers: Array<WebXRController>;
  43461. private _frameObserver;
  43462. private _stateObserver;
  43463. /**
  43464. * Event when a controller has been connected/added
  43465. */
  43466. onControllerAddedObservable: Observable<WebXRController>;
  43467. /**
  43468. * Event when a controller has been removed/disconnected
  43469. */
  43470. onControllerRemovedObservable: Observable<WebXRController>;
  43471. /**
  43472. * Initializes the WebXRInput
  43473. * @param baseExperience experience helper which the input should be created for
  43474. */
  43475. constructor(
  43476. /**
  43477. * Base experience the input listens to
  43478. */
  43479. baseExperience: WebXRExperienceHelper);
  43480. private _onInputSourcesChange;
  43481. private _addAndRemoveControllers;
  43482. /**
  43483. * Disposes of the object
  43484. */
  43485. dispose(): void;
  43486. }
  43487. }
  43488. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43490. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43491. /**
  43492. * Enables teleportation
  43493. */
  43494. export class WebXRControllerTeleportation {
  43495. private _teleportationFillColor;
  43496. private _teleportationBorderColor;
  43497. private _tmpRay;
  43498. private _tmpVector;
  43499. /**
  43500. * Creates a WebXRControllerTeleportation
  43501. * @param input input manager to add teleportation to
  43502. * @param floorMeshes floormeshes which can be teleported to
  43503. */
  43504. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43505. }
  43506. }
  43507. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43508. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43509. /**
  43510. * Handles pointer input automatically for the pointer of XR controllers
  43511. */
  43512. export class WebXRControllerPointerSelection {
  43513. private static _idCounter;
  43514. private _tmpRay;
  43515. /**
  43516. * Creates a WebXRControllerPointerSelection
  43517. * @param input input manager to setup pointer selection
  43518. */
  43519. constructor(input: WebXRInput);
  43520. private _convertNormalToDirectionOfRay;
  43521. private _updatePointerDistance;
  43522. }
  43523. }
  43524. declare module "babylonjs/Loading/sceneLoader" {
  43525. import { Observable } from "babylonjs/Misc/observable";
  43526. import { Nullable } from "babylonjs/types";
  43527. import { Scene } from "babylonjs/scene";
  43528. import { Engine } from "babylonjs/Engines/engine";
  43529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43530. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43531. import { AssetContainer } from "babylonjs/assetContainer";
  43532. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43533. import { Skeleton } from "babylonjs/Bones/skeleton";
  43534. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43535. import { WebRequest } from "babylonjs/Misc/webRequest";
  43536. /**
  43537. * Class used to represent data loading progression
  43538. */
  43539. export class SceneLoaderProgressEvent {
  43540. /** defines if data length to load can be evaluated */
  43541. readonly lengthComputable: boolean;
  43542. /** defines the loaded data length */
  43543. readonly loaded: number;
  43544. /** defines the data length to load */
  43545. readonly total: number;
  43546. /**
  43547. * Create a new progress event
  43548. * @param lengthComputable defines if data length to load can be evaluated
  43549. * @param loaded defines the loaded data length
  43550. * @param total defines the data length to load
  43551. */
  43552. constructor(
  43553. /** defines if data length to load can be evaluated */
  43554. lengthComputable: boolean,
  43555. /** defines the loaded data length */
  43556. loaded: number,
  43557. /** defines the data length to load */
  43558. total: number);
  43559. /**
  43560. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43561. * @param event defines the source event
  43562. * @returns a new SceneLoaderProgressEvent
  43563. */
  43564. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43565. }
  43566. /**
  43567. * Interface used by SceneLoader plugins to define supported file extensions
  43568. */
  43569. export interface ISceneLoaderPluginExtensions {
  43570. /**
  43571. * Defines the list of supported extensions
  43572. */
  43573. [extension: string]: {
  43574. isBinary: boolean;
  43575. };
  43576. }
  43577. /**
  43578. * Interface used by SceneLoader plugin factory
  43579. */
  43580. export interface ISceneLoaderPluginFactory {
  43581. /**
  43582. * Defines the name of the factory
  43583. */
  43584. name: string;
  43585. /**
  43586. * Function called to create a new plugin
  43587. * @return the new plugin
  43588. */
  43589. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43590. /**
  43591. * The callback that returns true if the data can be directly loaded.
  43592. * @param data string containing the file data
  43593. * @returns if the data can be loaded directly
  43594. */
  43595. canDirectLoad?(data: string): boolean;
  43596. }
  43597. /**
  43598. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43599. */
  43600. export interface ISceneLoaderPluginBase {
  43601. /**
  43602. * The friendly name of this plugin.
  43603. */
  43604. name: string;
  43605. /**
  43606. * The file extensions supported by this plugin.
  43607. */
  43608. extensions: string | ISceneLoaderPluginExtensions;
  43609. /**
  43610. * The callback called when loading from a url.
  43611. * @param scene scene loading this url
  43612. * @param url url to load
  43613. * @param onSuccess callback called when the file successfully loads
  43614. * @param onProgress callback called while file is loading (if the server supports this mode)
  43615. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43616. * @param onError callback called when the file fails to load
  43617. * @returns a file request object
  43618. */
  43619. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43620. /**
  43621. * The callback called when loading from a file object.
  43622. * @param scene scene loading this file
  43623. * @param file defines the file to load
  43624. * @param onSuccess defines the callback to call when data is loaded
  43625. * @param onProgress defines the callback to call during loading process
  43626. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43627. * @param onError defines the callback to call when an error occurs
  43628. * @returns a file request object
  43629. */
  43630. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43631. /**
  43632. * The callback that returns true if the data can be directly loaded.
  43633. * @param data string containing the file data
  43634. * @returns if the data can be loaded directly
  43635. */
  43636. canDirectLoad?(data: string): boolean;
  43637. /**
  43638. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43639. * @param scene scene loading this data
  43640. * @param data string containing the data
  43641. * @returns data to pass to the plugin
  43642. */
  43643. directLoad?(scene: Scene, data: string): any;
  43644. /**
  43645. * The callback that allows custom handling of the root url based on the response url.
  43646. * @param rootUrl the original root url
  43647. * @param responseURL the response url if available
  43648. * @returns the new root url
  43649. */
  43650. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43651. }
  43652. /**
  43653. * Interface used to define a SceneLoader plugin
  43654. */
  43655. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43656. /**
  43657. * Import meshes into a scene.
  43658. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43659. * @param scene The scene to import into
  43660. * @param data The data to import
  43661. * @param rootUrl The root url for scene and resources
  43662. * @param meshes The meshes array to import into
  43663. * @param particleSystems The particle systems array to import into
  43664. * @param skeletons The skeletons array to import into
  43665. * @param onError The callback when import fails
  43666. * @returns True if successful or false otherwise
  43667. */
  43668. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43669. /**
  43670. * Load into a scene.
  43671. * @param scene The scene to load into
  43672. * @param data The data to import
  43673. * @param rootUrl The root url for scene and resources
  43674. * @param onError The callback when import fails
  43675. * @returns True if successful or false otherwise
  43676. */
  43677. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43678. /**
  43679. * Load into an asset container.
  43680. * @param scene The scene to load into
  43681. * @param data The data to import
  43682. * @param rootUrl The root url for scene and resources
  43683. * @param onError The callback when import fails
  43684. * @returns The loaded asset container
  43685. */
  43686. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43687. }
  43688. /**
  43689. * Interface used to define an async SceneLoader plugin
  43690. */
  43691. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43692. /**
  43693. * Import meshes into a scene.
  43694. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43695. * @param scene The scene to import into
  43696. * @param data The data to import
  43697. * @param rootUrl The root url for scene and resources
  43698. * @param onProgress The callback when the load progresses
  43699. * @param fileName Defines the name of the file to load
  43700. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43701. */
  43702. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43703. meshes: AbstractMesh[];
  43704. particleSystems: IParticleSystem[];
  43705. skeletons: Skeleton[];
  43706. animationGroups: AnimationGroup[];
  43707. }>;
  43708. /**
  43709. * Load into a scene.
  43710. * @param scene The scene to load into
  43711. * @param data The data to import
  43712. * @param rootUrl The root url for scene and resources
  43713. * @param onProgress The callback when the load progresses
  43714. * @param fileName Defines the name of the file to load
  43715. * @returns Nothing
  43716. */
  43717. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43718. /**
  43719. * Load into an asset container.
  43720. * @param scene The scene to load into
  43721. * @param data The data to import
  43722. * @param rootUrl The root url for scene and resources
  43723. * @param onProgress The callback when the load progresses
  43724. * @param fileName Defines the name of the file to load
  43725. * @returns The loaded asset container
  43726. */
  43727. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43728. }
  43729. /**
  43730. * Class used to load scene from various file formats using registered plugins
  43731. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43732. */
  43733. export class SceneLoader {
  43734. /**
  43735. * No logging while loading
  43736. */
  43737. static readonly NO_LOGGING: number;
  43738. /**
  43739. * Minimal logging while loading
  43740. */
  43741. static readonly MINIMAL_LOGGING: number;
  43742. /**
  43743. * Summary logging while loading
  43744. */
  43745. static readonly SUMMARY_LOGGING: number;
  43746. /**
  43747. * Detailled logging while loading
  43748. */
  43749. static readonly DETAILED_LOGGING: number;
  43750. /**
  43751. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43752. */
  43753. static ForceFullSceneLoadingForIncremental: boolean;
  43754. /**
  43755. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43756. */
  43757. static ShowLoadingScreen: boolean;
  43758. /**
  43759. * Defines the current logging level (while loading the scene)
  43760. * @ignorenaming
  43761. */
  43762. static loggingLevel: number;
  43763. /**
  43764. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43765. */
  43766. static CleanBoneMatrixWeights: boolean;
  43767. /**
  43768. * Event raised when a plugin is used to load a scene
  43769. */
  43770. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43771. private static _registeredPlugins;
  43772. private static _getDefaultPlugin;
  43773. private static _getPluginForExtension;
  43774. private static _getPluginForDirectLoad;
  43775. private static _getPluginForFilename;
  43776. private static _getDirectLoad;
  43777. private static _loadData;
  43778. private static _getFileInfo;
  43779. /**
  43780. * Gets a plugin that can load the given extension
  43781. * @param extension defines the extension to load
  43782. * @returns a plugin or null if none works
  43783. */
  43784. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43785. /**
  43786. * Gets a boolean indicating that the given extension can be loaded
  43787. * @param extension defines the extension to load
  43788. * @returns true if the extension is supported
  43789. */
  43790. static IsPluginForExtensionAvailable(extension: string): boolean;
  43791. /**
  43792. * Adds a new plugin to the list of registered plugins
  43793. * @param plugin defines the plugin to add
  43794. */
  43795. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43796. /**
  43797. * Import meshes into a scene
  43798. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43799. * @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)
  43800. * @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)
  43801. * @param scene the instance of BABYLON.Scene to append to
  43802. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43803. * @param onProgress a callback with a progress event for each file being loaded
  43804. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43805. * @param pluginExtension the extension used to determine the plugin
  43806. * @returns The loaded plugin
  43807. */
  43808. 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>;
  43809. /**
  43810. * Import meshes into a scene
  43811. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43812. * @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)
  43813. * @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)
  43814. * @param scene the instance of BABYLON.Scene to append to
  43815. * @param onProgress a callback with a progress event for each file being loaded
  43816. * @param pluginExtension the extension used to determine the plugin
  43817. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43818. */
  43819. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43820. meshes: AbstractMesh[];
  43821. particleSystems: IParticleSystem[];
  43822. skeletons: Skeleton[];
  43823. animationGroups: AnimationGroup[];
  43824. }>;
  43825. /**
  43826. * Load a scene
  43827. * @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)
  43828. * @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)
  43829. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43830. * @param onSuccess a callback with the scene when import succeeds
  43831. * @param onProgress a callback with a progress event for each file being loaded
  43832. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43833. * @param pluginExtension the extension used to determine the plugin
  43834. * @returns The loaded plugin
  43835. */
  43836. 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>;
  43837. /**
  43838. * Load a scene
  43839. * @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)
  43840. * @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)
  43841. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43842. * @param onProgress a callback with a progress event for each file being loaded
  43843. * @param pluginExtension the extension used to determine the plugin
  43844. * @returns The loaded scene
  43845. */
  43846. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43847. /**
  43848. * Append a scene
  43849. * @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)
  43850. * @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)
  43851. * @param scene is the instance of BABYLON.Scene to append to
  43852. * @param onSuccess a callback with the scene when import succeeds
  43853. * @param onProgress a callback with a progress event for each file being loaded
  43854. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43855. * @param pluginExtension the extension used to determine the plugin
  43856. * @returns The loaded plugin
  43857. */
  43858. 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>;
  43859. /**
  43860. * Append a scene
  43861. * @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)
  43862. * @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)
  43863. * @param scene is the instance of BABYLON.Scene to append to
  43864. * @param onProgress a callback with a progress event for each file being loaded
  43865. * @param pluginExtension the extension used to determine the plugin
  43866. * @returns The given scene
  43867. */
  43868. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43869. /**
  43870. * Load a scene into an asset container
  43871. * @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)
  43872. * @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)
  43873. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43874. * @param onSuccess a callback with the scene when import succeeds
  43875. * @param onProgress a callback with a progress event for each file being loaded
  43876. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43877. * @param pluginExtension the extension used to determine the plugin
  43878. * @returns The loaded plugin
  43879. */
  43880. 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>;
  43881. /**
  43882. * Load a scene into an asset container
  43883. * @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)
  43884. * @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)
  43885. * @param scene is the instance of Scene to append to
  43886. * @param onProgress a callback with a progress event for each file being loaded
  43887. * @param pluginExtension the extension used to determine the plugin
  43888. * @returns The loaded asset container
  43889. */
  43890. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43891. }
  43892. }
  43893. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43894. import { Scene } from "babylonjs/scene";
  43895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43896. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43897. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43898. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43899. /**
  43900. * Generic Controller
  43901. */
  43902. export class GenericController extends WebVRController {
  43903. /**
  43904. * Base Url for the controller model.
  43905. */
  43906. static readonly MODEL_BASE_URL: string;
  43907. /**
  43908. * File name for the controller model.
  43909. */
  43910. static readonly MODEL_FILENAME: string;
  43911. /**
  43912. * Creates a new GenericController from a gamepad
  43913. * @param vrGamepad the gamepad that the controller should be created from
  43914. */
  43915. constructor(vrGamepad: any);
  43916. /**
  43917. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43918. * @param scene scene in which to add meshes
  43919. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43920. */
  43921. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43922. /**
  43923. * Called once for each button that changed state since the last frame
  43924. * @param buttonIdx Which button index changed
  43925. * @param state New state of the button
  43926. * @param changes Which properties on the state changed since last frame
  43927. */
  43928. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43929. }
  43930. }
  43931. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43932. import { Observable } from "babylonjs/Misc/observable";
  43933. import { Scene } from "babylonjs/scene";
  43934. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43935. import { Ray } from "babylonjs/Culling/ray";
  43936. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43937. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43938. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43939. /**
  43940. * Defines the WindowsMotionController object that the state of the windows motion controller
  43941. */
  43942. export class WindowsMotionController extends WebVRController {
  43943. /**
  43944. * The base url used to load the left and right controller models
  43945. */
  43946. static MODEL_BASE_URL: string;
  43947. /**
  43948. * The name of the left controller model file
  43949. */
  43950. static MODEL_LEFT_FILENAME: string;
  43951. /**
  43952. * The name of the right controller model file
  43953. */
  43954. static MODEL_RIGHT_FILENAME: string;
  43955. /**
  43956. * The controller name prefix for this controller type
  43957. */
  43958. static readonly GAMEPAD_ID_PREFIX: string;
  43959. /**
  43960. * The controller id pattern for this controller type
  43961. */
  43962. private static readonly GAMEPAD_ID_PATTERN;
  43963. private _loadedMeshInfo;
  43964. private readonly _mapping;
  43965. /**
  43966. * Fired when the trackpad on this controller is clicked
  43967. */
  43968. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43969. /**
  43970. * Fired when the trackpad on this controller is modified
  43971. */
  43972. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43973. /**
  43974. * The current x and y values of this controller's trackpad
  43975. */
  43976. trackpad: StickValues;
  43977. /**
  43978. * Creates a new WindowsMotionController from a gamepad
  43979. * @param vrGamepad the gamepad that the controller should be created from
  43980. */
  43981. constructor(vrGamepad: any);
  43982. /**
  43983. * Fired when the trigger on this controller is modified
  43984. */
  43985. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43986. /**
  43987. * Fired when the menu button on this controller is modified
  43988. */
  43989. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43990. /**
  43991. * Fired when the grip button on this controller is modified
  43992. */
  43993. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43994. /**
  43995. * Fired when the thumbstick button on this controller is modified
  43996. */
  43997. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43998. /**
  43999. * Fired when the touchpad button on this controller is modified
  44000. */
  44001. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44002. /**
  44003. * Fired when the touchpad values on this controller are modified
  44004. */
  44005. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44006. private _updateTrackpad;
  44007. /**
  44008. * Called once per frame by the engine.
  44009. */
  44010. update(): void;
  44011. /**
  44012. * Called once for each button that changed state since the last frame
  44013. * @param buttonIdx Which button index changed
  44014. * @param state New state of the button
  44015. * @param changes Which properties on the state changed since last frame
  44016. */
  44017. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44018. /**
  44019. * Moves the buttons on the controller mesh based on their current state
  44020. * @param buttonName the name of the button to move
  44021. * @param buttonValue the value of the button which determines the buttons new position
  44022. */
  44023. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44024. /**
  44025. * Moves the axis on the controller mesh based on its current state
  44026. * @param axis the index of the axis
  44027. * @param axisValue the value of the axis which determines the meshes new position
  44028. * @hidden
  44029. */
  44030. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44031. /**
  44032. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44033. * @param scene scene in which to add meshes
  44034. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44035. */
  44036. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44037. /**
  44038. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44039. * can be transformed by button presses and axes values, based on this._mapping.
  44040. *
  44041. * @param scene scene in which the meshes exist
  44042. * @param meshes list of meshes that make up the controller model to process
  44043. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44044. */
  44045. private processModel;
  44046. private createMeshInfo;
  44047. /**
  44048. * Gets the ray of the controller in the direction the controller is pointing
  44049. * @param length the length the resulting ray should be
  44050. * @returns a ray in the direction the controller is pointing
  44051. */
  44052. getForwardRay(length?: number): Ray;
  44053. /**
  44054. * Disposes of the controller
  44055. */
  44056. dispose(): void;
  44057. }
  44058. }
  44059. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44060. import { Observable } from "babylonjs/Misc/observable";
  44061. import { Scene } from "babylonjs/scene";
  44062. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44063. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44064. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44065. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44066. /**
  44067. * Oculus Touch Controller
  44068. */
  44069. export class OculusTouchController extends WebVRController {
  44070. /**
  44071. * Base Url for the controller model.
  44072. */
  44073. static MODEL_BASE_URL: string;
  44074. /**
  44075. * File name for the left controller model.
  44076. */
  44077. static MODEL_LEFT_FILENAME: string;
  44078. /**
  44079. * File name for the right controller model.
  44080. */
  44081. static MODEL_RIGHT_FILENAME: string;
  44082. /**
  44083. * Base Url for the Quest controller model.
  44084. */
  44085. static QUEST_MODEL_BASE_URL: string;
  44086. /**
  44087. * @hidden
  44088. * If the controllers are running on a device that needs the updated Quest controller models
  44089. */
  44090. static _IsQuest: boolean;
  44091. /**
  44092. * Fired when the secondary trigger on this controller is modified
  44093. */
  44094. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44095. /**
  44096. * Fired when the thumb rest on this controller is modified
  44097. */
  44098. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44099. /**
  44100. * Creates a new OculusTouchController from a gamepad
  44101. * @param vrGamepad the gamepad that the controller should be created from
  44102. */
  44103. constructor(vrGamepad: any);
  44104. /**
  44105. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44106. * @param scene scene in which to add meshes
  44107. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44108. */
  44109. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44110. /**
  44111. * Fired when the A button on this controller is modified
  44112. */
  44113. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44114. /**
  44115. * Fired when the B button on this controller is modified
  44116. */
  44117. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44118. /**
  44119. * Fired when the X button on this controller is modified
  44120. */
  44121. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44122. /**
  44123. * Fired when the Y button on this controller is modified
  44124. */
  44125. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44126. /**
  44127. * Called once for each button that changed state since the last frame
  44128. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44129. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44130. * 2) secondary trigger (same)
  44131. * 3) A (right) X (left), touch, pressed = value
  44132. * 4) B / Y
  44133. * 5) thumb rest
  44134. * @param buttonIdx Which button index changed
  44135. * @param state New state of the button
  44136. * @param changes Which properties on the state changed since last frame
  44137. */
  44138. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44139. }
  44140. }
  44141. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44142. import { Scene } from "babylonjs/scene";
  44143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44144. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44145. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44146. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44147. import { Observable } from "babylonjs/Misc/observable";
  44148. /**
  44149. * Vive Controller
  44150. */
  44151. export class ViveController extends WebVRController {
  44152. /**
  44153. * Base Url for the controller model.
  44154. */
  44155. static MODEL_BASE_URL: string;
  44156. /**
  44157. * File name for the controller model.
  44158. */
  44159. static MODEL_FILENAME: string;
  44160. /**
  44161. * Creates a new ViveController from a gamepad
  44162. * @param vrGamepad the gamepad that the controller should be created from
  44163. */
  44164. constructor(vrGamepad: any);
  44165. /**
  44166. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44167. * @param scene scene in which to add meshes
  44168. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44169. */
  44170. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44171. /**
  44172. * Fired when the left button on this controller is modified
  44173. */
  44174. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44175. /**
  44176. * Fired when the right button on this controller is modified
  44177. */
  44178. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44179. /**
  44180. * Fired when the menu button on this controller is modified
  44181. */
  44182. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44183. /**
  44184. * Called once for each button that changed state since the last frame
  44185. * Vive mapping:
  44186. * 0: touchpad
  44187. * 1: trigger
  44188. * 2: left AND right buttons
  44189. * 3: menu button
  44190. * @param buttonIdx Which button index changed
  44191. * @param state New state of the button
  44192. * @param changes Which properties on the state changed since last frame
  44193. */
  44194. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44195. }
  44196. }
  44197. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44198. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44199. /**
  44200. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44201. */
  44202. export class WebXRControllerModelLoader {
  44203. /**
  44204. * Creates the WebXRControllerModelLoader
  44205. * @param input xr input that creates the controllers
  44206. */
  44207. constructor(input: WebXRInput);
  44208. }
  44209. }
  44210. declare module "babylonjs/Cameras/XR/index" {
  44211. export * from "babylonjs/Cameras/XR/webXRCamera";
  44212. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44213. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44214. export * from "babylonjs/Cameras/XR/webXRInput";
  44215. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44216. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44217. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44218. export * from "babylonjs/Cameras/XR/webXRController";
  44219. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44220. export * from "babylonjs/Cameras/XR/webXRTypes";
  44221. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44222. }
  44223. declare module "babylonjs/Cameras/RigModes/index" {
  44224. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44225. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44226. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44227. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44228. }
  44229. declare module "babylonjs/Cameras/index" {
  44230. export * from "babylonjs/Cameras/Inputs/index";
  44231. export * from "babylonjs/Cameras/cameraInputsManager";
  44232. export * from "babylonjs/Cameras/camera";
  44233. export * from "babylonjs/Cameras/targetCamera";
  44234. export * from "babylonjs/Cameras/freeCamera";
  44235. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44236. export * from "babylonjs/Cameras/touchCamera";
  44237. export * from "babylonjs/Cameras/arcRotateCamera";
  44238. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44239. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44240. export * from "babylonjs/Cameras/flyCamera";
  44241. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44242. export * from "babylonjs/Cameras/followCamera";
  44243. export * from "babylonjs/Cameras/followCameraInputsManager";
  44244. export * from "babylonjs/Cameras/gamepadCamera";
  44245. export * from "babylonjs/Cameras/Stereoscopic/index";
  44246. export * from "babylonjs/Cameras/universalCamera";
  44247. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44248. export * from "babylonjs/Cameras/VR/index";
  44249. export * from "babylonjs/Cameras/XR/index";
  44250. export * from "babylonjs/Cameras/RigModes/index";
  44251. }
  44252. declare module "babylonjs/Collisions/index" {
  44253. export * from "babylonjs/Collisions/collider";
  44254. export * from "babylonjs/Collisions/collisionCoordinator";
  44255. export * from "babylonjs/Collisions/pickingInfo";
  44256. export * from "babylonjs/Collisions/intersectionInfo";
  44257. export * from "babylonjs/Collisions/meshCollisionData";
  44258. }
  44259. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44260. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44261. import { Vector3 } from "babylonjs/Maths/math.vector";
  44262. import { Ray } from "babylonjs/Culling/ray";
  44263. import { Plane } from "babylonjs/Maths/math.plane";
  44264. /**
  44265. * Contains an array of blocks representing the octree
  44266. */
  44267. export interface IOctreeContainer<T> {
  44268. /**
  44269. * Blocks within the octree
  44270. */
  44271. blocks: Array<OctreeBlock<T>>;
  44272. }
  44273. /**
  44274. * Class used to store a cell in an octree
  44275. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44276. */
  44277. export class OctreeBlock<T> {
  44278. /**
  44279. * Gets the content of the current block
  44280. */
  44281. entries: T[];
  44282. /**
  44283. * Gets the list of block children
  44284. */
  44285. blocks: Array<OctreeBlock<T>>;
  44286. private _depth;
  44287. private _maxDepth;
  44288. private _capacity;
  44289. private _minPoint;
  44290. private _maxPoint;
  44291. private _boundingVectors;
  44292. private _creationFunc;
  44293. /**
  44294. * Creates a new block
  44295. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44296. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44297. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44298. * @param depth defines the current depth of this block in the octree
  44299. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44300. * @param creationFunc defines a callback to call when an element is added to the block
  44301. */
  44302. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44303. /**
  44304. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44305. */
  44306. readonly capacity: number;
  44307. /**
  44308. * Gets the minimum vector (in world space) of the block's bounding box
  44309. */
  44310. readonly minPoint: Vector3;
  44311. /**
  44312. * Gets the maximum vector (in world space) of the block's bounding box
  44313. */
  44314. readonly maxPoint: Vector3;
  44315. /**
  44316. * Add a new element to this block
  44317. * @param entry defines the element to add
  44318. */
  44319. addEntry(entry: T): void;
  44320. /**
  44321. * Remove an element from this block
  44322. * @param entry defines the element to remove
  44323. */
  44324. removeEntry(entry: T): void;
  44325. /**
  44326. * Add an array of elements to this block
  44327. * @param entries defines the array of elements to add
  44328. */
  44329. addEntries(entries: T[]): void;
  44330. /**
  44331. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44332. * @param frustumPlanes defines the frustum planes to test
  44333. * @param selection defines the array to store current content if selection is positive
  44334. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44335. */
  44336. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44337. /**
  44338. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44339. * @param sphereCenter defines the bounding sphere center
  44340. * @param sphereRadius defines the bounding sphere radius
  44341. * @param selection defines the array to store current content if selection is positive
  44342. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44343. */
  44344. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44345. /**
  44346. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44347. * @param ray defines the ray to test with
  44348. * @param selection defines the array to store current content if selection is positive
  44349. */
  44350. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44351. /**
  44352. * Subdivide the content into child blocks (this block will then be empty)
  44353. */
  44354. createInnerBlocks(): void;
  44355. /**
  44356. * @hidden
  44357. */
  44358. 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;
  44359. }
  44360. }
  44361. declare module "babylonjs/Culling/Octrees/octree" {
  44362. import { SmartArray } from "babylonjs/Misc/smartArray";
  44363. import { Vector3 } from "babylonjs/Maths/math.vector";
  44364. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44365. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44366. import { Ray } from "babylonjs/Culling/ray";
  44367. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44368. import { Plane } from "babylonjs/Maths/math.plane";
  44369. /**
  44370. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44371. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44372. */
  44373. export class Octree<T> {
  44374. /** 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.) */
  44375. maxDepth: number;
  44376. /**
  44377. * Blocks within the octree containing objects
  44378. */
  44379. blocks: Array<OctreeBlock<T>>;
  44380. /**
  44381. * Content stored in the octree
  44382. */
  44383. dynamicContent: T[];
  44384. private _maxBlockCapacity;
  44385. private _selectionContent;
  44386. private _creationFunc;
  44387. /**
  44388. * Creates a octree
  44389. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44390. * @param creationFunc function to be used to instatiate the octree
  44391. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44392. * @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.)
  44393. */
  44394. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44395. /** 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.) */
  44396. maxDepth?: number);
  44397. /**
  44398. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44399. * @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);
  44400. * @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);
  44401. * @param entries meshes to be added to the octree blocks
  44402. */
  44403. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44404. /**
  44405. * Adds a mesh to the octree
  44406. * @param entry Mesh to add to the octree
  44407. */
  44408. addMesh(entry: T): void;
  44409. /**
  44410. * Remove an element from the octree
  44411. * @param entry defines the element to remove
  44412. */
  44413. removeMesh(entry: T): void;
  44414. /**
  44415. * Selects an array of meshes within the frustum
  44416. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44417. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44418. * @returns array of meshes within the frustum
  44419. */
  44420. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44421. /**
  44422. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44423. * @param sphereCenter defines the bounding sphere center
  44424. * @param sphereRadius defines the bounding sphere radius
  44425. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44426. * @returns an array of objects that intersect the sphere
  44427. */
  44428. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44429. /**
  44430. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44431. * @param ray defines the ray to test with
  44432. * @returns array of intersected objects
  44433. */
  44434. intersectsRay(ray: Ray): SmartArray<T>;
  44435. /**
  44436. * Adds a mesh into the octree block if it intersects the block
  44437. */
  44438. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44439. /**
  44440. * Adds a submesh into the octree block if it intersects the block
  44441. */
  44442. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44443. }
  44444. }
  44445. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44446. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44447. import { Scene } from "babylonjs/scene";
  44448. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44449. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44450. import { Ray } from "babylonjs/Culling/ray";
  44451. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44452. import { Collider } from "babylonjs/Collisions/collider";
  44453. module "babylonjs/scene" {
  44454. interface Scene {
  44455. /**
  44456. * @hidden
  44457. * Backing Filed
  44458. */
  44459. _selectionOctree: Octree<AbstractMesh>;
  44460. /**
  44461. * Gets the octree used to boost mesh selection (picking)
  44462. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44463. */
  44464. selectionOctree: Octree<AbstractMesh>;
  44465. /**
  44466. * Creates or updates the octree used to boost selection (picking)
  44467. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44468. * @param maxCapacity defines the maximum capacity per leaf
  44469. * @param maxDepth defines the maximum depth of the octree
  44470. * @returns an octree of AbstractMesh
  44471. */
  44472. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44473. }
  44474. }
  44475. module "babylonjs/Meshes/abstractMesh" {
  44476. interface AbstractMesh {
  44477. /**
  44478. * @hidden
  44479. * Backing Field
  44480. */
  44481. _submeshesOctree: Octree<SubMesh>;
  44482. /**
  44483. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44484. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44485. * @param maxCapacity defines the maximum size of each block (64 by default)
  44486. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44487. * @returns the new octree
  44488. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44489. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44490. */
  44491. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44492. }
  44493. }
  44494. /**
  44495. * Defines the octree scene component responsible to manage any octrees
  44496. * in a given scene.
  44497. */
  44498. export class OctreeSceneComponent {
  44499. /**
  44500. * The component name help to identify the component in the list of scene components.
  44501. */
  44502. readonly name: string;
  44503. /**
  44504. * The scene the component belongs to.
  44505. */
  44506. scene: Scene;
  44507. /**
  44508. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44509. */
  44510. readonly checksIsEnabled: boolean;
  44511. /**
  44512. * Creates a new instance of the component for the given scene
  44513. * @param scene Defines the scene to register the component in
  44514. */
  44515. constructor(scene: Scene);
  44516. /**
  44517. * Registers the component in a given scene
  44518. */
  44519. register(): void;
  44520. /**
  44521. * Return the list of active meshes
  44522. * @returns the list of active meshes
  44523. */
  44524. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44525. /**
  44526. * Return the list of active sub meshes
  44527. * @param mesh The mesh to get the candidates sub meshes from
  44528. * @returns the list of active sub meshes
  44529. */
  44530. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44531. private _tempRay;
  44532. /**
  44533. * Return the list of sub meshes intersecting with a given local ray
  44534. * @param mesh defines the mesh to find the submesh for
  44535. * @param localRay defines the ray in local space
  44536. * @returns the list of intersecting sub meshes
  44537. */
  44538. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44539. /**
  44540. * Return the list of sub meshes colliding with a collider
  44541. * @param mesh defines the mesh to find the submesh for
  44542. * @param collider defines the collider to evaluate the collision against
  44543. * @returns the list of colliding sub meshes
  44544. */
  44545. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44546. /**
  44547. * Rebuilds the elements related to this component in case of
  44548. * context lost for instance.
  44549. */
  44550. rebuild(): void;
  44551. /**
  44552. * Disposes the component and the associated ressources.
  44553. */
  44554. dispose(): void;
  44555. }
  44556. }
  44557. declare module "babylonjs/Culling/Octrees/index" {
  44558. export * from "babylonjs/Culling/Octrees/octree";
  44559. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44560. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44561. }
  44562. declare module "babylonjs/Culling/index" {
  44563. export * from "babylonjs/Culling/boundingBox";
  44564. export * from "babylonjs/Culling/boundingInfo";
  44565. export * from "babylonjs/Culling/boundingSphere";
  44566. export * from "babylonjs/Culling/Octrees/index";
  44567. export * from "babylonjs/Culling/ray";
  44568. }
  44569. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44570. import { IDisposable, Scene } from "babylonjs/scene";
  44571. import { Nullable } from "babylonjs/types";
  44572. import { Observable } from "babylonjs/Misc/observable";
  44573. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44574. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44575. import { Camera } from "babylonjs/Cameras/camera";
  44576. /**
  44577. * Renders a layer on top of an existing scene
  44578. */
  44579. export class UtilityLayerRenderer implements IDisposable {
  44580. /** the original scene that will be rendered on top of */
  44581. originalScene: Scene;
  44582. private _pointerCaptures;
  44583. private _lastPointerEvents;
  44584. private static _DefaultUtilityLayer;
  44585. private static _DefaultKeepDepthUtilityLayer;
  44586. private _sharedGizmoLight;
  44587. private _renderCamera;
  44588. /**
  44589. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44590. * @returns the camera that is used when rendering the utility layer
  44591. */
  44592. getRenderCamera(): Nullable<Camera>;
  44593. /**
  44594. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44595. * @param cam the camera that should be used when rendering the utility layer
  44596. */
  44597. setRenderCamera(cam: Nullable<Camera>): void;
  44598. /**
  44599. * @hidden
  44600. * Light which used by gizmos to get light shading
  44601. */
  44602. _getSharedGizmoLight(): HemisphericLight;
  44603. /**
  44604. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44605. */
  44606. pickUtilitySceneFirst: boolean;
  44607. /**
  44608. * 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)
  44609. */
  44610. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44611. /**
  44612. * 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)
  44613. */
  44614. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44615. /**
  44616. * The scene that is rendered on top of the original scene
  44617. */
  44618. utilityLayerScene: Scene;
  44619. /**
  44620. * If the utility layer should automatically be rendered on top of existing scene
  44621. */
  44622. shouldRender: boolean;
  44623. /**
  44624. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44625. */
  44626. onlyCheckPointerDownEvents: boolean;
  44627. /**
  44628. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44629. */
  44630. processAllEvents: boolean;
  44631. /**
  44632. * Observable raised when the pointer move from the utility layer scene to the main scene
  44633. */
  44634. onPointerOutObservable: Observable<number>;
  44635. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44636. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44637. private _afterRenderObserver;
  44638. private _sceneDisposeObserver;
  44639. private _originalPointerObserver;
  44640. /**
  44641. * Instantiates a UtilityLayerRenderer
  44642. * @param originalScene the original scene that will be rendered on top of
  44643. * @param handleEvents boolean indicating if the utility layer should handle events
  44644. */
  44645. constructor(
  44646. /** the original scene that will be rendered on top of */
  44647. originalScene: Scene, handleEvents?: boolean);
  44648. private _notifyObservers;
  44649. /**
  44650. * Renders the utility layers scene on top of the original scene
  44651. */
  44652. render(): void;
  44653. /**
  44654. * Disposes of the renderer
  44655. */
  44656. dispose(): void;
  44657. private _updateCamera;
  44658. }
  44659. }
  44660. declare module "babylonjs/Gizmos/gizmo" {
  44661. import { Nullable } from "babylonjs/types";
  44662. import { IDisposable } from "babylonjs/scene";
  44663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44664. import { Mesh } from "babylonjs/Meshes/mesh";
  44665. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44666. /**
  44667. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44668. */
  44669. export class Gizmo implements IDisposable {
  44670. /** The utility layer the gizmo will be added to */
  44671. gizmoLayer: UtilityLayerRenderer;
  44672. /**
  44673. * The root mesh of the gizmo
  44674. */
  44675. _rootMesh: Mesh;
  44676. private _attachedMesh;
  44677. /**
  44678. * Ratio for the scale of the gizmo (Default: 1)
  44679. */
  44680. scaleRatio: number;
  44681. /**
  44682. * If a custom mesh has been set (Default: false)
  44683. */
  44684. protected _customMeshSet: boolean;
  44685. /**
  44686. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44687. * * When set, interactions will be enabled
  44688. */
  44689. attachedMesh: Nullable<AbstractMesh>;
  44690. /**
  44691. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44692. * @param mesh The mesh to replace the default mesh of the gizmo
  44693. */
  44694. setCustomMesh(mesh: Mesh): void;
  44695. /**
  44696. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44697. */
  44698. updateGizmoRotationToMatchAttachedMesh: boolean;
  44699. /**
  44700. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44701. */
  44702. updateGizmoPositionToMatchAttachedMesh: boolean;
  44703. /**
  44704. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44705. */
  44706. updateScale: boolean;
  44707. protected _interactionsEnabled: boolean;
  44708. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44709. private _beforeRenderObserver;
  44710. private _tempVector;
  44711. /**
  44712. * Creates a gizmo
  44713. * @param gizmoLayer The utility layer the gizmo will be added to
  44714. */
  44715. constructor(
  44716. /** The utility layer the gizmo will be added to */
  44717. gizmoLayer?: UtilityLayerRenderer);
  44718. /**
  44719. * Updates the gizmo to match the attached mesh's position/rotation
  44720. */
  44721. protected _update(): void;
  44722. /**
  44723. * Disposes of the gizmo
  44724. */
  44725. dispose(): void;
  44726. }
  44727. }
  44728. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44729. import { Observable } from "babylonjs/Misc/observable";
  44730. import { Nullable } from "babylonjs/types";
  44731. import { Vector3 } from "babylonjs/Maths/math.vector";
  44732. import { Color3 } from "babylonjs/Maths/math.color";
  44733. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44734. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44735. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44736. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44737. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44738. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44739. import { Scene } from "babylonjs/scene";
  44740. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44741. /**
  44742. * Single plane drag gizmo
  44743. */
  44744. export class PlaneDragGizmo extends Gizmo {
  44745. /**
  44746. * Drag behavior responsible for the gizmos dragging interactions
  44747. */
  44748. dragBehavior: PointerDragBehavior;
  44749. private _pointerObserver;
  44750. /**
  44751. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44752. */
  44753. snapDistance: number;
  44754. /**
  44755. * Event that fires each time the gizmo snaps to a new location.
  44756. * * snapDistance is the the change in distance
  44757. */
  44758. onSnapObservable: Observable<{
  44759. snapDistance: number;
  44760. }>;
  44761. private _plane;
  44762. private _coloredMaterial;
  44763. private _hoverMaterial;
  44764. private _isEnabled;
  44765. private _parent;
  44766. /** @hidden */
  44767. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44768. /** @hidden */
  44769. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44770. /**
  44771. * Creates a PlaneDragGizmo
  44772. * @param gizmoLayer The utility layer the gizmo will be added to
  44773. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44774. * @param color The color of the gizmo
  44775. */
  44776. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44777. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44778. /**
  44779. * If the gizmo is enabled
  44780. */
  44781. isEnabled: boolean;
  44782. /**
  44783. * Disposes of the gizmo
  44784. */
  44785. dispose(): void;
  44786. }
  44787. }
  44788. declare module "babylonjs/Gizmos/positionGizmo" {
  44789. import { Observable } from "babylonjs/Misc/observable";
  44790. import { Nullable } from "babylonjs/types";
  44791. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44792. import { Mesh } from "babylonjs/Meshes/mesh";
  44793. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44794. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44795. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44796. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44797. /**
  44798. * Gizmo that enables dragging a mesh along 3 axis
  44799. */
  44800. export class PositionGizmo extends Gizmo {
  44801. /**
  44802. * Internal gizmo used for interactions on the x axis
  44803. */
  44804. xGizmo: AxisDragGizmo;
  44805. /**
  44806. * Internal gizmo used for interactions on the y axis
  44807. */
  44808. yGizmo: AxisDragGizmo;
  44809. /**
  44810. * Internal gizmo used for interactions on the z axis
  44811. */
  44812. zGizmo: AxisDragGizmo;
  44813. /**
  44814. * Internal gizmo used for interactions on the yz plane
  44815. */
  44816. xPlaneGizmo: PlaneDragGizmo;
  44817. /**
  44818. * Internal gizmo used for interactions on the xz plane
  44819. */
  44820. yPlaneGizmo: PlaneDragGizmo;
  44821. /**
  44822. * Internal gizmo used for interactions on the xy plane
  44823. */
  44824. zPlaneGizmo: PlaneDragGizmo;
  44825. /**
  44826. * private variables
  44827. */
  44828. private _meshAttached;
  44829. private _updateGizmoRotationToMatchAttachedMesh;
  44830. private _snapDistance;
  44831. private _scaleRatio;
  44832. /** Fires an event when any of it's sub gizmos are dragged */
  44833. onDragStartObservable: Observable<unknown>;
  44834. /** Fires an event when any of it's sub gizmos are released from dragging */
  44835. onDragEndObservable: Observable<unknown>;
  44836. /**
  44837. * If set to true, planar drag is enabled
  44838. */
  44839. private _planarGizmoEnabled;
  44840. attachedMesh: Nullable<AbstractMesh>;
  44841. /**
  44842. * Creates a PositionGizmo
  44843. * @param gizmoLayer The utility layer the gizmo will be added to
  44844. */
  44845. constructor(gizmoLayer?: UtilityLayerRenderer);
  44846. /**
  44847. * If the planar drag gizmo is enabled
  44848. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44849. */
  44850. planarGizmoEnabled: boolean;
  44851. updateGizmoRotationToMatchAttachedMesh: boolean;
  44852. /**
  44853. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44854. */
  44855. snapDistance: number;
  44856. /**
  44857. * Ratio for the scale of the gizmo (Default: 1)
  44858. */
  44859. scaleRatio: number;
  44860. /**
  44861. * Disposes of the gizmo
  44862. */
  44863. dispose(): void;
  44864. /**
  44865. * CustomMeshes are not supported by this gizmo
  44866. * @param mesh The mesh to replace the default mesh of the gizmo
  44867. */
  44868. setCustomMesh(mesh: Mesh): void;
  44869. }
  44870. }
  44871. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44872. import { Observable } from "babylonjs/Misc/observable";
  44873. import { Nullable } from "babylonjs/types";
  44874. import { Vector3 } from "babylonjs/Maths/math.vector";
  44875. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44877. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44878. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44879. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44880. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44881. import { Scene } from "babylonjs/scene";
  44882. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44883. import { Color3 } from "babylonjs/Maths/math.color";
  44884. /**
  44885. * Single axis drag gizmo
  44886. */
  44887. export class AxisDragGizmo extends Gizmo {
  44888. /**
  44889. * Drag behavior responsible for the gizmos dragging interactions
  44890. */
  44891. dragBehavior: PointerDragBehavior;
  44892. private _pointerObserver;
  44893. /**
  44894. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44895. */
  44896. snapDistance: number;
  44897. /**
  44898. * Event that fires each time the gizmo snaps to a new location.
  44899. * * snapDistance is the the change in distance
  44900. */
  44901. onSnapObservable: Observable<{
  44902. snapDistance: number;
  44903. }>;
  44904. private _isEnabled;
  44905. private _parent;
  44906. private _arrow;
  44907. private _coloredMaterial;
  44908. private _hoverMaterial;
  44909. /** @hidden */
  44910. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44911. /** @hidden */
  44912. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44913. /**
  44914. * Creates an AxisDragGizmo
  44915. * @param gizmoLayer The utility layer the gizmo will be added to
  44916. * @param dragAxis The axis which the gizmo will be able to drag on
  44917. * @param color The color of the gizmo
  44918. */
  44919. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44920. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44921. /**
  44922. * If the gizmo is enabled
  44923. */
  44924. isEnabled: boolean;
  44925. /**
  44926. * Disposes of the gizmo
  44927. */
  44928. dispose(): void;
  44929. }
  44930. }
  44931. declare module "babylonjs/Debug/axesViewer" {
  44932. import { Vector3 } from "babylonjs/Maths/math.vector";
  44933. import { Nullable } from "babylonjs/types";
  44934. import { Scene } from "babylonjs/scene";
  44935. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44936. /**
  44937. * The Axes viewer will show 3 axes in a specific point in space
  44938. */
  44939. export class AxesViewer {
  44940. private _xAxis;
  44941. private _yAxis;
  44942. private _zAxis;
  44943. private _scaleLinesFactor;
  44944. private _instanced;
  44945. /**
  44946. * Gets the hosting scene
  44947. */
  44948. scene: Scene;
  44949. /**
  44950. * Gets or sets a number used to scale line length
  44951. */
  44952. scaleLines: number;
  44953. /** Gets the node hierarchy used to render x-axis */
  44954. readonly xAxis: TransformNode;
  44955. /** Gets the node hierarchy used to render y-axis */
  44956. readonly yAxis: TransformNode;
  44957. /** Gets the node hierarchy used to render z-axis */
  44958. readonly zAxis: TransformNode;
  44959. /**
  44960. * Creates a new AxesViewer
  44961. * @param scene defines the hosting scene
  44962. * @param scaleLines defines a number used to scale line length (1 by default)
  44963. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44964. * @param xAxis defines the node hierarchy used to render the x-axis
  44965. * @param yAxis defines the node hierarchy used to render the y-axis
  44966. * @param zAxis defines the node hierarchy used to render the z-axis
  44967. */
  44968. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44969. /**
  44970. * Force the viewer to update
  44971. * @param position defines the position of the viewer
  44972. * @param xaxis defines the x axis of the viewer
  44973. * @param yaxis defines the y axis of the viewer
  44974. * @param zaxis defines the z axis of the viewer
  44975. */
  44976. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44977. /**
  44978. * Creates an instance of this axes viewer.
  44979. * @returns a new axes viewer with instanced meshes
  44980. */
  44981. createInstance(): AxesViewer;
  44982. /** Releases resources */
  44983. dispose(): void;
  44984. private static _SetRenderingGroupId;
  44985. }
  44986. }
  44987. declare module "babylonjs/Debug/boneAxesViewer" {
  44988. import { Nullable } from "babylonjs/types";
  44989. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44990. import { Vector3 } from "babylonjs/Maths/math.vector";
  44991. import { Mesh } from "babylonjs/Meshes/mesh";
  44992. import { Bone } from "babylonjs/Bones/bone";
  44993. import { Scene } from "babylonjs/scene";
  44994. /**
  44995. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44996. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44997. */
  44998. export class BoneAxesViewer extends AxesViewer {
  44999. /**
  45000. * Gets or sets the target mesh where to display the axes viewer
  45001. */
  45002. mesh: Nullable<Mesh>;
  45003. /**
  45004. * Gets or sets the target bone where to display the axes viewer
  45005. */
  45006. bone: Nullable<Bone>;
  45007. /** Gets current position */
  45008. pos: Vector3;
  45009. /** Gets direction of X axis */
  45010. xaxis: Vector3;
  45011. /** Gets direction of Y axis */
  45012. yaxis: Vector3;
  45013. /** Gets direction of Z axis */
  45014. zaxis: Vector3;
  45015. /**
  45016. * Creates a new BoneAxesViewer
  45017. * @param scene defines the hosting scene
  45018. * @param bone defines the target bone
  45019. * @param mesh defines the target mesh
  45020. * @param scaleLines defines a scaling factor for line length (1 by default)
  45021. */
  45022. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45023. /**
  45024. * Force the viewer to update
  45025. */
  45026. update(): void;
  45027. /** Releases resources */
  45028. dispose(): void;
  45029. }
  45030. }
  45031. declare module "babylonjs/Debug/debugLayer" {
  45032. import { Scene } from "babylonjs/scene";
  45033. /**
  45034. * Interface used to define scene explorer extensibility option
  45035. */
  45036. export interface IExplorerExtensibilityOption {
  45037. /**
  45038. * Define the option label
  45039. */
  45040. label: string;
  45041. /**
  45042. * Defines the action to execute on click
  45043. */
  45044. action: (entity: any) => void;
  45045. }
  45046. /**
  45047. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45048. */
  45049. export interface IExplorerExtensibilityGroup {
  45050. /**
  45051. * Defines a predicate to test if a given type mut be extended
  45052. */
  45053. predicate: (entity: any) => boolean;
  45054. /**
  45055. * Gets the list of options added to a type
  45056. */
  45057. entries: IExplorerExtensibilityOption[];
  45058. }
  45059. /**
  45060. * Interface used to define the options to use to create the Inspector
  45061. */
  45062. export interface IInspectorOptions {
  45063. /**
  45064. * Display in overlay mode (default: false)
  45065. */
  45066. overlay?: boolean;
  45067. /**
  45068. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45069. */
  45070. globalRoot?: HTMLElement;
  45071. /**
  45072. * Display the Scene explorer
  45073. */
  45074. showExplorer?: boolean;
  45075. /**
  45076. * Display the property inspector
  45077. */
  45078. showInspector?: boolean;
  45079. /**
  45080. * Display in embed mode (both panes on the right)
  45081. */
  45082. embedMode?: boolean;
  45083. /**
  45084. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45085. */
  45086. handleResize?: boolean;
  45087. /**
  45088. * Allow the panes to popup (default: true)
  45089. */
  45090. enablePopup?: boolean;
  45091. /**
  45092. * Allow the panes to be closed by users (default: true)
  45093. */
  45094. enableClose?: boolean;
  45095. /**
  45096. * Optional list of extensibility entries
  45097. */
  45098. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45099. /**
  45100. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45101. */
  45102. inspectorURL?: string;
  45103. }
  45104. module "babylonjs/scene" {
  45105. interface Scene {
  45106. /**
  45107. * @hidden
  45108. * Backing field
  45109. */
  45110. _debugLayer: DebugLayer;
  45111. /**
  45112. * Gets the debug layer (aka Inspector) associated with the scene
  45113. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45114. */
  45115. debugLayer: DebugLayer;
  45116. }
  45117. }
  45118. /**
  45119. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45120. * what is happening in your scene
  45121. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45122. */
  45123. export class DebugLayer {
  45124. /**
  45125. * Define the url to get the inspector script from.
  45126. * By default it uses the babylonjs CDN.
  45127. * @ignoreNaming
  45128. */
  45129. static InspectorURL: string;
  45130. private _scene;
  45131. private BJSINSPECTOR;
  45132. private _onPropertyChangedObservable?;
  45133. /**
  45134. * Observable triggered when a property is changed through the inspector.
  45135. */
  45136. readonly onPropertyChangedObservable: any;
  45137. /**
  45138. * Instantiates a new debug layer.
  45139. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45140. * what is happening in your scene
  45141. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45142. * @param scene Defines the scene to inspect
  45143. */
  45144. constructor(scene: Scene);
  45145. /** Creates the inspector window. */
  45146. private _createInspector;
  45147. /**
  45148. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45149. * @param entity defines the entity to select
  45150. * @param lineContainerTitle defines the specific block to highlight
  45151. */
  45152. select(entity: any, lineContainerTitle?: string): void;
  45153. /** Get the inspector from bundle or global */
  45154. private _getGlobalInspector;
  45155. /**
  45156. * Get if the inspector is visible or not.
  45157. * @returns true if visible otherwise, false
  45158. */
  45159. isVisible(): boolean;
  45160. /**
  45161. * Hide the inspector and close its window.
  45162. */
  45163. hide(): void;
  45164. /**
  45165. * Launch the debugLayer.
  45166. * @param config Define the configuration of the inspector
  45167. * @return a promise fulfilled when the debug layer is visible
  45168. */
  45169. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45170. }
  45171. }
  45172. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45173. import { Nullable } from "babylonjs/types";
  45174. import { Scene } from "babylonjs/scene";
  45175. import { Vector4 } from "babylonjs/Maths/math.vector";
  45176. import { Color4 } from "babylonjs/Maths/math.color";
  45177. import { Mesh } from "babylonjs/Meshes/mesh";
  45178. /**
  45179. * Class containing static functions to help procedurally build meshes
  45180. */
  45181. export class BoxBuilder {
  45182. /**
  45183. * Creates a box mesh
  45184. * * The parameter `size` sets the size (float) of each box side (default 1)
  45185. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45186. * * 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)
  45187. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45188. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45189. * * If you create a double-sided mesh, you can choose what parts of 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
  45190. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45191. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45192. * @param name defines the name of the mesh
  45193. * @param options defines the options used to create the mesh
  45194. * @param scene defines the hosting scene
  45195. * @returns the box mesh
  45196. */
  45197. static CreateBox(name: string, options: {
  45198. size?: number;
  45199. width?: number;
  45200. height?: number;
  45201. depth?: number;
  45202. faceUV?: Vector4[];
  45203. faceColors?: Color4[];
  45204. sideOrientation?: number;
  45205. frontUVs?: Vector4;
  45206. backUVs?: Vector4;
  45207. wrap?: boolean;
  45208. topBaseAt?: number;
  45209. bottomBaseAt?: number;
  45210. updatable?: boolean;
  45211. }, scene?: Nullable<Scene>): Mesh;
  45212. }
  45213. }
  45214. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45215. import { Vector4 } from "babylonjs/Maths/math.vector";
  45216. import { Mesh } from "babylonjs/Meshes/mesh";
  45217. import { Scene } from "babylonjs/scene";
  45218. import { Nullable } from "babylonjs/types";
  45219. /**
  45220. * Class containing static functions to help procedurally build meshes
  45221. */
  45222. export class SphereBuilder {
  45223. /**
  45224. * Creates a sphere mesh
  45225. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45226. * * 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`)
  45227. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45228. * * 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
  45229. * * 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)
  45230. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45231. * * If you create a double-sided mesh, you can choose what parts of 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
  45232. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45233. * @param name defines the name of the mesh
  45234. * @param options defines the options used to create the mesh
  45235. * @param scene defines the hosting scene
  45236. * @returns the sphere mesh
  45237. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45238. */
  45239. static CreateSphere(name: string, options: {
  45240. segments?: number;
  45241. diameter?: number;
  45242. diameterX?: number;
  45243. diameterY?: number;
  45244. diameterZ?: number;
  45245. arc?: number;
  45246. slice?: number;
  45247. sideOrientation?: number;
  45248. frontUVs?: Vector4;
  45249. backUVs?: Vector4;
  45250. updatable?: boolean;
  45251. }, scene?: Nullable<Scene>): Mesh;
  45252. }
  45253. }
  45254. declare module "babylonjs/Debug/physicsViewer" {
  45255. import { Nullable } from "babylonjs/types";
  45256. import { Scene } from "babylonjs/scene";
  45257. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45258. import { Mesh } from "babylonjs/Meshes/mesh";
  45259. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45260. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45261. /**
  45262. * Used to show the physics impostor around the specific mesh
  45263. */
  45264. export class PhysicsViewer {
  45265. /** @hidden */
  45266. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45267. /** @hidden */
  45268. protected _meshes: Array<Nullable<AbstractMesh>>;
  45269. /** @hidden */
  45270. protected _scene: Nullable<Scene>;
  45271. /** @hidden */
  45272. protected _numMeshes: number;
  45273. /** @hidden */
  45274. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45275. private _renderFunction;
  45276. private _utilityLayer;
  45277. private _debugBoxMesh;
  45278. private _debugSphereMesh;
  45279. private _debugCylinderMesh;
  45280. private _debugMaterial;
  45281. private _debugMeshMeshes;
  45282. /**
  45283. * Creates a new PhysicsViewer
  45284. * @param scene defines the hosting scene
  45285. */
  45286. constructor(scene: Scene);
  45287. /** @hidden */
  45288. protected _updateDebugMeshes(): void;
  45289. /**
  45290. * Renders a specified physic impostor
  45291. * @param impostor defines the impostor to render
  45292. * @param targetMesh defines the mesh represented by the impostor
  45293. * @returns the new debug mesh used to render the impostor
  45294. */
  45295. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45296. /**
  45297. * Hides a specified physic impostor
  45298. * @param impostor defines the impostor to hide
  45299. */
  45300. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45301. private _getDebugMaterial;
  45302. private _getDebugBoxMesh;
  45303. private _getDebugSphereMesh;
  45304. private _getDebugCylinderMesh;
  45305. private _getDebugMeshMesh;
  45306. private _getDebugMesh;
  45307. /** Releases all resources */
  45308. dispose(): void;
  45309. }
  45310. }
  45311. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45312. import { Vector3 } from "babylonjs/Maths/math.vector";
  45313. import { Color4 } from "babylonjs/Maths/math.color";
  45314. import { Nullable } from "babylonjs/types";
  45315. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45316. import { Scene } from "babylonjs/scene";
  45317. /**
  45318. * Class containing static functions to help procedurally build meshes
  45319. */
  45320. export class LinesBuilder {
  45321. /**
  45322. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45323. * * 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
  45324. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45325. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45326. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45327. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45328. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45329. * * 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
  45330. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45331. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45332. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45333. * @param name defines the name of the new line system
  45334. * @param options defines the options used to create the line system
  45335. * @param scene defines the hosting scene
  45336. * @returns a new line system mesh
  45337. */
  45338. static CreateLineSystem(name: string, options: {
  45339. lines: Vector3[][];
  45340. updatable?: boolean;
  45341. instance?: Nullable<LinesMesh>;
  45342. colors?: Nullable<Color4[][]>;
  45343. useVertexAlpha?: boolean;
  45344. }, scene: Nullable<Scene>): LinesMesh;
  45345. /**
  45346. * Creates a line mesh
  45347. * 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
  45348. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45349. * * The parameter `points` is an array successive Vector3
  45350. * * 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
  45351. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45352. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45353. * * When updating an instance, remember that only point positions can change, not the number of points
  45354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45355. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45356. * @param name defines the name of the new line system
  45357. * @param options defines the options used to create the line system
  45358. * @param scene defines the hosting scene
  45359. * @returns a new line mesh
  45360. */
  45361. static CreateLines(name: string, options: {
  45362. points: Vector3[];
  45363. updatable?: boolean;
  45364. instance?: Nullable<LinesMesh>;
  45365. colors?: Color4[];
  45366. useVertexAlpha?: boolean;
  45367. }, scene?: Nullable<Scene>): LinesMesh;
  45368. /**
  45369. * Creates a dashed line mesh
  45370. * * 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
  45371. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45372. * * The parameter `points` is an array successive Vector3
  45373. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45374. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45375. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45376. * * 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
  45377. * * When updating an instance, remember that only point positions can change, not the number of points
  45378. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45379. * @param name defines the name of the mesh
  45380. * @param options defines the options used to create the mesh
  45381. * @param scene defines the hosting scene
  45382. * @returns the dashed line mesh
  45383. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45384. */
  45385. static CreateDashedLines(name: string, options: {
  45386. points: Vector3[];
  45387. dashSize?: number;
  45388. gapSize?: number;
  45389. dashNb?: number;
  45390. updatable?: boolean;
  45391. instance?: LinesMesh;
  45392. }, scene?: Nullable<Scene>): LinesMesh;
  45393. }
  45394. }
  45395. declare module "babylonjs/Debug/rayHelper" {
  45396. import { Nullable } from "babylonjs/types";
  45397. import { Ray } from "babylonjs/Culling/ray";
  45398. import { Vector3 } from "babylonjs/Maths/math.vector";
  45399. import { Color3 } from "babylonjs/Maths/math.color";
  45400. import { Scene } from "babylonjs/scene";
  45401. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45402. import "babylonjs/Meshes/Builders/linesBuilder";
  45403. /**
  45404. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45405. * in order to better appreciate the issue one might have.
  45406. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45407. */
  45408. export class RayHelper {
  45409. /**
  45410. * Defines the ray we are currently tryin to visualize.
  45411. */
  45412. ray: Nullable<Ray>;
  45413. private _renderPoints;
  45414. private _renderLine;
  45415. private _renderFunction;
  45416. private _scene;
  45417. private _updateToMeshFunction;
  45418. private _attachedToMesh;
  45419. private _meshSpaceDirection;
  45420. private _meshSpaceOrigin;
  45421. /**
  45422. * Helper function to create a colored helper in a scene in one line.
  45423. * @param ray Defines the ray we are currently tryin to visualize
  45424. * @param scene Defines the scene the ray is used in
  45425. * @param color Defines the color we want to see the ray in
  45426. * @returns The newly created ray helper.
  45427. */
  45428. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45429. /**
  45430. * Instantiate a new ray helper.
  45431. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45432. * in order to better appreciate the issue one might have.
  45433. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45434. * @param ray Defines the ray we are currently tryin to visualize
  45435. */
  45436. constructor(ray: Ray);
  45437. /**
  45438. * Shows the ray we are willing to debug.
  45439. * @param scene Defines the scene the ray needs to be rendered in
  45440. * @param color Defines the color the ray needs to be rendered in
  45441. */
  45442. show(scene: Scene, color?: Color3): void;
  45443. /**
  45444. * Hides the ray we are debugging.
  45445. */
  45446. hide(): void;
  45447. private _render;
  45448. /**
  45449. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45450. * @param mesh Defines the mesh we want the helper attached to
  45451. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45452. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45453. * @param length Defines the length of the ray
  45454. */
  45455. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45456. /**
  45457. * Detach the ray helper from the mesh it has previously been attached to.
  45458. */
  45459. detachFromMesh(): void;
  45460. private _updateToMesh;
  45461. /**
  45462. * Dispose the helper and release its associated resources.
  45463. */
  45464. dispose(): void;
  45465. }
  45466. }
  45467. declare module "babylonjs/Debug/skeletonViewer" {
  45468. import { Color3 } from "babylonjs/Maths/math.color";
  45469. import { Scene } from "babylonjs/scene";
  45470. import { Nullable } from "babylonjs/types";
  45471. import { Skeleton } from "babylonjs/Bones/skeleton";
  45472. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45473. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45474. /**
  45475. * Class used to render a debug view of a given skeleton
  45476. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45477. */
  45478. export class SkeletonViewer {
  45479. /** defines the skeleton to render */
  45480. skeleton: Skeleton;
  45481. /** defines the mesh attached to the skeleton */
  45482. mesh: AbstractMesh;
  45483. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45484. autoUpdateBonesMatrices: boolean;
  45485. /** defines the rendering group id to use with the viewer */
  45486. renderingGroupId: number;
  45487. /** Gets or sets the color used to render the skeleton */
  45488. color: Color3;
  45489. private _scene;
  45490. private _debugLines;
  45491. private _debugMesh;
  45492. private _isEnabled;
  45493. private _renderFunction;
  45494. private _utilityLayer;
  45495. /**
  45496. * Returns the mesh used to render the bones
  45497. */
  45498. readonly debugMesh: Nullable<LinesMesh>;
  45499. /**
  45500. * Creates a new SkeletonViewer
  45501. * @param skeleton defines the skeleton to render
  45502. * @param mesh defines the mesh attached to the skeleton
  45503. * @param scene defines the hosting scene
  45504. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45505. * @param renderingGroupId defines the rendering group id to use with the viewer
  45506. */
  45507. constructor(
  45508. /** defines the skeleton to render */
  45509. skeleton: Skeleton,
  45510. /** defines the mesh attached to the skeleton */
  45511. mesh: AbstractMesh, scene: Scene,
  45512. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45513. autoUpdateBonesMatrices?: boolean,
  45514. /** defines the rendering group id to use with the viewer */
  45515. renderingGroupId?: number);
  45516. /** Gets or sets a boolean indicating if the viewer is enabled */
  45517. isEnabled: boolean;
  45518. private _getBonePosition;
  45519. private _getLinesForBonesWithLength;
  45520. private _getLinesForBonesNoLength;
  45521. /** Update the viewer to sync with current skeleton state */
  45522. update(): void;
  45523. /** Release associated resources */
  45524. dispose(): void;
  45525. }
  45526. }
  45527. declare module "babylonjs/Debug/index" {
  45528. export * from "babylonjs/Debug/axesViewer";
  45529. export * from "babylonjs/Debug/boneAxesViewer";
  45530. export * from "babylonjs/Debug/debugLayer";
  45531. export * from "babylonjs/Debug/physicsViewer";
  45532. export * from "babylonjs/Debug/rayHelper";
  45533. export * from "babylonjs/Debug/skeletonViewer";
  45534. }
  45535. declare module "babylonjs/Engines/nullEngine" {
  45536. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45537. import { Scene } from "babylonjs/scene";
  45538. import { Engine } from "babylonjs/Engines/engine";
  45539. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45540. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45541. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45542. import { Effect } from "babylonjs/Materials/effect";
  45543. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45544. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45545. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45546. /**
  45547. * Options to create the null engine
  45548. */
  45549. export class NullEngineOptions {
  45550. /**
  45551. * Render width (Default: 512)
  45552. */
  45553. renderWidth: number;
  45554. /**
  45555. * Render height (Default: 256)
  45556. */
  45557. renderHeight: number;
  45558. /**
  45559. * Texture size (Default: 512)
  45560. */
  45561. textureSize: number;
  45562. /**
  45563. * If delta time between frames should be constant
  45564. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45565. */
  45566. deterministicLockstep: boolean;
  45567. /**
  45568. * Maximum about of steps between frames (Default: 4)
  45569. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45570. */
  45571. lockstepMaxSteps: number;
  45572. }
  45573. /**
  45574. * The null engine class provides support for headless version of babylon.js.
  45575. * This can be used in server side scenario or for testing purposes
  45576. */
  45577. export class NullEngine extends Engine {
  45578. private _options;
  45579. /**
  45580. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45581. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45582. * @returns true if engine is in deterministic lock step mode
  45583. */
  45584. isDeterministicLockStep(): boolean;
  45585. /**
  45586. * Gets the max steps when engine is running in deterministic lock step
  45587. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45588. * @returns the max steps
  45589. */
  45590. getLockstepMaxSteps(): number;
  45591. /**
  45592. * Gets the current hardware scaling level.
  45593. * By default the hardware scaling level is computed from the window device ratio.
  45594. * 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.
  45595. * @returns a number indicating the current hardware scaling level
  45596. */
  45597. getHardwareScalingLevel(): number;
  45598. constructor(options?: NullEngineOptions);
  45599. /**
  45600. * Creates a vertex buffer
  45601. * @param vertices the data for the vertex buffer
  45602. * @returns the new WebGL static buffer
  45603. */
  45604. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45605. /**
  45606. * Creates a new index buffer
  45607. * @param indices defines the content of the index buffer
  45608. * @param updatable defines if the index buffer must be updatable
  45609. * @returns a new webGL buffer
  45610. */
  45611. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45612. /**
  45613. * Clear the current render buffer or the current render target (if any is set up)
  45614. * @param color defines the color to use
  45615. * @param backBuffer defines if the back buffer must be cleared
  45616. * @param depth defines if the depth buffer must be cleared
  45617. * @param stencil defines if the stencil buffer must be cleared
  45618. */
  45619. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45620. /**
  45621. * Gets the current render width
  45622. * @param useScreen defines if screen size must be used (or the current render target if any)
  45623. * @returns a number defining the current render width
  45624. */
  45625. getRenderWidth(useScreen?: boolean): number;
  45626. /**
  45627. * Gets the current render height
  45628. * @param useScreen defines if screen size must be used (or the current render target if any)
  45629. * @returns a number defining the current render height
  45630. */
  45631. getRenderHeight(useScreen?: boolean): number;
  45632. /**
  45633. * Set the WebGL's viewport
  45634. * @param viewport defines the viewport element to be used
  45635. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45636. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45637. */
  45638. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45639. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45640. /**
  45641. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45642. * @param pipelineContext defines the pipeline context to use
  45643. * @param uniformsNames defines the list of uniform names
  45644. * @returns an array of webGL uniform locations
  45645. */
  45646. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45647. /**
  45648. * Gets the lsit of active attributes for a given webGL program
  45649. * @param pipelineContext defines the pipeline context to use
  45650. * @param attributesNames defines the list of attribute names to get
  45651. * @returns an array of indices indicating the offset of each attribute
  45652. */
  45653. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45654. /**
  45655. * Binds an effect to the webGL context
  45656. * @param effect defines the effect to bind
  45657. */
  45658. bindSamplers(effect: Effect): void;
  45659. /**
  45660. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45661. * @param effect defines the effect to activate
  45662. */
  45663. enableEffect(effect: Effect): void;
  45664. /**
  45665. * Set various states to the webGL context
  45666. * @param culling defines backface culling state
  45667. * @param zOffset defines the value to apply to zOffset (0 by default)
  45668. * @param force defines if states must be applied even if cache is up to date
  45669. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45670. */
  45671. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45672. /**
  45673. * Set the value of an uniform to an array of int32
  45674. * @param uniform defines the webGL uniform location where to store the value
  45675. * @param array defines the array of int32 to store
  45676. */
  45677. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45678. /**
  45679. * Set the value of an uniform to an array of int32 (stored as vec2)
  45680. * @param uniform defines the webGL uniform location where to store the value
  45681. * @param array defines the array of int32 to store
  45682. */
  45683. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45684. /**
  45685. * Set the value of an uniform to an array of int32 (stored as vec3)
  45686. * @param uniform defines the webGL uniform location where to store the value
  45687. * @param array defines the array of int32 to store
  45688. */
  45689. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45690. /**
  45691. * Set the value of an uniform to an array of int32 (stored as vec4)
  45692. * @param uniform defines the webGL uniform location where to store the value
  45693. * @param array defines the array of int32 to store
  45694. */
  45695. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45696. /**
  45697. * Set the value of an uniform to an array of float32
  45698. * @param uniform defines the webGL uniform location where to store the value
  45699. * @param array defines the array of float32 to store
  45700. */
  45701. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45702. /**
  45703. * Set the value of an uniform to an array of float32 (stored as vec2)
  45704. * @param uniform defines the webGL uniform location where to store the value
  45705. * @param array defines the array of float32 to store
  45706. */
  45707. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45708. /**
  45709. * Set the value of an uniform to an array of float32 (stored as vec3)
  45710. * @param uniform defines the webGL uniform location where to store the value
  45711. * @param array defines the array of float32 to store
  45712. */
  45713. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45714. /**
  45715. * Set the value of an uniform to an array of float32 (stored as vec4)
  45716. * @param uniform defines the webGL uniform location where to store the value
  45717. * @param array defines the array of float32 to store
  45718. */
  45719. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45720. /**
  45721. * Set the value of an uniform to an array of number
  45722. * @param uniform defines the webGL uniform location where to store the value
  45723. * @param array defines the array of number to store
  45724. */
  45725. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45726. /**
  45727. * Set the value of an uniform to an array of number (stored as vec2)
  45728. * @param uniform defines the webGL uniform location where to store the value
  45729. * @param array defines the array of number to store
  45730. */
  45731. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45732. /**
  45733. * Set the value of an uniform to an array of number (stored as vec3)
  45734. * @param uniform defines the webGL uniform location where to store the value
  45735. * @param array defines the array of number to store
  45736. */
  45737. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45738. /**
  45739. * Set the value of an uniform to an array of number (stored as vec4)
  45740. * @param uniform defines the webGL uniform location where to store the value
  45741. * @param array defines the array of number to store
  45742. */
  45743. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45744. /**
  45745. * Set the value of an uniform to an array of float32 (stored as matrices)
  45746. * @param uniform defines the webGL uniform location where to store the value
  45747. * @param matrices defines the array of float32 to store
  45748. */
  45749. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45750. /**
  45751. * Set the value of an uniform to a matrix (3x3)
  45752. * @param uniform defines the webGL uniform location where to store the value
  45753. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45754. */
  45755. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45756. /**
  45757. * Set the value of an uniform to a matrix (2x2)
  45758. * @param uniform defines the webGL uniform location where to store the value
  45759. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45760. */
  45761. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45762. /**
  45763. * Set the value of an uniform to a number (float)
  45764. * @param uniform defines the webGL uniform location where to store the value
  45765. * @param value defines the float number to store
  45766. */
  45767. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45768. /**
  45769. * Set the value of an uniform to a vec2
  45770. * @param uniform defines the webGL uniform location where to store the value
  45771. * @param x defines the 1st component of the value
  45772. * @param y defines the 2nd component of the value
  45773. */
  45774. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45775. /**
  45776. * Set the value of an uniform to a vec3
  45777. * @param uniform defines the webGL uniform location where to store the value
  45778. * @param x defines the 1st component of the value
  45779. * @param y defines the 2nd component of the value
  45780. * @param z defines the 3rd component of the value
  45781. */
  45782. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45783. /**
  45784. * Set the value of an uniform to a boolean
  45785. * @param uniform defines the webGL uniform location where to store the value
  45786. * @param bool defines the boolean to store
  45787. */
  45788. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45789. /**
  45790. * Set the value of an uniform to a vec4
  45791. * @param uniform defines the webGL uniform location where to store the value
  45792. * @param x defines the 1st component of the value
  45793. * @param y defines the 2nd component of the value
  45794. * @param z defines the 3rd component of the value
  45795. * @param w defines the 4th component of the value
  45796. */
  45797. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45798. /**
  45799. * Sets the current alpha mode
  45800. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  45801. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45802. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45803. */
  45804. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45805. /**
  45806. * Bind webGl buffers directly to the webGL context
  45807. * @param vertexBuffers defines the vertex buffer to bind
  45808. * @param indexBuffer defines the index buffer to bind
  45809. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  45810. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  45811. * @param effect defines the effect associated with the vertex buffer
  45812. */
  45813. bindBuffers(vertexBuffers: {
  45814. [key: string]: VertexBuffer;
  45815. }, indexBuffer: DataBuffer, effect: Effect): void;
  45816. /**
  45817. * Force the entire cache to be cleared
  45818. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  45819. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  45820. */
  45821. wipeCaches(bruteForce?: boolean): void;
  45822. /**
  45823. * Send a draw order
  45824. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  45825. * @param indexStart defines the starting index
  45826. * @param indexCount defines the number of index to draw
  45827. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45828. */
  45829. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45830. /**
  45831. * Draw a list of indexed primitives
  45832. * @param fillMode defines the primitive to use
  45833. * @param indexStart defines the starting index
  45834. * @param indexCount defines the number of index to draw
  45835. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45836. */
  45837. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45838. /**
  45839. * Draw a list of unindexed primitives
  45840. * @param fillMode defines the primitive to use
  45841. * @param verticesStart defines the index of first vertex to draw
  45842. * @param verticesCount defines the count of vertices to draw
  45843. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45844. */
  45845. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45846. /** @hidden */
  45847. _createTexture(): WebGLTexture;
  45848. /** @hidden */
  45849. _releaseTexture(texture: InternalTexture): void;
  45850. /**
  45851. * Usually called from Texture.ts.
  45852. * Passed information to create a WebGLTexture
  45853. * @param urlArg defines a value which contains one of the following:
  45854. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45855. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45856. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45857. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45858. * @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)
  45859. * @param scene needed for loading to the correct scene
  45860. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  45861. * @param onLoad optional callback to be called upon successful completion
  45862. * @param onError optional callback to be called upon failure
  45863. * @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
  45864. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45865. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45866. * @param forcedExtension defines the extension to use to pick the right loader
  45867. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  45868. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45869. */
  45870. 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;
  45871. /**
  45872. * Creates a new render target texture
  45873. * @param size defines the size of the texture
  45874. * @param options defines the options used to create the texture
  45875. * @returns a new render target texture stored in an InternalTexture
  45876. */
  45877. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45878. /**
  45879. * Update the sampling mode of a given texture
  45880. * @param samplingMode defines the required sampling mode
  45881. * @param texture defines the texture to update
  45882. */
  45883. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45884. /**
  45885. * Binds the frame buffer to the specified texture.
  45886. * @param texture The texture to render to or null for the default canvas
  45887. * @param faceIndex The face of the texture to render to in case of cube texture
  45888. * @param requiredWidth The width of the target to render to
  45889. * @param requiredHeight The height of the target to render to
  45890. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  45891. * @param depthStencilTexture The depth stencil texture to use to render
  45892. * @param lodLevel defines le lod level to bind to the frame buffer
  45893. */
  45894. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45895. /**
  45896. * Unbind the current render target texture from the webGL context
  45897. * @param texture defines the render target texture to unbind
  45898. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45899. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45900. */
  45901. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45902. /**
  45903. * Creates a dynamic vertex buffer
  45904. * @param vertices the data for the dynamic vertex buffer
  45905. * @returns the new WebGL dynamic buffer
  45906. */
  45907. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45908. /**
  45909. * Update the content of a dynamic texture
  45910. * @param texture defines the texture to update
  45911. * @param canvas defines the canvas containing the source
  45912. * @param invertY defines if data must be stored with Y axis inverted
  45913. * @param premulAlpha defines if alpha is stored as premultiplied
  45914. * @param format defines the format of the data
  45915. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  45916. */
  45917. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45918. /**
  45919. * Gets a boolean indicating if all created effects are ready
  45920. * @returns true if all effects are ready
  45921. */
  45922. areAllEffectsReady(): boolean;
  45923. /**
  45924. * @hidden
  45925. * Get the current error code of the webGL context
  45926. * @returns the error code
  45927. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45928. */
  45929. getError(): number;
  45930. /** @hidden */
  45931. _getUnpackAlignement(): number;
  45932. /** @hidden */
  45933. _unpackFlipY(value: boolean): void;
  45934. /**
  45935. * Update a dynamic index buffer
  45936. * @param indexBuffer defines the target index buffer
  45937. * @param indices defines the data to update
  45938. * @param offset defines the offset in the target index buffer where update should start
  45939. */
  45940. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45941. /**
  45942. * Updates a dynamic vertex buffer.
  45943. * @param vertexBuffer the vertex buffer to update
  45944. * @param vertices the data used to update the vertex buffer
  45945. * @param byteOffset the byte offset of the data (optional)
  45946. * @param byteLength the byte length of the data (optional)
  45947. */
  45948. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45949. /** @hidden */
  45950. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45951. /** @hidden */
  45952. _bindTexture(channel: number, texture: InternalTexture): void;
  45953. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45954. /**
  45955. * 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
  45956. */
  45957. releaseEffects(): void;
  45958. displayLoadingUI(): void;
  45959. hideLoadingUI(): void;
  45960. /** @hidden */
  45961. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45962. /** @hidden */
  45963. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45964. /** @hidden */
  45965. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45966. /** @hidden */
  45967. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45968. }
  45969. }
  45970. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45971. import { Nullable, int } from "babylonjs/types";
  45972. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45973. /** @hidden */
  45974. export class _OcclusionDataStorage {
  45975. /** @hidden */
  45976. occlusionInternalRetryCounter: number;
  45977. /** @hidden */
  45978. isOcclusionQueryInProgress: boolean;
  45979. /** @hidden */
  45980. isOccluded: boolean;
  45981. /** @hidden */
  45982. occlusionRetryCount: number;
  45983. /** @hidden */
  45984. occlusionType: number;
  45985. /** @hidden */
  45986. occlusionQueryAlgorithmType: number;
  45987. }
  45988. module "babylonjs/Engines/engine" {
  45989. interface Engine {
  45990. /**
  45991. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45992. * @return the new query
  45993. */
  45994. createQuery(): WebGLQuery;
  45995. /**
  45996. * Delete and release a webGL query
  45997. * @param query defines the query to delete
  45998. * @return the current engine
  45999. */
  46000. deleteQuery(query: WebGLQuery): Engine;
  46001. /**
  46002. * Check if a given query has resolved and got its value
  46003. * @param query defines the query to check
  46004. * @returns true if the query got its value
  46005. */
  46006. isQueryResultAvailable(query: WebGLQuery): boolean;
  46007. /**
  46008. * Gets the value of a given query
  46009. * @param query defines the query to check
  46010. * @returns the value of the query
  46011. */
  46012. getQueryResult(query: WebGLQuery): number;
  46013. /**
  46014. * Initiates an occlusion query
  46015. * @param algorithmType defines the algorithm to use
  46016. * @param query defines the query to use
  46017. * @returns the current engine
  46018. * @see http://doc.babylonjs.com/features/occlusionquery
  46019. */
  46020. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46021. /**
  46022. * Ends an occlusion query
  46023. * @see http://doc.babylonjs.com/features/occlusionquery
  46024. * @param algorithmType defines the algorithm to use
  46025. * @returns the current engine
  46026. */
  46027. endOcclusionQuery(algorithmType: number): Engine;
  46028. /**
  46029. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46030. * Please note that only one query can be issued at a time
  46031. * @returns a time token used to track the time span
  46032. */
  46033. startTimeQuery(): Nullable<_TimeToken>;
  46034. /**
  46035. * Ends a time query
  46036. * @param token defines the token used to measure the time span
  46037. * @returns the time spent (in ns)
  46038. */
  46039. endTimeQuery(token: _TimeToken): int;
  46040. /** @hidden */
  46041. _currentNonTimestampToken: Nullable<_TimeToken>;
  46042. /** @hidden */
  46043. _createTimeQuery(): WebGLQuery;
  46044. /** @hidden */
  46045. _deleteTimeQuery(query: WebGLQuery): void;
  46046. /** @hidden */
  46047. _getGlAlgorithmType(algorithmType: number): number;
  46048. /** @hidden */
  46049. _getTimeQueryResult(query: WebGLQuery): any;
  46050. /** @hidden */
  46051. _getTimeQueryAvailability(query: WebGLQuery): any;
  46052. }
  46053. }
  46054. module "babylonjs/Meshes/abstractMesh" {
  46055. interface AbstractMesh {
  46056. /**
  46057. * Backing filed
  46058. * @hidden
  46059. */
  46060. __occlusionDataStorage: _OcclusionDataStorage;
  46061. /**
  46062. * Access property
  46063. * @hidden
  46064. */
  46065. _occlusionDataStorage: _OcclusionDataStorage;
  46066. /**
  46067. * 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.
  46068. * The default value is -1 which means don't break the query and wait till the result
  46069. * @see http://doc.babylonjs.com/features/occlusionquery
  46070. */
  46071. occlusionRetryCount: number;
  46072. /**
  46073. * 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:
  46074. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46075. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46076. * * 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.
  46077. * @see http://doc.babylonjs.com/features/occlusionquery
  46078. */
  46079. occlusionType: number;
  46080. /**
  46081. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46082. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46083. * * 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.
  46084. * @see http://doc.babylonjs.com/features/occlusionquery
  46085. */
  46086. occlusionQueryAlgorithmType: number;
  46087. /**
  46088. * 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
  46089. * @see http://doc.babylonjs.com/features/occlusionquery
  46090. */
  46091. isOccluded: boolean;
  46092. /**
  46093. * Flag to check the progress status of the query
  46094. * @see http://doc.babylonjs.com/features/occlusionquery
  46095. */
  46096. isOcclusionQueryInProgress: boolean;
  46097. }
  46098. }
  46099. }
  46100. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46101. import { Nullable } from "babylonjs/types";
  46102. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46103. /** @hidden */
  46104. export var _forceTransformFeedbackToBundle: boolean;
  46105. module "babylonjs/Engines/engine" {
  46106. interface Engine {
  46107. /**
  46108. * Creates a webGL transform feedback object
  46109. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46110. * @returns the webGL transform feedback object
  46111. */
  46112. createTransformFeedback(): WebGLTransformFeedback;
  46113. /**
  46114. * Delete a webGL transform feedback object
  46115. * @param value defines the webGL transform feedback object to delete
  46116. */
  46117. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46118. /**
  46119. * Bind a webGL transform feedback object to the webgl context
  46120. * @param value defines the webGL transform feedback object to bind
  46121. */
  46122. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46123. /**
  46124. * Begins a transform feedback operation
  46125. * @param usePoints defines if points or triangles must be used
  46126. */
  46127. beginTransformFeedback(usePoints: boolean): void;
  46128. /**
  46129. * Ends a transform feedback operation
  46130. */
  46131. endTransformFeedback(): void;
  46132. /**
  46133. * Specify the varyings to use with transform feedback
  46134. * @param program defines the associated webGL program
  46135. * @param value defines the list of strings representing the varying names
  46136. */
  46137. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46138. /**
  46139. * Bind a webGL buffer for a transform feedback operation
  46140. * @param value defines the webGL buffer to bind
  46141. */
  46142. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46143. }
  46144. }
  46145. }
  46146. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46147. import { Scene } from "babylonjs/scene";
  46148. import { Engine } from "babylonjs/Engines/engine";
  46149. import { Texture } from "babylonjs/Materials/Textures/texture";
  46150. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46151. import "babylonjs/Engines/Extensions/engine.multiRender";
  46152. /**
  46153. * Creation options of the multi render target texture.
  46154. */
  46155. export interface IMultiRenderTargetOptions {
  46156. /**
  46157. * Define if the texture needs to create mip maps after render.
  46158. */
  46159. generateMipMaps?: boolean;
  46160. /**
  46161. * Define the types of all the draw buffers we want to create
  46162. */
  46163. types?: number[];
  46164. /**
  46165. * Define the sampling modes of all the draw buffers we want to create
  46166. */
  46167. samplingModes?: number[];
  46168. /**
  46169. * Define if a depth buffer is required
  46170. */
  46171. generateDepthBuffer?: boolean;
  46172. /**
  46173. * Define if a stencil buffer is required
  46174. */
  46175. generateStencilBuffer?: boolean;
  46176. /**
  46177. * Define if a depth texture is required instead of a depth buffer
  46178. */
  46179. generateDepthTexture?: boolean;
  46180. /**
  46181. * Define the number of desired draw buffers
  46182. */
  46183. textureCount?: number;
  46184. /**
  46185. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46186. */
  46187. doNotChangeAspectRatio?: boolean;
  46188. /**
  46189. * Define the default type of the buffers we are creating
  46190. */
  46191. defaultType?: number;
  46192. }
  46193. /**
  46194. * A multi render target, like a render target provides the ability to render to a texture.
  46195. * Unlike the render target, it can render to several draw buffers in one draw.
  46196. * This is specially interesting in deferred rendering or for any effects requiring more than
  46197. * just one color from a single pass.
  46198. */
  46199. export class MultiRenderTarget extends RenderTargetTexture {
  46200. private _internalTextures;
  46201. private _textures;
  46202. private _multiRenderTargetOptions;
  46203. /**
  46204. * Get if draw buffers are currently supported by the used hardware and browser.
  46205. */
  46206. readonly isSupported: boolean;
  46207. /**
  46208. * Get the list of textures generated by the multi render target.
  46209. */
  46210. readonly textures: Texture[];
  46211. /**
  46212. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46213. */
  46214. readonly depthTexture: Texture;
  46215. /**
  46216. * Set the wrapping mode on U of all the textures we are rendering to.
  46217. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46218. */
  46219. wrapU: number;
  46220. /**
  46221. * Set the wrapping mode on V of all the textures we are rendering to.
  46222. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46223. */
  46224. wrapV: number;
  46225. /**
  46226. * Instantiate a new multi render target texture.
  46227. * A multi render target, like a render target provides the ability to render to a texture.
  46228. * Unlike the render target, it can render to several draw buffers in one draw.
  46229. * This is specially interesting in deferred rendering or for any effects requiring more than
  46230. * just one color from a single pass.
  46231. * @param name Define the name of the texture
  46232. * @param size Define the size of the buffers to render to
  46233. * @param count Define the number of target we are rendering into
  46234. * @param scene Define the scene the texture belongs to
  46235. * @param options Define the options used to create the multi render target
  46236. */
  46237. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46238. /** @hidden */
  46239. _rebuild(): void;
  46240. private _createInternalTextures;
  46241. private _createTextures;
  46242. /**
  46243. * Define the number of samples used if MSAA is enabled.
  46244. */
  46245. samples: number;
  46246. /**
  46247. * Resize all the textures in the multi render target.
  46248. * Be carrefull as it will recreate all the data in the new texture.
  46249. * @param size Define the new size
  46250. */
  46251. resize(size: any): void;
  46252. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46253. /**
  46254. * Dispose the render targets and their associated resources
  46255. */
  46256. dispose(): void;
  46257. /**
  46258. * Release all the underlying texture used as draw buffers.
  46259. */
  46260. releaseInternalTextures(): void;
  46261. }
  46262. }
  46263. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46264. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46265. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46266. import { Nullable } from "babylonjs/types";
  46267. module "babylonjs/Engines/thinEngine" {
  46268. interface ThinEngine {
  46269. /**
  46270. * Unbind a list of render target textures from the webGL context
  46271. * This is used only when drawBuffer extension or webGL2 are active
  46272. * @param textures defines the render target textures to unbind
  46273. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46274. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46275. */
  46276. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46277. /**
  46278. * Create a multi render target texture
  46279. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46280. * @param size defines the size of the texture
  46281. * @param options defines the creation options
  46282. * @returns the cube texture as an InternalTexture
  46283. */
  46284. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46285. /**
  46286. * Update the sample count for a given multiple render target texture
  46287. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46288. * @param textures defines the textures to update
  46289. * @param samples defines the sample count to set
  46290. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46291. */
  46292. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46293. }
  46294. }
  46295. }
  46296. declare module "babylonjs/Engines/Extensions/index" {
  46297. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46298. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46299. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46300. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46301. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46302. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46303. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46304. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46305. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46306. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46307. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46308. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46309. }
  46310. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46311. import { Nullable } from "babylonjs/types";
  46312. /**
  46313. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46314. */
  46315. export interface CubeMapInfo {
  46316. /**
  46317. * The pixel array for the front face.
  46318. * This is stored in format, left to right, up to down format.
  46319. */
  46320. front: Nullable<ArrayBufferView>;
  46321. /**
  46322. * The pixel array for the back face.
  46323. * This is stored in format, left to right, up to down format.
  46324. */
  46325. back: Nullable<ArrayBufferView>;
  46326. /**
  46327. * The pixel array for the left face.
  46328. * This is stored in format, left to right, up to down format.
  46329. */
  46330. left: Nullable<ArrayBufferView>;
  46331. /**
  46332. * The pixel array for the right face.
  46333. * This is stored in format, left to right, up to down format.
  46334. */
  46335. right: Nullable<ArrayBufferView>;
  46336. /**
  46337. * The pixel array for the up face.
  46338. * This is stored in format, left to right, up to down format.
  46339. */
  46340. up: Nullable<ArrayBufferView>;
  46341. /**
  46342. * The pixel array for the down face.
  46343. * This is stored in format, left to right, up to down format.
  46344. */
  46345. down: Nullable<ArrayBufferView>;
  46346. /**
  46347. * The size of the cubemap stored.
  46348. *
  46349. * Each faces will be size * size pixels.
  46350. */
  46351. size: number;
  46352. /**
  46353. * The format of the texture.
  46354. *
  46355. * RGBA, RGB.
  46356. */
  46357. format: number;
  46358. /**
  46359. * The type of the texture data.
  46360. *
  46361. * UNSIGNED_INT, FLOAT.
  46362. */
  46363. type: number;
  46364. /**
  46365. * Specifies whether the texture is in gamma space.
  46366. */
  46367. gammaSpace: boolean;
  46368. }
  46369. /**
  46370. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46371. */
  46372. export class PanoramaToCubeMapTools {
  46373. private static FACE_FRONT;
  46374. private static FACE_BACK;
  46375. private static FACE_RIGHT;
  46376. private static FACE_LEFT;
  46377. private static FACE_DOWN;
  46378. private static FACE_UP;
  46379. /**
  46380. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46381. *
  46382. * @param float32Array The source data.
  46383. * @param inputWidth The width of the input panorama.
  46384. * @param inputHeight The height of the input panorama.
  46385. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46386. * @return The cubemap data
  46387. */
  46388. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46389. private static CreateCubemapTexture;
  46390. private static CalcProjectionSpherical;
  46391. }
  46392. }
  46393. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46394. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46395. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46396. import { Nullable } from "babylonjs/types";
  46397. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46398. /**
  46399. * Helper class dealing with the extraction of spherical polynomial dataArray
  46400. * from a cube map.
  46401. */
  46402. export class CubeMapToSphericalPolynomialTools {
  46403. private static FileFaces;
  46404. /**
  46405. * Converts a texture to the according Spherical Polynomial data.
  46406. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46407. *
  46408. * @param texture The texture to extract the information from.
  46409. * @return The Spherical Polynomial data.
  46410. */
  46411. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46412. /**
  46413. * Converts a cubemap to the according Spherical Polynomial data.
  46414. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46415. *
  46416. * @param cubeInfo The Cube map to extract the information from.
  46417. * @return The Spherical Polynomial data.
  46418. */
  46419. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46420. }
  46421. }
  46422. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46423. import { Nullable } from "babylonjs/types";
  46424. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46425. module "babylonjs/Materials/Textures/baseTexture" {
  46426. interface BaseTexture {
  46427. /**
  46428. * Get the polynomial representation of the texture data.
  46429. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46430. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46431. */
  46432. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46433. }
  46434. }
  46435. }
  46436. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46437. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46438. /** @hidden */
  46439. export var rgbdEncodePixelShader: {
  46440. name: string;
  46441. shader: string;
  46442. };
  46443. }
  46444. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46445. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46446. /** @hidden */
  46447. export var rgbdDecodePixelShader: {
  46448. name: string;
  46449. shader: string;
  46450. };
  46451. }
  46452. declare module "babylonjs/Misc/environmentTextureTools" {
  46453. import { Nullable } from "babylonjs/types";
  46454. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46455. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46456. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46457. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46458. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46459. import "babylonjs/Shaders/rgbdEncode.fragment";
  46460. import "babylonjs/Shaders/rgbdDecode.fragment";
  46461. /**
  46462. * Raw texture data and descriptor sufficient for WebGL texture upload
  46463. */
  46464. export interface EnvironmentTextureInfo {
  46465. /**
  46466. * Version of the environment map
  46467. */
  46468. version: number;
  46469. /**
  46470. * Width of image
  46471. */
  46472. width: number;
  46473. /**
  46474. * Irradiance information stored in the file.
  46475. */
  46476. irradiance: any;
  46477. /**
  46478. * Specular information stored in the file.
  46479. */
  46480. specular: any;
  46481. }
  46482. /**
  46483. * Defines One Image in the file. It requires only the position in the file
  46484. * as well as the length.
  46485. */
  46486. interface BufferImageData {
  46487. /**
  46488. * Length of the image data.
  46489. */
  46490. length: number;
  46491. /**
  46492. * Position of the data from the null terminator delimiting the end of the JSON.
  46493. */
  46494. position: number;
  46495. }
  46496. /**
  46497. * Defines the specular data enclosed in the file.
  46498. * This corresponds to the version 1 of the data.
  46499. */
  46500. export interface EnvironmentTextureSpecularInfoV1 {
  46501. /**
  46502. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46503. */
  46504. specularDataPosition?: number;
  46505. /**
  46506. * This contains all the images data needed to reconstruct the cubemap.
  46507. */
  46508. mipmaps: Array<BufferImageData>;
  46509. /**
  46510. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46511. */
  46512. lodGenerationScale: number;
  46513. }
  46514. /**
  46515. * Sets of helpers addressing the serialization and deserialization of environment texture
  46516. * stored in a BabylonJS env file.
  46517. * Those files are usually stored as .env files.
  46518. */
  46519. export class EnvironmentTextureTools {
  46520. /**
  46521. * Magic number identifying the env file.
  46522. */
  46523. private static _MagicBytes;
  46524. /**
  46525. * Gets the environment info from an env file.
  46526. * @param data The array buffer containing the .env bytes.
  46527. * @returns the environment file info (the json header) if successfully parsed.
  46528. */
  46529. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46530. /**
  46531. * Creates an environment texture from a loaded cube texture.
  46532. * @param texture defines the cube texture to convert in env file
  46533. * @return a promise containing the environment data if succesfull.
  46534. */
  46535. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46536. /**
  46537. * Creates a JSON representation of the spherical data.
  46538. * @param texture defines the texture containing the polynomials
  46539. * @return the JSON representation of the spherical info
  46540. */
  46541. private static _CreateEnvTextureIrradiance;
  46542. /**
  46543. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46544. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46545. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46546. * @return the views described by info providing access to the underlying buffer
  46547. */
  46548. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46549. /**
  46550. * Uploads the texture info contained in the env file to the GPU.
  46551. * @param texture defines the internal texture to upload to
  46552. * @param arrayBuffer defines the buffer cotaining the data to load
  46553. * @param info defines the texture info retrieved through the GetEnvInfo method
  46554. * @returns a promise
  46555. */
  46556. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46557. private static _OnImageReadyAsync;
  46558. /**
  46559. * Uploads the levels of image data to the GPU.
  46560. * @param texture defines the internal texture to upload to
  46561. * @param imageData defines the array buffer views of image data [mipmap][face]
  46562. * @returns a promise
  46563. */
  46564. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46565. /**
  46566. * Uploads spherical polynomials information to the texture.
  46567. * @param texture defines the texture we are trying to upload the information to
  46568. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46569. */
  46570. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46571. /** @hidden */
  46572. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46573. }
  46574. }
  46575. declare module "babylonjs/Maths/math.vertexFormat" {
  46576. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46577. /**
  46578. * Contains position and normal vectors for a vertex
  46579. */
  46580. export class PositionNormalVertex {
  46581. /** the position of the vertex (defaut: 0,0,0) */
  46582. position: Vector3;
  46583. /** the normal of the vertex (defaut: 0,1,0) */
  46584. normal: Vector3;
  46585. /**
  46586. * Creates a PositionNormalVertex
  46587. * @param position the position of the vertex (defaut: 0,0,0)
  46588. * @param normal the normal of the vertex (defaut: 0,1,0)
  46589. */
  46590. constructor(
  46591. /** the position of the vertex (defaut: 0,0,0) */
  46592. position?: Vector3,
  46593. /** the normal of the vertex (defaut: 0,1,0) */
  46594. normal?: Vector3);
  46595. /**
  46596. * Clones the PositionNormalVertex
  46597. * @returns the cloned PositionNormalVertex
  46598. */
  46599. clone(): PositionNormalVertex;
  46600. }
  46601. /**
  46602. * Contains position, normal and uv vectors for a vertex
  46603. */
  46604. export class PositionNormalTextureVertex {
  46605. /** the position of the vertex (defaut: 0,0,0) */
  46606. position: Vector3;
  46607. /** the normal of the vertex (defaut: 0,1,0) */
  46608. normal: Vector3;
  46609. /** the uv of the vertex (default: 0,0) */
  46610. uv: Vector2;
  46611. /**
  46612. * Creates a PositionNormalTextureVertex
  46613. * @param position the position of the vertex (defaut: 0,0,0)
  46614. * @param normal the normal of the vertex (defaut: 0,1,0)
  46615. * @param uv the uv of the vertex (default: 0,0)
  46616. */
  46617. constructor(
  46618. /** the position of the vertex (defaut: 0,0,0) */
  46619. position?: Vector3,
  46620. /** the normal of the vertex (defaut: 0,1,0) */
  46621. normal?: Vector3,
  46622. /** the uv of the vertex (default: 0,0) */
  46623. uv?: Vector2);
  46624. /**
  46625. * Clones the PositionNormalTextureVertex
  46626. * @returns the cloned PositionNormalTextureVertex
  46627. */
  46628. clone(): PositionNormalTextureVertex;
  46629. }
  46630. }
  46631. declare module "babylonjs/Maths/math" {
  46632. export * from "babylonjs/Maths/math.axis";
  46633. export * from "babylonjs/Maths/math.color";
  46634. export * from "babylonjs/Maths/math.constants";
  46635. export * from "babylonjs/Maths/math.frustum";
  46636. export * from "babylonjs/Maths/math.path";
  46637. export * from "babylonjs/Maths/math.plane";
  46638. export * from "babylonjs/Maths/math.size";
  46639. export * from "babylonjs/Maths/math.vector";
  46640. export * from "babylonjs/Maths/math.vertexFormat";
  46641. export * from "babylonjs/Maths/math.viewport";
  46642. }
  46643. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46644. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46645. /** @hidden */
  46646. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46647. private _genericAttributeLocation;
  46648. private _varyingLocationCount;
  46649. private _varyingLocationMap;
  46650. private _replacements;
  46651. private _textureCount;
  46652. private _uniforms;
  46653. lineProcessor(line: string): string;
  46654. attributeProcessor(attribute: string): string;
  46655. varyingProcessor(varying: string, isFragment: boolean): string;
  46656. uniformProcessor(uniform: string): string;
  46657. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46658. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46659. }
  46660. }
  46661. declare module "babylonjs/Engines/nativeEngine" {
  46662. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46663. import { Engine } from "babylonjs/Engines/engine";
  46664. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46665. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46666. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46667. import { Effect } from "babylonjs/Materials/effect";
  46668. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46669. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46670. import { Scene } from "babylonjs/scene";
  46671. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46672. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46673. /**
  46674. * Container for accessors for natively-stored mesh data buffers.
  46675. */
  46676. class NativeDataBuffer extends DataBuffer {
  46677. /**
  46678. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46679. */
  46680. nativeIndexBuffer?: any;
  46681. /**
  46682. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46683. */
  46684. nativeVertexBuffer?: any;
  46685. }
  46686. /** @hidden */
  46687. class NativeTexture extends InternalTexture {
  46688. getInternalTexture(): InternalTexture;
  46689. getViewCount(): number;
  46690. }
  46691. /** @hidden */
  46692. export class NativeEngine extends Engine {
  46693. private readonly _native;
  46694. getHardwareScalingLevel(): number;
  46695. constructor();
  46696. /**
  46697. * Can be used to override the current requestAnimationFrame requester.
  46698. * @hidden
  46699. */
  46700. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  46701. /**
  46702. * Override default engine behavior.
  46703. * @param color
  46704. * @param backBuffer
  46705. * @param depth
  46706. * @param stencil
  46707. */
  46708. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  46709. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46710. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46711. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46712. recordVertexArrayObject(vertexBuffers: {
  46713. [key: string]: VertexBuffer;
  46714. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46715. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46716. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46717. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46718. /**
  46719. * Draw a list of indexed primitives
  46720. * @param fillMode defines the primitive to use
  46721. * @param indexStart defines the starting index
  46722. * @param indexCount defines the number of index to draw
  46723. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46724. */
  46725. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46726. /**
  46727. * Draw a list of unindexed primitives
  46728. * @param fillMode defines the primitive to use
  46729. * @param verticesStart defines the index of first vertex to draw
  46730. * @param verticesCount defines the count of vertices to draw
  46731. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46732. */
  46733. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46734. createPipelineContext(): IPipelineContext;
  46735. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46736. /** @hidden */
  46737. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46738. /** @hidden */
  46739. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46740. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46741. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46742. protected _setProgram(program: WebGLProgram): void;
  46743. _releaseEffect(effect: Effect): void;
  46744. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  46745. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  46746. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  46747. bindSamplers(effect: Effect): void;
  46748. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  46749. getRenderWidth(useScreen?: boolean): number;
  46750. getRenderHeight(useScreen?: boolean): number;
  46751. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  46752. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46753. /**
  46754. * Set the z offset to apply to current rendering
  46755. * @param value defines the offset to apply
  46756. */
  46757. setZOffset(value: number): void;
  46758. /**
  46759. * Gets the current value of the zOffset
  46760. * @returns the current zOffset state
  46761. */
  46762. getZOffset(): number;
  46763. /**
  46764. * Enable or disable depth buffering
  46765. * @param enable defines the state to set
  46766. */
  46767. setDepthBuffer(enable: boolean): void;
  46768. /**
  46769. * Gets a boolean indicating if depth writing is enabled
  46770. * @returns the current depth writing state
  46771. */
  46772. getDepthWrite(): boolean;
  46773. /**
  46774. * Enable or disable depth writing
  46775. * @param enable defines the state to set
  46776. */
  46777. setDepthWrite(enable: boolean): void;
  46778. /**
  46779. * Enable or disable color writing
  46780. * @param enable defines the state to set
  46781. */
  46782. setColorWrite(enable: boolean): void;
  46783. /**
  46784. * Gets a boolean indicating if color writing is enabled
  46785. * @returns the current color writing state
  46786. */
  46787. getColorWrite(): boolean;
  46788. /**
  46789. * Sets alpha constants used by some alpha blending modes
  46790. * @param r defines the red component
  46791. * @param g defines the green component
  46792. * @param b defines the blue component
  46793. * @param a defines the alpha component
  46794. */
  46795. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  46796. /**
  46797. * Sets the current alpha mode
  46798. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  46799. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46800. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46801. */
  46802. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46803. /**
  46804. * Gets the current alpha mode
  46805. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46806. * @returns the current alpha mode
  46807. */
  46808. getAlphaMode(): number;
  46809. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46810. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46811. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46812. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46813. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46814. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46815. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46816. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46817. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46818. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46819. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46820. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46821. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46822. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46823. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46824. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46825. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46826. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46827. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46828. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46829. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  46830. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  46831. wipeCaches(bruteForce?: boolean): void;
  46832. _createTexture(): WebGLTexture;
  46833. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  46834. /**
  46835. * Usually called from BABYLON.Texture.ts.
  46836. * Passed information to create a WebGLTexture
  46837. * @param urlArg defines a value which contains one of the following:
  46838. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46839. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46840. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46841. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46842. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  46843. * @param scene needed for loading to the correct scene
  46844. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  46845. * @param onLoad optional callback to be called upon successful completion
  46846. * @param onError optional callback to be called upon failure
  46847. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  46848. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46849. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46850. * @param forcedExtension defines the extension to use to pick the right loader
  46851. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46852. */
  46853. 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;
  46854. /**
  46855. * Creates a cube texture
  46856. * @param rootUrl defines the url where the files to load is located
  46857. * @param scene defines the current scene
  46858. * @param files defines the list of files to load (1 per face)
  46859. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  46860. * @param onLoad defines an optional callback raised when the texture is loaded
  46861. * @param onError defines an optional callback raised if there is an issue to load the texture
  46862. * @param format defines the format of the data
  46863. * @param forcedExtension defines the extension to use to pick the right loader
  46864. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  46865. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  46866. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  46867. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  46868. * @returns the cube texture as an InternalTexture
  46869. */
  46870. 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;
  46871. private _getSamplingFilter;
  46872. private static _GetNativeTextureFormat;
  46873. createRenderTargetTexture(size: number | {
  46874. width: number;
  46875. height: number;
  46876. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  46877. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46878. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46879. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46880. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  46881. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  46882. /**
  46883. * Updates a dynamic vertex buffer.
  46884. * @param vertexBuffer the vertex buffer to update
  46885. * @param data the data used to update the vertex buffer
  46886. * @param byteOffset the byte offset of the data (optional)
  46887. * @param byteLength the byte length of the data (optional)
  46888. */
  46889. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  46890. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  46891. private _updateAnisotropicLevel;
  46892. private _getAddressMode;
  46893. /** @hidden */
  46894. _bindTexture(channel: number, texture: InternalTexture): void;
  46895. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  46896. releaseEffects(): void;
  46897. /** @hidden */
  46898. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46899. /** @hidden */
  46900. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46901. /** @hidden */
  46902. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46903. /** @hidden */
  46904. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46905. }
  46906. }
  46907. declare module "babylonjs/Engines/index" {
  46908. export * from "babylonjs/Engines/constants";
  46909. export * from "babylonjs/Engines/engineCapabilities";
  46910. export * from "babylonjs/Engines/instancingAttributeInfo";
  46911. export * from "babylonjs/Engines/thinEngine";
  46912. export * from "babylonjs/Engines/engine";
  46913. export * from "babylonjs/Engines/engineStore";
  46914. export * from "babylonjs/Engines/nullEngine";
  46915. export * from "babylonjs/Engines/Extensions/index";
  46916. export * from "babylonjs/Engines/IPipelineContext";
  46917. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46918. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46919. export * from "babylonjs/Engines/nativeEngine";
  46920. }
  46921. declare module "babylonjs/Events/clipboardEvents" {
  46922. /**
  46923. * Gather the list of clipboard event types as constants.
  46924. */
  46925. export class ClipboardEventTypes {
  46926. /**
  46927. * The clipboard event is fired when a copy command is active (pressed).
  46928. */
  46929. static readonly COPY: number;
  46930. /**
  46931. * The clipboard event is fired when a cut command is active (pressed).
  46932. */
  46933. static readonly CUT: number;
  46934. /**
  46935. * The clipboard event is fired when a paste command is active (pressed).
  46936. */
  46937. static readonly PASTE: number;
  46938. }
  46939. /**
  46940. * This class is used to store clipboard related info for the onClipboardObservable event.
  46941. */
  46942. export class ClipboardInfo {
  46943. /**
  46944. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46945. */
  46946. type: number;
  46947. /**
  46948. * Defines the related dom event
  46949. */
  46950. event: ClipboardEvent;
  46951. /**
  46952. *Creates an instance of ClipboardInfo.
  46953. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46954. * @param event Defines the related dom event
  46955. */
  46956. constructor(
  46957. /**
  46958. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46959. */
  46960. type: number,
  46961. /**
  46962. * Defines the related dom event
  46963. */
  46964. event: ClipboardEvent);
  46965. /**
  46966. * Get the clipboard event's type from the keycode.
  46967. * @param keyCode Defines the keyCode for the current keyboard event.
  46968. * @return {number}
  46969. */
  46970. static GetTypeFromCharacter(keyCode: number): number;
  46971. }
  46972. }
  46973. declare module "babylonjs/Events/index" {
  46974. export * from "babylonjs/Events/keyboardEvents";
  46975. export * from "babylonjs/Events/pointerEvents";
  46976. export * from "babylonjs/Events/clipboardEvents";
  46977. }
  46978. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46979. import { Scene } from "babylonjs/scene";
  46980. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46981. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46982. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46983. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46984. /**
  46985. * Google Daydream controller
  46986. */
  46987. export class DaydreamController extends WebVRController {
  46988. /**
  46989. * Base Url for the controller model.
  46990. */
  46991. static MODEL_BASE_URL: string;
  46992. /**
  46993. * File name for the controller model.
  46994. */
  46995. static MODEL_FILENAME: string;
  46996. /**
  46997. * Gamepad Id prefix used to identify Daydream Controller.
  46998. */
  46999. static readonly GAMEPAD_ID_PREFIX: string;
  47000. /**
  47001. * Creates a new DaydreamController from a gamepad
  47002. * @param vrGamepad the gamepad that the controller should be created from
  47003. */
  47004. constructor(vrGamepad: any);
  47005. /**
  47006. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47007. * @param scene scene in which to add meshes
  47008. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47009. */
  47010. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47011. /**
  47012. * Called once for each button that changed state since the last frame
  47013. * @param buttonIdx Which button index changed
  47014. * @param state New state of the button
  47015. * @param changes Which properties on the state changed since last frame
  47016. */
  47017. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47018. }
  47019. }
  47020. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47021. import { Scene } from "babylonjs/scene";
  47022. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47023. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47024. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47025. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47026. /**
  47027. * Gear VR Controller
  47028. */
  47029. export class GearVRController extends WebVRController {
  47030. /**
  47031. * Base Url for the controller model.
  47032. */
  47033. static MODEL_BASE_URL: string;
  47034. /**
  47035. * File name for the controller model.
  47036. */
  47037. static MODEL_FILENAME: string;
  47038. /**
  47039. * Gamepad Id prefix used to identify this controller.
  47040. */
  47041. static readonly GAMEPAD_ID_PREFIX: string;
  47042. private readonly _buttonIndexToObservableNameMap;
  47043. /**
  47044. * Creates a new GearVRController from a gamepad
  47045. * @param vrGamepad the gamepad that the controller should be created from
  47046. */
  47047. constructor(vrGamepad: any);
  47048. /**
  47049. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47050. * @param scene scene in which to add meshes
  47051. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47052. */
  47053. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47054. /**
  47055. * Called once for each button that changed state since the last frame
  47056. * @param buttonIdx Which button index changed
  47057. * @param state New state of the button
  47058. * @param changes Which properties on the state changed since last frame
  47059. */
  47060. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47061. }
  47062. }
  47063. declare module "babylonjs/Gamepads/Controllers/index" {
  47064. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47065. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47066. export * from "babylonjs/Gamepads/Controllers/genericController";
  47067. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47068. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47069. export * from "babylonjs/Gamepads/Controllers/viveController";
  47070. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47071. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47072. }
  47073. declare module "babylonjs/Gamepads/index" {
  47074. export * from "babylonjs/Gamepads/Controllers/index";
  47075. export * from "babylonjs/Gamepads/gamepad";
  47076. export * from "babylonjs/Gamepads/gamepadManager";
  47077. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47078. export * from "babylonjs/Gamepads/xboxGamepad";
  47079. export * from "babylonjs/Gamepads/dualShockGamepad";
  47080. }
  47081. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47082. import { Scene } from "babylonjs/scene";
  47083. import { Vector4 } from "babylonjs/Maths/math.vector";
  47084. import { Color4 } from "babylonjs/Maths/math.color";
  47085. import { Mesh } from "babylonjs/Meshes/mesh";
  47086. import { Nullable } from "babylonjs/types";
  47087. /**
  47088. * Class containing static functions to help procedurally build meshes
  47089. */
  47090. export class PolyhedronBuilder {
  47091. /**
  47092. * Creates a polyhedron mesh
  47093. * * 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
  47094. * * The parameter `size` (positive float, default 1) sets the polygon size
  47095. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47096. * * 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`
  47097. * * 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
  47098. * * 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)`)
  47099. * * 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
  47100. * * 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
  47101. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47102. * * If you create a double-sided mesh, you can choose what parts of 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
  47103. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47104. * @param name defines the name of the mesh
  47105. * @param options defines the options used to create the mesh
  47106. * @param scene defines the hosting scene
  47107. * @returns the polyhedron mesh
  47108. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47109. */
  47110. static CreatePolyhedron(name: string, options: {
  47111. type?: number;
  47112. size?: number;
  47113. sizeX?: number;
  47114. sizeY?: number;
  47115. sizeZ?: number;
  47116. custom?: any;
  47117. faceUV?: Vector4[];
  47118. faceColors?: Color4[];
  47119. flat?: boolean;
  47120. updatable?: boolean;
  47121. sideOrientation?: number;
  47122. frontUVs?: Vector4;
  47123. backUVs?: Vector4;
  47124. }, scene?: Nullable<Scene>): Mesh;
  47125. }
  47126. }
  47127. declare module "babylonjs/Gizmos/scaleGizmo" {
  47128. import { Observable } from "babylonjs/Misc/observable";
  47129. import { Nullable } from "babylonjs/types";
  47130. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47131. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47132. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47133. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47134. /**
  47135. * Gizmo that enables scaling a mesh along 3 axis
  47136. */
  47137. export class ScaleGizmo extends Gizmo {
  47138. /**
  47139. * Internal gizmo used for interactions on the x axis
  47140. */
  47141. xGizmo: AxisScaleGizmo;
  47142. /**
  47143. * Internal gizmo used for interactions on the y axis
  47144. */
  47145. yGizmo: AxisScaleGizmo;
  47146. /**
  47147. * Internal gizmo used for interactions on the z axis
  47148. */
  47149. zGizmo: AxisScaleGizmo;
  47150. /**
  47151. * Internal gizmo used to scale all axis equally
  47152. */
  47153. uniformScaleGizmo: AxisScaleGizmo;
  47154. private _meshAttached;
  47155. private _updateGizmoRotationToMatchAttachedMesh;
  47156. private _snapDistance;
  47157. private _scaleRatio;
  47158. private _uniformScalingMesh;
  47159. private _octahedron;
  47160. /** Fires an event when any of it's sub gizmos are dragged */
  47161. onDragStartObservable: Observable<unknown>;
  47162. /** Fires an event when any of it's sub gizmos are released from dragging */
  47163. onDragEndObservable: Observable<unknown>;
  47164. attachedMesh: Nullable<AbstractMesh>;
  47165. /**
  47166. * Creates a ScaleGizmo
  47167. * @param gizmoLayer The utility layer the gizmo will be added to
  47168. */
  47169. constructor(gizmoLayer?: UtilityLayerRenderer);
  47170. updateGizmoRotationToMatchAttachedMesh: boolean;
  47171. /**
  47172. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47173. */
  47174. snapDistance: number;
  47175. /**
  47176. * Ratio for the scale of the gizmo (Default: 1)
  47177. */
  47178. scaleRatio: number;
  47179. /**
  47180. * Disposes of the gizmo
  47181. */
  47182. dispose(): void;
  47183. }
  47184. }
  47185. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47186. import { Observable } from "babylonjs/Misc/observable";
  47187. import { Nullable } from "babylonjs/types";
  47188. import { Vector3 } from "babylonjs/Maths/math.vector";
  47189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47190. import { Mesh } from "babylonjs/Meshes/mesh";
  47191. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47192. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47193. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47194. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47195. import { Color3 } from "babylonjs/Maths/math.color";
  47196. /**
  47197. * Single axis scale gizmo
  47198. */
  47199. export class AxisScaleGizmo extends Gizmo {
  47200. /**
  47201. * Drag behavior responsible for the gizmos dragging interactions
  47202. */
  47203. dragBehavior: PointerDragBehavior;
  47204. private _pointerObserver;
  47205. /**
  47206. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47207. */
  47208. snapDistance: number;
  47209. /**
  47210. * Event that fires each time the gizmo snaps to a new location.
  47211. * * snapDistance is the the change in distance
  47212. */
  47213. onSnapObservable: Observable<{
  47214. snapDistance: number;
  47215. }>;
  47216. /**
  47217. * If the scaling operation should be done on all axis (default: false)
  47218. */
  47219. uniformScaling: boolean;
  47220. private _isEnabled;
  47221. private _parent;
  47222. private _arrow;
  47223. private _coloredMaterial;
  47224. private _hoverMaterial;
  47225. /**
  47226. * Creates an AxisScaleGizmo
  47227. * @param gizmoLayer The utility layer the gizmo will be added to
  47228. * @param dragAxis The axis which the gizmo will be able to scale on
  47229. * @param color The color of the gizmo
  47230. */
  47231. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47232. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47233. /**
  47234. * If the gizmo is enabled
  47235. */
  47236. isEnabled: boolean;
  47237. /**
  47238. * Disposes of the gizmo
  47239. */
  47240. dispose(): void;
  47241. /**
  47242. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47243. * @param mesh The mesh to replace the default mesh of the gizmo
  47244. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47245. */
  47246. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47247. }
  47248. }
  47249. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47250. import { Observable } from "babylonjs/Misc/observable";
  47251. import { Nullable } from "babylonjs/types";
  47252. import { Vector3 } from "babylonjs/Maths/math.vector";
  47253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47254. import { Mesh } from "babylonjs/Meshes/mesh";
  47255. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47256. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47257. import { Color3 } from "babylonjs/Maths/math.color";
  47258. import "babylonjs/Meshes/Builders/boxBuilder";
  47259. /**
  47260. * Bounding box gizmo
  47261. */
  47262. export class BoundingBoxGizmo extends Gizmo {
  47263. private _lineBoundingBox;
  47264. private _rotateSpheresParent;
  47265. private _scaleBoxesParent;
  47266. private _boundingDimensions;
  47267. private _renderObserver;
  47268. private _pointerObserver;
  47269. private _scaleDragSpeed;
  47270. private _tmpQuaternion;
  47271. private _tmpVector;
  47272. private _tmpRotationMatrix;
  47273. /**
  47274. * 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)
  47275. */
  47276. ignoreChildren: boolean;
  47277. /**
  47278. * 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)
  47279. */
  47280. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47281. /**
  47282. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47283. */
  47284. rotationSphereSize: number;
  47285. /**
  47286. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47287. */
  47288. scaleBoxSize: number;
  47289. /**
  47290. * 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)
  47291. */
  47292. fixedDragMeshScreenSize: boolean;
  47293. /**
  47294. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47295. */
  47296. fixedDragMeshScreenSizeDistanceFactor: number;
  47297. /**
  47298. * Fired when a rotation sphere or scale box is dragged
  47299. */
  47300. onDragStartObservable: Observable<{}>;
  47301. /**
  47302. * Fired when a scale box is dragged
  47303. */
  47304. onScaleBoxDragObservable: Observable<{}>;
  47305. /**
  47306. * Fired when a scale box drag is ended
  47307. */
  47308. onScaleBoxDragEndObservable: Observable<{}>;
  47309. /**
  47310. * Fired when a rotation sphere is dragged
  47311. */
  47312. onRotationSphereDragObservable: Observable<{}>;
  47313. /**
  47314. * Fired when a rotation sphere drag is ended
  47315. */
  47316. onRotationSphereDragEndObservable: Observable<{}>;
  47317. /**
  47318. * 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)
  47319. */
  47320. scalePivot: Nullable<Vector3>;
  47321. /**
  47322. * Mesh used as a pivot to rotate the attached mesh
  47323. */
  47324. private _anchorMesh;
  47325. private _existingMeshScale;
  47326. private _dragMesh;
  47327. private pointerDragBehavior;
  47328. private coloredMaterial;
  47329. private hoverColoredMaterial;
  47330. /**
  47331. * Sets the color of the bounding box gizmo
  47332. * @param color the color to set
  47333. */
  47334. setColor(color: Color3): void;
  47335. /**
  47336. * Creates an BoundingBoxGizmo
  47337. * @param gizmoLayer The utility layer the gizmo will be added to
  47338. * @param color The color of the gizmo
  47339. */
  47340. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47341. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47342. private _selectNode;
  47343. /**
  47344. * Updates the bounding box information for the Gizmo
  47345. */
  47346. updateBoundingBox(): void;
  47347. private _updateRotationSpheres;
  47348. private _updateScaleBoxes;
  47349. /**
  47350. * Enables rotation on the specified axis and disables rotation on the others
  47351. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47352. */
  47353. setEnabledRotationAxis(axis: string): void;
  47354. /**
  47355. * Enables/disables scaling
  47356. * @param enable if scaling should be enabled
  47357. */
  47358. setEnabledScaling(enable: boolean): void;
  47359. private _updateDummy;
  47360. /**
  47361. * Enables a pointer drag behavior on the bounding box of the gizmo
  47362. */
  47363. enableDragBehavior(): void;
  47364. /**
  47365. * Disposes of the gizmo
  47366. */
  47367. dispose(): void;
  47368. /**
  47369. * 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)
  47370. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47371. * @returns the bounding box mesh with the passed in mesh as a child
  47372. */
  47373. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47374. /**
  47375. * CustomMeshes are not supported by this gizmo
  47376. * @param mesh The mesh to replace the default mesh of the gizmo
  47377. */
  47378. setCustomMesh(mesh: Mesh): void;
  47379. }
  47380. }
  47381. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47382. import { Observable } from "babylonjs/Misc/observable";
  47383. import { Nullable } from "babylonjs/types";
  47384. import { Vector3 } from "babylonjs/Maths/math.vector";
  47385. import { Color3 } from "babylonjs/Maths/math.color";
  47386. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47387. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47388. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47389. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47390. import "babylonjs/Meshes/Builders/linesBuilder";
  47391. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47392. /**
  47393. * Single plane rotation gizmo
  47394. */
  47395. export class PlaneRotationGizmo extends Gizmo {
  47396. /**
  47397. * Drag behavior responsible for the gizmos dragging interactions
  47398. */
  47399. dragBehavior: PointerDragBehavior;
  47400. private _pointerObserver;
  47401. /**
  47402. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47403. */
  47404. snapDistance: number;
  47405. /**
  47406. * Event that fires each time the gizmo snaps to a new location.
  47407. * * snapDistance is the the change in distance
  47408. */
  47409. onSnapObservable: Observable<{
  47410. snapDistance: number;
  47411. }>;
  47412. private _isEnabled;
  47413. private _parent;
  47414. /**
  47415. * Creates a PlaneRotationGizmo
  47416. * @param gizmoLayer The utility layer the gizmo will be added to
  47417. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47418. * @param color The color of the gizmo
  47419. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47420. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47421. */
  47422. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47423. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47424. /**
  47425. * If the gizmo is enabled
  47426. */
  47427. isEnabled: boolean;
  47428. /**
  47429. * Disposes of the gizmo
  47430. */
  47431. dispose(): void;
  47432. }
  47433. }
  47434. declare module "babylonjs/Gizmos/rotationGizmo" {
  47435. import { Observable } from "babylonjs/Misc/observable";
  47436. import { Nullable } from "babylonjs/types";
  47437. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47438. import { Mesh } from "babylonjs/Meshes/mesh";
  47439. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47440. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47441. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47442. /**
  47443. * Gizmo that enables rotating a mesh along 3 axis
  47444. */
  47445. export class RotationGizmo extends Gizmo {
  47446. /**
  47447. * Internal gizmo used for interactions on the x axis
  47448. */
  47449. xGizmo: PlaneRotationGizmo;
  47450. /**
  47451. * Internal gizmo used for interactions on the y axis
  47452. */
  47453. yGizmo: PlaneRotationGizmo;
  47454. /**
  47455. * Internal gizmo used for interactions on the z axis
  47456. */
  47457. zGizmo: PlaneRotationGizmo;
  47458. /** Fires an event when any of it's sub gizmos are dragged */
  47459. onDragStartObservable: Observable<unknown>;
  47460. /** Fires an event when any of it's sub gizmos are released from dragging */
  47461. onDragEndObservable: Observable<unknown>;
  47462. private _meshAttached;
  47463. attachedMesh: Nullable<AbstractMesh>;
  47464. /**
  47465. * Creates a RotationGizmo
  47466. * @param gizmoLayer The utility layer the gizmo will be added to
  47467. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47468. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47469. */
  47470. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47471. updateGizmoRotationToMatchAttachedMesh: boolean;
  47472. /**
  47473. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47474. */
  47475. snapDistance: number;
  47476. /**
  47477. * Ratio for the scale of the gizmo (Default: 1)
  47478. */
  47479. scaleRatio: number;
  47480. /**
  47481. * Disposes of the gizmo
  47482. */
  47483. dispose(): void;
  47484. /**
  47485. * CustomMeshes are not supported by this gizmo
  47486. * @param mesh The mesh to replace the default mesh of the gizmo
  47487. */
  47488. setCustomMesh(mesh: Mesh): void;
  47489. }
  47490. }
  47491. declare module "babylonjs/Gizmos/gizmoManager" {
  47492. import { Observable } from "babylonjs/Misc/observable";
  47493. import { Nullable } from "babylonjs/types";
  47494. import { Scene, IDisposable } from "babylonjs/scene";
  47495. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47496. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47497. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47498. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47499. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47500. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47501. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47502. /**
  47503. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47504. */
  47505. export class GizmoManager implements IDisposable {
  47506. private scene;
  47507. /**
  47508. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47509. */
  47510. gizmos: {
  47511. positionGizmo: Nullable<PositionGizmo>;
  47512. rotationGizmo: Nullable<RotationGizmo>;
  47513. scaleGizmo: Nullable<ScaleGizmo>;
  47514. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47515. };
  47516. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47517. clearGizmoOnEmptyPointerEvent: boolean;
  47518. /** Fires an event when the manager is attached to a mesh */
  47519. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47520. private _gizmosEnabled;
  47521. private _pointerObserver;
  47522. private _attachedMesh;
  47523. private _boundingBoxColor;
  47524. private _defaultUtilityLayer;
  47525. private _defaultKeepDepthUtilityLayer;
  47526. /**
  47527. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47528. */
  47529. boundingBoxDragBehavior: SixDofDragBehavior;
  47530. /**
  47531. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47532. */
  47533. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47534. /**
  47535. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47536. */
  47537. usePointerToAttachGizmos: boolean;
  47538. /**
  47539. * Utility layer that the bounding box gizmo belongs to
  47540. */
  47541. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47542. /**
  47543. * Utility layer that all gizmos besides bounding box belong to
  47544. */
  47545. readonly utilityLayer: UtilityLayerRenderer;
  47546. /**
  47547. * Instatiates a gizmo manager
  47548. * @param scene the scene to overlay the gizmos on top of
  47549. */
  47550. constructor(scene: Scene);
  47551. /**
  47552. * Attaches a set of gizmos to the specified mesh
  47553. * @param mesh The mesh the gizmo's should be attached to
  47554. */
  47555. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47556. /**
  47557. * If the position gizmo is enabled
  47558. */
  47559. positionGizmoEnabled: boolean;
  47560. /**
  47561. * If the rotation gizmo is enabled
  47562. */
  47563. rotationGizmoEnabled: boolean;
  47564. /**
  47565. * If the scale gizmo is enabled
  47566. */
  47567. scaleGizmoEnabled: boolean;
  47568. /**
  47569. * If the boundingBox gizmo is enabled
  47570. */
  47571. boundingBoxGizmoEnabled: boolean;
  47572. /**
  47573. * Disposes of the gizmo manager
  47574. */
  47575. dispose(): void;
  47576. }
  47577. }
  47578. declare module "babylonjs/Lights/directionalLight" {
  47579. import { Camera } from "babylonjs/Cameras/camera";
  47580. import { Scene } from "babylonjs/scene";
  47581. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47583. import { Light } from "babylonjs/Lights/light";
  47584. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47585. import { Effect } from "babylonjs/Materials/effect";
  47586. /**
  47587. * A directional light is defined by a direction (what a surprise!).
  47588. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47589. * 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.
  47590. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47591. */
  47592. export class DirectionalLight extends ShadowLight {
  47593. private _shadowFrustumSize;
  47594. /**
  47595. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47596. */
  47597. /**
  47598. * Specifies a fix frustum size for the shadow generation.
  47599. */
  47600. shadowFrustumSize: number;
  47601. private _shadowOrthoScale;
  47602. /**
  47603. * Gets the shadow projection scale against the optimal computed one.
  47604. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47605. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47606. */
  47607. /**
  47608. * Sets the shadow projection scale against the optimal computed one.
  47609. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47610. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47611. */
  47612. shadowOrthoScale: number;
  47613. /**
  47614. * Automatically compute the projection matrix to best fit (including all the casters)
  47615. * on each frame.
  47616. */
  47617. autoUpdateExtends: boolean;
  47618. private _orthoLeft;
  47619. private _orthoRight;
  47620. private _orthoTop;
  47621. private _orthoBottom;
  47622. /**
  47623. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47624. * The directional light is emitted from everywhere in the given direction.
  47625. * It can cast shadows.
  47626. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47627. * @param name The friendly name of the light
  47628. * @param direction The direction of the light
  47629. * @param scene The scene the light belongs to
  47630. */
  47631. constructor(name: string, direction: Vector3, scene: Scene);
  47632. /**
  47633. * Returns the string "DirectionalLight".
  47634. * @return The class name
  47635. */
  47636. getClassName(): string;
  47637. /**
  47638. * Returns the integer 1.
  47639. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47640. */
  47641. getTypeID(): number;
  47642. /**
  47643. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47644. * Returns the DirectionalLight Shadow projection matrix.
  47645. */
  47646. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47647. /**
  47648. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47649. * Returns the DirectionalLight Shadow projection matrix.
  47650. */
  47651. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47652. /**
  47653. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47654. * Returns the DirectionalLight Shadow projection matrix.
  47655. */
  47656. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47657. protected _buildUniformLayout(): void;
  47658. /**
  47659. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47660. * @param effect The effect to update
  47661. * @param lightIndex The index of the light in the effect to update
  47662. * @returns The directional light
  47663. */
  47664. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47665. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47666. /**
  47667. * Gets the minZ used for shadow according to both the scene and the light.
  47668. *
  47669. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47670. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47671. * @param activeCamera The camera we are returning the min for
  47672. * @returns the depth min z
  47673. */
  47674. getDepthMinZ(activeCamera: Camera): number;
  47675. /**
  47676. * Gets the maxZ used for shadow according to both the scene and the light.
  47677. *
  47678. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47679. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47680. * @param activeCamera The camera we are returning the max for
  47681. * @returns the depth max z
  47682. */
  47683. getDepthMaxZ(activeCamera: Camera): number;
  47684. /**
  47685. * Prepares the list of defines specific to the light type.
  47686. * @param defines the list of defines
  47687. * @param lightIndex defines the index of the light for the effect
  47688. */
  47689. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47690. }
  47691. }
  47692. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47693. import { Mesh } from "babylonjs/Meshes/mesh";
  47694. /**
  47695. * Class containing static functions to help procedurally build meshes
  47696. */
  47697. export class HemisphereBuilder {
  47698. /**
  47699. * Creates a hemisphere mesh
  47700. * @param name defines the name of the mesh
  47701. * @param options defines the options used to create the mesh
  47702. * @param scene defines the hosting scene
  47703. * @returns the hemisphere mesh
  47704. */
  47705. static CreateHemisphere(name: string, options: {
  47706. segments?: number;
  47707. diameter?: number;
  47708. sideOrientation?: number;
  47709. }, scene: any): Mesh;
  47710. }
  47711. }
  47712. declare module "babylonjs/Lights/spotLight" {
  47713. import { Nullable } from "babylonjs/types";
  47714. import { Scene } from "babylonjs/scene";
  47715. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47716. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47717. import { Effect } from "babylonjs/Materials/effect";
  47718. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47719. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47720. /**
  47721. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47722. * These values define a cone of light starting from the position, emitting toward the direction.
  47723. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47724. * and the exponent defines the speed of the decay of the light with distance (reach).
  47725. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47726. */
  47727. export class SpotLight extends ShadowLight {
  47728. private _angle;
  47729. private _innerAngle;
  47730. private _cosHalfAngle;
  47731. private _lightAngleScale;
  47732. private _lightAngleOffset;
  47733. /**
  47734. * Gets the cone angle of the spot light in Radians.
  47735. */
  47736. /**
  47737. * Sets the cone angle of the spot light in Radians.
  47738. */
  47739. angle: number;
  47740. /**
  47741. * Only used in gltf falloff mode, this defines the angle where
  47742. * the directional falloff will start before cutting at angle which could be seen
  47743. * as outer angle.
  47744. */
  47745. /**
  47746. * Only used in gltf falloff mode, this defines the angle where
  47747. * the directional falloff will start before cutting at angle which could be seen
  47748. * as outer angle.
  47749. */
  47750. innerAngle: number;
  47751. private _shadowAngleScale;
  47752. /**
  47753. * Allows scaling the angle of the light for shadow generation only.
  47754. */
  47755. /**
  47756. * Allows scaling the angle of the light for shadow generation only.
  47757. */
  47758. shadowAngleScale: number;
  47759. /**
  47760. * The light decay speed with the distance from the emission spot.
  47761. */
  47762. exponent: number;
  47763. private _projectionTextureMatrix;
  47764. /**
  47765. * Allows reading the projecton texture
  47766. */
  47767. readonly projectionTextureMatrix: Matrix;
  47768. protected _projectionTextureLightNear: number;
  47769. /**
  47770. * Gets the near clip of the Spotlight for texture projection.
  47771. */
  47772. /**
  47773. * Sets the near clip of the Spotlight for texture projection.
  47774. */
  47775. projectionTextureLightNear: number;
  47776. protected _projectionTextureLightFar: number;
  47777. /**
  47778. * Gets the far clip of the Spotlight for texture projection.
  47779. */
  47780. /**
  47781. * Sets the far clip of the Spotlight for texture projection.
  47782. */
  47783. projectionTextureLightFar: number;
  47784. protected _projectionTextureUpDirection: Vector3;
  47785. /**
  47786. * Gets the Up vector of the Spotlight for texture projection.
  47787. */
  47788. /**
  47789. * Sets the Up vector of the Spotlight for texture projection.
  47790. */
  47791. projectionTextureUpDirection: Vector3;
  47792. private _projectionTexture;
  47793. /**
  47794. * Gets the projection texture of the light.
  47795. */
  47796. /**
  47797. * Sets the projection texture of the light.
  47798. */
  47799. projectionTexture: Nullable<BaseTexture>;
  47800. private _projectionTextureViewLightDirty;
  47801. private _projectionTextureProjectionLightDirty;
  47802. private _projectionTextureDirty;
  47803. private _projectionTextureViewTargetVector;
  47804. private _projectionTextureViewLightMatrix;
  47805. private _projectionTextureProjectionLightMatrix;
  47806. private _projectionTextureScalingMatrix;
  47807. /**
  47808. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  47809. * It can cast shadows.
  47810. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47811. * @param name The light friendly name
  47812. * @param position The position of the spot light in the scene
  47813. * @param direction The direction of the light in the scene
  47814. * @param angle The cone angle of the light in Radians
  47815. * @param exponent The light decay speed with the distance from the emission spot
  47816. * @param scene The scene the lights belongs to
  47817. */
  47818. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  47819. /**
  47820. * Returns the string "SpotLight".
  47821. * @returns the class name
  47822. */
  47823. getClassName(): string;
  47824. /**
  47825. * Returns the integer 2.
  47826. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47827. */
  47828. getTypeID(): number;
  47829. /**
  47830. * Overrides the direction setter to recompute the projection texture view light Matrix.
  47831. */
  47832. protected _setDirection(value: Vector3): void;
  47833. /**
  47834. * Overrides the position setter to recompute the projection texture view light Matrix.
  47835. */
  47836. protected _setPosition(value: Vector3): void;
  47837. /**
  47838. * 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.
  47839. * Returns the SpotLight.
  47840. */
  47841. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47842. protected _computeProjectionTextureViewLightMatrix(): void;
  47843. protected _computeProjectionTextureProjectionLightMatrix(): void;
  47844. /**
  47845. * Main function for light texture projection matrix computing.
  47846. */
  47847. protected _computeProjectionTextureMatrix(): void;
  47848. protected _buildUniformLayout(): void;
  47849. private _computeAngleValues;
  47850. /**
  47851. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  47852. * @param effect The effect to update
  47853. * @param lightIndex The index of the light in the effect to update
  47854. * @returns The spot light
  47855. */
  47856. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  47857. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  47858. /**
  47859. * Disposes the light and the associated resources.
  47860. */
  47861. dispose(): void;
  47862. /**
  47863. * Prepares the list of defines specific to the light type.
  47864. * @param defines the list of defines
  47865. * @param lightIndex defines the index of the light for the effect
  47866. */
  47867. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47868. }
  47869. }
  47870. declare module "babylonjs/Gizmos/lightGizmo" {
  47871. import { Nullable } from "babylonjs/types";
  47872. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47873. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47874. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47875. import { Light } from "babylonjs/Lights/light";
  47876. /**
  47877. * Gizmo that enables viewing a light
  47878. */
  47879. export class LightGizmo extends Gizmo {
  47880. private _lightMesh;
  47881. private _material;
  47882. private cachedPosition;
  47883. private cachedForward;
  47884. /**
  47885. * Creates a LightGizmo
  47886. * @param gizmoLayer The utility layer the gizmo will be added to
  47887. */
  47888. constructor(gizmoLayer?: UtilityLayerRenderer);
  47889. private _light;
  47890. /**
  47891. * The light that the gizmo is attached to
  47892. */
  47893. light: Nullable<Light>;
  47894. /**
  47895. * Gets the material used to render the light gizmo
  47896. */
  47897. readonly material: StandardMaterial;
  47898. /**
  47899. * @hidden
  47900. * Updates the gizmo to match the attached mesh's position/rotation
  47901. */
  47902. protected _update(): void;
  47903. private static _Scale;
  47904. /**
  47905. * Creates the lines for a light mesh
  47906. */
  47907. private static _createLightLines;
  47908. /**
  47909. * Disposes of the light gizmo
  47910. */
  47911. dispose(): void;
  47912. private static _CreateHemisphericLightMesh;
  47913. private static _CreatePointLightMesh;
  47914. private static _CreateSpotLightMesh;
  47915. private static _CreateDirectionalLightMesh;
  47916. }
  47917. }
  47918. declare module "babylonjs/Gizmos/index" {
  47919. export * from "babylonjs/Gizmos/axisDragGizmo";
  47920. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47921. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47922. export * from "babylonjs/Gizmos/gizmo";
  47923. export * from "babylonjs/Gizmos/gizmoManager";
  47924. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47925. export * from "babylonjs/Gizmos/positionGizmo";
  47926. export * from "babylonjs/Gizmos/rotationGizmo";
  47927. export * from "babylonjs/Gizmos/scaleGizmo";
  47928. export * from "babylonjs/Gizmos/lightGizmo";
  47929. export * from "babylonjs/Gizmos/planeDragGizmo";
  47930. }
  47931. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47932. /** @hidden */
  47933. export var backgroundFragmentDeclaration: {
  47934. name: string;
  47935. shader: string;
  47936. };
  47937. }
  47938. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47939. /** @hidden */
  47940. export var backgroundUboDeclaration: {
  47941. name: string;
  47942. shader: string;
  47943. };
  47944. }
  47945. declare module "babylonjs/Shaders/background.fragment" {
  47946. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47947. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47948. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47949. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47950. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47951. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47952. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47953. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47954. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47955. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47956. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47957. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47958. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47959. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47960. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47961. /** @hidden */
  47962. export var backgroundPixelShader: {
  47963. name: string;
  47964. shader: string;
  47965. };
  47966. }
  47967. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47968. /** @hidden */
  47969. export var backgroundVertexDeclaration: {
  47970. name: string;
  47971. shader: string;
  47972. };
  47973. }
  47974. declare module "babylonjs/Shaders/background.vertex" {
  47975. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47976. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47977. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47978. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47979. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47980. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47981. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47982. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47983. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47984. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47985. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47986. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47987. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47988. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47989. /** @hidden */
  47990. export var backgroundVertexShader: {
  47991. name: string;
  47992. shader: string;
  47993. };
  47994. }
  47995. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47996. import { Nullable, int, float } from "babylonjs/types";
  47997. import { Scene } from "babylonjs/scene";
  47998. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47999. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48000. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48001. import { Mesh } from "babylonjs/Meshes/mesh";
  48002. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48003. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48004. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48005. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48006. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48007. import { Color3 } from "babylonjs/Maths/math.color";
  48008. import "babylonjs/Shaders/background.fragment";
  48009. import "babylonjs/Shaders/background.vertex";
  48010. /**
  48011. * Background material used to create an efficient environement around your scene.
  48012. */
  48013. export class BackgroundMaterial extends PushMaterial {
  48014. /**
  48015. * Standard reflectance value at parallel view angle.
  48016. */
  48017. static StandardReflectance0: number;
  48018. /**
  48019. * Standard reflectance value at grazing angle.
  48020. */
  48021. static StandardReflectance90: number;
  48022. protected _primaryColor: Color3;
  48023. /**
  48024. * Key light Color (multiply against the environement texture)
  48025. */
  48026. primaryColor: Color3;
  48027. protected __perceptualColor: Nullable<Color3>;
  48028. /**
  48029. * Experimental Internal Use Only.
  48030. *
  48031. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48032. * This acts as a helper to set the primary color to a more "human friendly" value.
  48033. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48034. * output color as close as possible from the chosen value.
  48035. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48036. * part of lighting setup.)
  48037. */
  48038. _perceptualColor: Nullable<Color3>;
  48039. protected _primaryColorShadowLevel: float;
  48040. /**
  48041. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48042. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48043. */
  48044. primaryColorShadowLevel: float;
  48045. protected _primaryColorHighlightLevel: float;
  48046. /**
  48047. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48048. * The primary color is used at the level chosen to define what the white area would look.
  48049. */
  48050. primaryColorHighlightLevel: float;
  48051. protected _reflectionTexture: Nullable<BaseTexture>;
  48052. /**
  48053. * Reflection Texture used in the material.
  48054. * Should be author in a specific way for the best result (refer to the documentation).
  48055. */
  48056. reflectionTexture: Nullable<BaseTexture>;
  48057. protected _reflectionBlur: float;
  48058. /**
  48059. * Reflection Texture level of blur.
  48060. *
  48061. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48062. * texture twice.
  48063. */
  48064. reflectionBlur: float;
  48065. protected _diffuseTexture: Nullable<BaseTexture>;
  48066. /**
  48067. * Diffuse Texture used in the material.
  48068. * Should be author in a specific way for the best result (refer to the documentation).
  48069. */
  48070. diffuseTexture: Nullable<BaseTexture>;
  48071. protected _shadowLights: Nullable<IShadowLight[]>;
  48072. /**
  48073. * Specify the list of lights casting shadow on the material.
  48074. * All scene shadow lights will be included if null.
  48075. */
  48076. shadowLights: Nullable<IShadowLight[]>;
  48077. protected _shadowLevel: float;
  48078. /**
  48079. * Helps adjusting the shadow to a softer level if required.
  48080. * 0 means black shadows and 1 means no shadows.
  48081. */
  48082. shadowLevel: float;
  48083. protected _sceneCenter: Vector3;
  48084. /**
  48085. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48086. * It is usually zero but might be interesting to modify according to your setup.
  48087. */
  48088. sceneCenter: Vector3;
  48089. protected _opacityFresnel: boolean;
  48090. /**
  48091. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48092. * This helps ensuring a nice transition when the camera goes under the ground.
  48093. */
  48094. opacityFresnel: boolean;
  48095. protected _reflectionFresnel: boolean;
  48096. /**
  48097. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48098. * This helps adding a mirror texture on the ground.
  48099. */
  48100. reflectionFresnel: boolean;
  48101. protected _reflectionFalloffDistance: number;
  48102. /**
  48103. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48104. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48105. */
  48106. reflectionFalloffDistance: number;
  48107. protected _reflectionAmount: number;
  48108. /**
  48109. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48110. */
  48111. reflectionAmount: number;
  48112. protected _reflectionReflectance0: number;
  48113. /**
  48114. * This specifies the weight of the reflection at grazing angle.
  48115. */
  48116. reflectionReflectance0: number;
  48117. protected _reflectionReflectance90: number;
  48118. /**
  48119. * This specifies the weight of the reflection at a perpendicular point of view.
  48120. */
  48121. reflectionReflectance90: number;
  48122. /**
  48123. * Sets the reflection reflectance fresnel values according to the default standard
  48124. * empirically know to work well :-)
  48125. */
  48126. reflectionStandardFresnelWeight: number;
  48127. protected _useRGBColor: boolean;
  48128. /**
  48129. * Helps to directly use the maps channels instead of their level.
  48130. */
  48131. useRGBColor: boolean;
  48132. protected _enableNoise: boolean;
  48133. /**
  48134. * This helps reducing the banding effect that could occur on the background.
  48135. */
  48136. enableNoise: boolean;
  48137. /**
  48138. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48139. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48140. * Recommended to be keep at 1.0 except for special cases.
  48141. */
  48142. fovMultiplier: number;
  48143. private _fovMultiplier;
  48144. /**
  48145. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48146. */
  48147. useEquirectangularFOV: boolean;
  48148. private _maxSimultaneousLights;
  48149. /**
  48150. * Number of Simultaneous lights allowed on the material.
  48151. */
  48152. maxSimultaneousLights: int;
  48153. /**
  48154. * Default configuration related to image processing available in the Background Material.
  48155. */
  48156. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48157. /**
  48158. * Keep track of the image processing observer to allow dispose and replace.
  48159. */
  48160. private _imageProcessingObserver;
  48161. /**
  48162. * Attaches a new image processing configuration to the PBR Material.
  48163. * @param configuration (if null the scene configuration will be use)
  48164. */
  48165. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48166. /**
  48167. * Gets the image processing configuration used either in this material.
  48168. */
  48169. /**
  48170. * Sets the Default image processing configuration used either in the this material.
  48171. *
  48172. * If sets to null, the scene one is in use.
  48173. */
  48174. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48175. /**
  48176. * Gets wether the color curves effect is enabled.
  48177. */
  48178. /**
  48179. * Sets wether the color curves effect is enabled.
  48180. */
  48181. cameraColorCurvesEnabled: boolean;
  48182. /**
  48183. * Gets wether the color grading effect is enabled.
  48184. */
  48185. /**
  48186. * Gets wether the color grading effect is enabled.
  48187. */
  48188. cameraColorGradingEnabled: boolean;
  48189. /**
  48190. * Gets wether tonemapping is enabled or not.
  48191. */
  48192. /**
  48193. * Sets wether tonemapping is enabled or not
  48194. */
  48195. cameraToneMappingEnabled: boolean;
  48196. /**
  48197. * The camera exposure used on this material.
  48198. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48199. * This corresponds to a photographic exposure.
  48200. */
  48201. /**
  48202. * The camera exposure used on this material.
  48203. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48204. * This corresponds to a photographic exposure.
  48205. */
  48206. cameraExposure: float;
  48207. /**
  48208. * Gets The camera contrast used on this material.
  48209. */
  48210. /**
  48211. * Sets The camera contrast used on this material.
  48212. */
  48213. cameraContrast: float;
  48214. /**
  48215. * Gets the Color Grading 2D Lookup Texture.
  48216. */
  48217. /**
  48218. * Sets the Color Grading 2D Lookup Texture.
  48219. */
  48220. cameraColorGradingTexture: Nullable<BaseTexture>;
  48221. /**
  48222. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48223. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48224. * 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;
  48225. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48226. */
  48227. /**
  48228. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48229. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48230. * 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;
  48231. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48232. */
  48233. cameraColorCurves: Nullable<ColorCurves>;
  48234. /**
  48235. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48236. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48237. */
  48238. switchToBGR: boolean;
  48239. private _renderTargets;
  48240. private _reflectionControls;
  48241. private _white;
  48242. private _primaryShadowColor;
  48243. private _primaryHighlightColor;
  48244. /**
  48245. * Instantiates a Background Material in the given scene
  48246. * @param name The friendly name of the material
  48247. * @param scene The scene to add the material to
  48248. */
  48249. constructor(name: string, scene: Scene);
  48250. /**
  48251. * Gets a boolean indicating that current material needs to register RTT
  48252. */
  48253. readonly hasRenderTargetTextures: boolean;
  48254. /**
  48255. * The entire material has been created in order to prevent overdraw.
  48256. * @returns false
  48257. */
  48258. needAlphaTesting(): boolean;
  48259. /**
  48260. * The entire material has been created in order to prevent overdraw.
  48261. * @returns true if blending is enable
  48262. */
  48263. needAlphaBlending(): boolean;
  48264. /**
  48265. * Checks wether the material is ready to be rendered for a given mesh.
  48266. * @param mesh The mesh to render
  48267. * @param subMesh The submesh to check against
  48268. * @param useInstances Specify wether or not the material is used with instances
  48269. * @returns true if all the dependencies are ready (Textures, Effects...)
  48270. */
  48271. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48272. /**
  48273. * Compute the primary color according to the chosen perceptual color.
  48274. */
  48275. private _computePrimaryColorFromPerceptualColor;
  48276. /**
  48277. * Compute the highlights and shadow colors according to their chosen levels.
  48278. */
  48279. private _computePrimaryColors;
  48280. /**
  48281. * Build the uniform buffer used in the material.
  48282. */
  48283. buildUniformLayout(): void;
  48284. /**
  48285. * Unbind the material.
  48286. */
  48287. unbind(): void;
  48288. /**
  48289. * Bind only the world matrix to the material.
  48290. * @param world The world matrix to bind.
  48291. */
  48292. bindOnlyWorldMatrix(world: Matrix): void;
  48293. /**
  48294. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48295. * @param world The world matrix to bind.
  48296. * @param subMesh The submesh to bind for.
  48297. */
  48298. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48299. /**
  48300. * Checks to see if a texture is used in the material.
  48301. * @param texture - Base texture to use.
  48302. * @returns - Boolean specifying if a texture is used in the material.
  48303. */
  48304. hasTexture(texture: BaseTexture): boolean;
  48305. /**
  48306. * Dispose the material.
  48307. * @param forceDisposeEffect Force disposal of the associated effect.
  48308. * @param forceDisposeTextures Force disposal of the associated textures.
  48309. */
  48310. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48311. /**
  48312. * Clones the material.
  48313. * @param name The cloned name.
  48314. * @returns The cloned material.
  48315. */
  48316. clone(name: string): BackgroundMaterial;
  48317. /**
  48318. * Serializes the current material to its JSON representation.
  48319. * @returns The JSON representation.
  48320. */
  48321. serialize(): any;
  48322. /**
  48323. * Gets the class name of the material
  48324. * @returns "BackgroundMaterial"
  48325. */
  48326. getClassName(): string;
  48327. /**
  48328. * Parse a JSON input to create back a background material.
  48329. * @param source The JSON data to parse
  48330. * @param scene The scene to create the parsed material in
  48331. * @param rootUrl The root url of the assets the material depends upon
  48332. * @returns the instantiated BackgroundMaterial.
  48333. */
  48334. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48335. }
  48336. }
  48337. declare module "babylonjs/Helpers/environmentHelper" {
  48338. import { Observable } from "babylonjs/Misc/observable";
  48339. import { Nullable } from "babylonjs/types";
  48340. import { Scene } from "babylonjs/scene";
  48341. import { Vector3 } from "babylonjs/Maths/math.vector";
  48342. import { Color3 } from "babylonjs/Maths/math.color";
  48343. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48344. import { Mesh } from "babylonjs/Meshes/mesh";
  48345. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48346. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48347. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48348. import "babylonjs/Meshes/Builders/planeBuilder";
  48349. import "babylonjs/Meshes/Builders/boxBuilder";
  48350. /**
  48351. * Represents the different options available during the creation of
  48352. * a Environment helper.
  48353. *
  48354. * This can control the default ground, skybox and image processing setup of your scene.
  48355. */
  48356. export interface IEnvironmentHelperOptions {
  48357. /**
  48358. * Specifies wether or not to create a ground.
  48359. * True by default.
  48360. */
  48361. createGround: boolean;
  48362. /**
  48363. * Specifies the ground size.
  48364. * 15 by default.
  48365. */
  48366. groundSize: number;
  48367. /**
  48368. * The texture used on the ground for the main color.
  48369. * Comes from the BabylonJS CDN by default.
  48370. *
  48371. * Remarks: Can be either a texture or a url.
  48372. */
  48373. groundTexture: string | BaseTexture;
  48374. /**
  48375. * The color mixed in the ground texture by default.
  48376. * BabylonJS clearColor by default.
  48377. */
  48378. groundColor: Color3;
  48379. /**
  48380. * Specifies the ground opacity.
  48381. * 1 by default.
  48382. */
  48383. groundOpacity: number;
  48384. /**
  48385. * Enables the ground to receive shadows.
  48386. * True by default.
  48387. */
  48388. enableGroundShadow: boolean;
  48389. /**
  48390. * Helps preventing the shadow to be fully black on the ground.
  48391. * 0.5 by default.
  48392. */
  48393. groundShadowLevel: number;
  48394. /**
  48395. * Creates a mirror texture attach to the ground.
  48396. * false by default.
  48397. */
  48398. enableGroundMirror: boolean;
  48399. /**
  48400. * Specifies the ground mirror size ratio.
  48401. * 0.3 by default as the default kernel is 64.
  48402. */
  48403. groundMirrorSizeRatio: number;
  48404. /**
  48405. * Specifies the ground mirror blur kernel size.
  48406. * 64 by default.
  48407. */
  48408. groundMirrorBlurKernel: number;
  48409. /**
  48410. * Specifies the ground mirror visibility amount.
  48411. * 1 by default
  48412. */
  48413. groundMirrorAmount: number;
  48414. /**
  48415. * Specifies the ground mirror reflectance weight.
  48416. * This uses the standard weight of the background material to setup the fresnel effect
  48417. * of the mirror.
  48418. * 1 by default.
  48419. */
  48420. groundMirrorFresnelWeight: number;
  48421. /**
  48422. * Specifies the ground mirror Falloff distance.
  48423. * This can helps reducing the size of the reflection.
  48424. * 0 by Default.
  48425. */
  48426. groundMirrorFallOffDistance: number;
  48427. /**
  48428. * Specifies the ground mirror texture type.
  48429. * Unsigned Int by Default.
  48430. */
  48431. groundMirrorTextureType: number;
  48432. /**
  48433. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48434. * the shown objects.
  48435. */
  48436. groundYBias: number;
  48437. /**
  48438. * Specifies wether or not to create a skybox.
  48439. * True by default.
  48440. */
  48441. createSkybox: boolean;
  48442. /**
  48443. * Specifies the skybox size.
  48444. * 20 by default.
  48445. */
  48446. skyboxSize: number;
  48447. /**
  48448. * The texture used on the skybox for the main color.
  48449. * Comes from the BabylonJS CDN by default.
  48450. *
  48451. * Remarks: Can be either a texture or a url.
  48452. */
  48453. skyboxTexture: string | BaseTexture;
  48454. /**
  48455. * The color mixed in the skybox texture by default.
  48456. * BabylonJS clearColor by default.
  48457. */
  48458. skyboxColor: Color3;
  48459. /**
  48460. * The background rotation around the Y axis of the scene.
  48461. * This helps aligning the key lights of your scene with the background.
  48462. * 0 by default.
  48463. */
  48464. backgroundYRotation: number;
  48465. /**
  48466. * Compute automatically the size of the elements to best fit with the scene.
  48467. */
  48468. sizeAuto: boolean;
  48469. /**
  48470. * Default position of the rootMesh if autoSize is not true.
  48471. */
  48472. rootPosition: Vector3;
  48473. /**
  48474. * Sets up the image processing in the scene.
  48475. * true by default.
  48476. */
  48477. setupImageProcessing: boolean;
  48478. /**
  48479. * The texture used as your environment texture in the scene.
  48480. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48481. *
  48482. * Remarks: Can be either a texture or a url.
  48483. */
  48484. environmentTexture: string | BaseTexture;
  48485. /**
  48486. * The value of the exposure to apply to the scene.
  48487. * 0.6 by default if setupImageProcessing is true.
  48488. */
  48489. cameraExposure: number;
  48490. /**
  48491. * The value of the contrast to apply to the scene.
  48492. * 1.6 by default if setupImageProcessing is true.
  48493. */
  48494. cameraContrast: number;
  48495. /**
  48496. * Specifies wether or not tonemapping should be enabled in the scene.
  48497. * true by default if setupImageProcessing is true.
  48498. */
  48499. toneMappingEnabled: boolean;
  48500. }
  48501. /**
  48502. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48503. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48504. * It also helps with the default setup of your imageProcessing configuration.
  48505. */
  48506. export class EnvironmentHelper {
  48507. /**
  48508. * Default ground texture URL.
  48509. */
  48510. private static _groundTextureCDNUrl;
  48511. /**
  48512. * Default skybox texture URL.
  48513. */
  48514. private static _skyboxTextureCDNUrl;
  48515. /**
  48516. * Default environment texture URL.
  48517. */
  48518. private static _environmentTextureCDNUrl;
  48519. /**
  48520. * Creates the default options for the helper.
  48521. */
  48522. private static _getDefaultOptions;
  48523. private _rootMesh;
  48524. /**
  48525. * Gets the root mesh created by the helper.
  48526. */
  48527. readonly rootMesh: Mesh;
  48528. private _skybox;
  48529. /**
  48530. * Gets the skybox created by the helper.
  48531. */
  48532. readonly skybox: Nullable<Mesh>;
  48533. private _skyboxTexture;
  48534. /**
  48535. * Gets the skybox texture created by the helper.
  48536. */
  48537. readonly skyboxTexture: Nullable<BaseTexture>;
  48538. private _skyboxMaterial;
  48539. /**
  48540. * Gets the skybox material created by the helper.
  48541. */
  48542. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48543. private _ground;
  48544. /**
  48545. * Gets the ground mesh created by the helper.
  48546. */
  48547. readonly ground: Nullable<Mesh>;
  48548. private _groundTexture;
  48549. /**
  48550. * Gets the ground texture created by the helper.
  48551. */
  48552. readonly groundTexture: Nullable<BaseTexture>;
  48553. private _groundMirror;
  48554. /**
  48555. * Gets the ground mirror created by the helper.
  48556. */
  48557. readonly groundMirror: Nullable<MirrorTexture>;
  48558. /**
  48559. * Gets the ground mirror render list to helps pushing the meshes
  48560. * you wish in the ground reflection.
  48561. */
  48562. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48563. private _groundMaterial;
  48564. /**
  48565. * Gets the ground material created by the helper.
  48566. */
  48567. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48568. /**
  48569. * Stores the creation options.
  48570. */
  48571. private readonly _scene;
  48572. private _options;
  48573. /**
  48574. * This observable will be notified with any error during the creation of the environment,
  48575. * mainly texture creation errors.
  48576. */
  48577. onErrorObservable: Observable<{
  48578. message?: string;
  48579. exception?: any;
  48580. }>;
  48581. /**
  48582. * constructor
  48583. * @param options Defines the options we want to customize the helper
  48584. * @param scene The scene to add the material to
  48585. */
  48586. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48587. /**
  48588. * Updates the background according to the new options
  48589. * @param options
  48590. */
  48591. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48592. /**
  48593. * Sets the primary color of all the available elements.
  48594. * @param color the main color to affect to the ground and the background
  48595. */
  48596. setMainColor(color: Color3): void;
  48597. /**
  48598. * Setup the image processing according to the specified options.
  48599. */
  48600. private _setupImageProcessing;
  48601. /**
  48602. * Setup the environment texture according to the specified options.
  48603. */
  48604. private _setupEnvironmentTexture;
  48605. /**
  48606. * Setup the background according to the specified options.
  48607. */
  48608. private _setupBackground;
  48609. /**
  48610. * Get the scene sizes according to the setup.
  48611. */
  48612. private _getSceneSize;
  48613. /**
  48614. * Setup the ground according to the specified options.
  48615. */
  48616. private _setupGround;
  48617. /**
  48618. * Setup the ground material according to the specified options.
  48619. */
  48620. private _setupGroundMaterial;
  48621. /**
  48622. * Setup the ground diffuse texture according to the specified options.
  48623. */
  48624. private _setupGroundDiffuseTexture;
  48625. /**
  48626. * Setup the ground mirror texture according to the specified options.
  48627. */
  48628. private _setupGroundMirrorTexture;
  48629. /**
  48630. * Setup the ground to receive the mirror texture.
  48631. */
  48632. private _setupMirrorInGroundMaterial;
  48633. /**
  48634. * Setup the skybox according to the specified options.
  48635. */
  48636. private _setupSkybox;
  48637. /**
  48638. * Setup the skybox material according to the specified options.
  48639. */
  48640. private _setupSkyboxMaterial;
  48641. /**
  48642. * Setup the skybox reflection texture according to the specified options.
  48643. */
  48644. private _setupSkyboxReflectionTexture;
  48645. private _errorHandler;
  48646. /**
  48647. * Dispose all the elements created by the Helper.
  48648. */
  48649. dispose(): void;
  48650. }
  48651. }
  48652. declare module "babylonjs/Helpers/photoDome" {
  48653. import { Observable } from "babylonjs/Misc/observable";
  48654. import { Nullable } from "babylonjs/types";
  48655. import { Scene } from "babylonjs/scene";
  48656. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48657. import { Mesh } from "babylonjs/Meshes/mesh";
  48658. import { Texture } from "babylonjs/Materials/Textures/texture";
  48659. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48660. import "babylonjs/Meshes/Builders/sphereBuilder";
  48661. /**
  48662. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48663. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48664. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48665. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48666. */
  48667. export class PhotoDome extends TransformNode {
  48668. /**
  48669. * Define the image as a Monoscopic panoramic 360 image.
  48670. */
  48671. static readonly MODE_MONOSCOPIC: number;
  48672. /**
  48673. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48674. */
  48675. static readonly MODE_TOPBOTTOM: number;
  48676. /**
  48677. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48678. */
  48679. static readonly MODE_SIDEBYSIDE: number;
  48680. private _useDirectMapping;
  48681. /**
  48682. * The texture being displayed on the sphere
  48683. */
  48684. protected _photoTexture: Texture;
  48685. /**
  48686. * Gets or sets the texture being displayed on the sphere
  48687. */
  48688. photoTexture: Texture;
  48689. /**
  48690. * Observable raised when an error occured while loading the 360 image
  48691. */
  48692. onLoadErrorObservable: Observable<string>;
  48693. /**
  48694. * The skybox material
  48695. */
  48696. protected _material: BackgroundMaterial;
  48697. /**
  48698. * The surface used for the skybox
  48699. */
  48700. protected _mesh: Mesh;
  48701. /**
  48702. * Gets the mesh used for the skybox.
  48703. */
  48704. readonly mesh: Mesh;
  48705. /**
  48706. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48707. * Also see the options.resolution property.
  48708. */
  48709. fovMultiplier: number;
  48710. private _imageMode;
  48711. /**
  48712. * Gets or set the current video mode for the video. It can be:
  48713. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48714. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48715. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48716. */
  48717. imageMode: number;
  48718. /**
  48719. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48720. * @param name Element's name, child elements will append suffixes for their own names.
  48721. * @param urlsOfPhoto defines the url of the photo to display
  48722. * @param options defines an object containing optional or exposed sub element properties
  48723. * @param onError defines a callback called when an error occured while loading the texture
  48724. */
  48725. constructor(name: string, urlOfPhoto: string, options: {
  48726. resolution?: number;
  48727. size?: number;
  48728. useDirectMapping?: boolean;
  48729. faceForward?: boolean;
  48730. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48731. private _onBeforeCameraRenderObserver;
  48732. private _changeImageMode;
  48733. /**
  48734. * Releases resources associated with this node.
  48735. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48736. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48737. */
  48738. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48739. }
  48740. }
  48741. declare module "babylonjs/Misc/rgbdTextureTools" {
  48742. import "babylonjs/Shaders/rgbdDecode.fragment";
  48743. import "babylonjs/Engines/Extensions/engine.renderTarget";
  48744. import { Texture } from "babylonjs/Materials/Textures/texture";
  48745. /**
  48746. * Class used to host RGBD texture specific utilities
  48747. */
  48748. export class RGBDTextureTools {
  48749. /**
  48750. * Expand the RGBD Texture from RGBD to Half Float if possible.
  48751. * @param texture the texture to expand.
  48752. */
  48753. static ExpandRGBDTexture(texture: Texture): void;
  48754. }
  48755. }
  48756. declare module "babylonjs/Misc/brdfTextureTools" {
  48757. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48758. import { Scene } from "babylonjs/scene";
  48759. /**
  48760. * Class used to host texture specific utilities
  48761. */
  48762. export class BRDFTextureTools {
  48763. /**
  48764. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  48765. * @param scene defines the hosting scene
  48766. * @returns the environment BRDF texture
  48767. */
  48768. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  48769. private static _environmentBRDFBase64Texture;
  48770. }
  48771. }
  48772. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  48773. import { Nullable } from "babylonjs/types";
  48774. import { Color3 } from "babylonjs/Maths/math.color";
  48775. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48776. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48777. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48778. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48779. import { Engine } from "babylonjs/Engines/engine";
  48780. import { Scene } from "babylonjs/scene";
  48781. /**
  48782. * @hidden
  48783. */
  48784. export interface IMaterialClearCoatDefines {
  48785. CLEARCOAT: boolean;
  48786. CLEARCOAT_DEFAULTIOR: boolean;
  48787. CLEARCOAT_TEXTURE: boolean;
  48788. CLEARCOAT_TEXTUREDIRECTUV: number;
  48789. CLEARCOAT_BUMP: boolean;
  48790. CLEARCOAT_BUMPDIRECTUV: number;
  48791. CLEARCOAT_TINT: boolean;
  48792. CLEARCOAT_TINT_TEXTURE: boolean;
  48793. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48794. /** @hidden */
  48795. _areTexturesDirty: boolean;
  48796. }
  48797. /**
  48798. * Define the code related to the clear coat parameters of the pbr material.
  48799. */
  48800. export class PBRClearCoatConfiguration {
  48801. /**
  48802. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48803. * The default fits with a polyurethane material.
  48804. */
  48805. private static readonly _DefaultIndexOfRefraction;
  48806. private _isEnabled;
  48807. /**
  48808. * Defines if the clear coat is enabled in the material.
  48809. */
  48810. isEnabled: boolean;
  48811. /**
  48812. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  48813. */
  48814. intensity: number;
  48815. /**
  48816. * Defines the clear coat layer roughness.
  48817. */
  48818. roughness: number;
  48819. private _indexOfRefraction;
  48820. /**
  48821. * Defines the index of refraction of the clear coat.
  48822. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48823. * The default fits with a polyurethane material.
  48824. * Changing the default value is more performance intensive.
  48825. */
  48826. indexOfRefraction: number;
  48827. private _texture;
  48828. /**
  48829. * Stores the clear coat values in a texture.
  48830. */
  48831. texture: Nullable<BaseTexture>;
  48832. private _bumpTexture;
  48833. /**
  48834. * Define the clear coat specific bump texture.
  48835. */
  48836. bumpTexture: Nullable<BaseTexture>;
  48837. private _isTintEnabled;
  48838. /**
  48839. * Defines if the clear coat tint is enabled in the material.
  48840. */
  48841. isTintEnabled: boolean;
  48842. /**
  48843. * Defines the clear coat tint of the material.
  48844. * This is only use if tint is enabled
  48845. */
  48846. tintColor: Color3;
  48847. /**
  48848. * Defines the distance at which the tint color should be found in the
  48849. * clear coat media.
  48850. * This is only use if tint is enabled
  48851. */
  48852. tintColorAtDistance: number;
  48853. /**
  48854. * Defines the clear coat layer thickness.
  48855. * This is only use if tint is enabled
  48856. */
  48857. tintThickness: number;
  48858. private _tintTexture;
  48859. /**
  48860. * Stores the clear tint values in a texture.
  48861. * rgb is tint
  48862. * a is a thickness factor
  48863. */
  48864. tintTexture: Nullable<BaseTexture>;
  48865. /** @hidden */
  48866. private _internalMarkAllSubMeshesAsTexturesDirty;
  48867. /** @hidden */
  48868. _markAllSubMeshesAsTexturesDirty(): void;
  48869. /**
  48870. * Instantiate a new istance of clear coat configuration.
  48871. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48872. */
  48873. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48874. /**
  48875. * Gets wehter the submesh is ready to be used or not.
  48876. * @param defines the list of "defines" to update.
  48877. * @param scene defines the scene the material belongs to.
  48878. * @param engine defines the engine the material belongs to.
  48879. * @param disableBumpMap defines wether the material disables bump or not.
  48880. * @returns - boolean indicating that the submesh is ready or not.
  48881. */
  48882. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  48883. /**
  48884. * Checks to see if a texture is used in the material.
  48885. * @param defines the list of "defines" to update.
  48886. * @param scene defines the scene to the material belongs to.
  48887. */
  48888. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  48889. /**
  48890. * Binds the material data.
  48891. * @param uniformBuffer defines the Uniform buffer to fill in.
  48892. * @param scene defines the scene the material belongs to.
  48893. * @param engine defines the engine the material belongs to.
  48894. * @param disableBumpMap defines wether the material disables bump or not.
  48895. * @param isFrozen defines wether the material is frozen or not.
  48896. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48897. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48898. */
  48899. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  48900. /**
  48901. * Checks to see if a texture is used in the material.
  48902. * @param texture - Base texture to use.
  48903. * @returns - Boolean specifying if a texture is used in the material.
  48904. */
  48905. hasTexture(texture: BaseTexture): boolean;
  48906. /**
  48907. * Returns an array of the actively used textures.
  48908. * @param activeTextures Array of BaseTextures
  48909. */
  48910. getActiveTextures(activeTextures: BaseTexture[]): void;
  48911. /**
  48912. * Returns the animatable textures.
  48913. * @param animatables Array of animatable textures.
  48914. */
  48915. getAnimatables(animatables: IAnimatable[]): void;
  48916. /**
  48917. * Disposes the resources of the material.
  48918. * @param forceDisposeTextures - Forces the disposal of all textures.
  48919. */
  48920. dispose(forceDisposeTextures?: boolean): void;
  48921. /**
  48922. * Get the current class name of the texture useful for serialization or dynamic coding.
  48923. * @returns "PBRClearCoatConfiguration"
  48924. */
  48925. getClassName(): string;
  48926. /**
  48927. * Add fallbacks to the effect fallbacks list.
  48928. * @param defines defines the Base texture to use.
  48929. * @param fallbacks defines the current fallback list.
  48930. * @param currentRank defines the current fallback rank.
  48931. * @returns the new fallback rank.
  48932. */
  48933. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48934. /**
  48935. * Add the required uniforms to the current list.
  48936. * @param uniforms defines the current uniform list.
  48937. */
  48938. static AddUniforms(uniforms: string[]): void;
  48939. /**
  48940. * Add the required samplers to the current list.
  48941. * @param samplers defines the current sampler list.
  48942. */
  48943. static AddSamplers(samplers: string[]): void;
  48944. /**
  48945. * Add the required uniforms to the current buffer.
  48946. * @param uniformBuffer defines the current uniform buffer.
  48947. */
  48948. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48949. /**
  48950. * Makes a duplicate of the current configuration into another one.
  48951. * @param clearCoatConfiguration define the config where to copy the info
  48952. */
  48953. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48954. /**
  48955. * Serializes this clear coat configuration.
  48956. * @returns - An object with the serialized config.
  48957. */
  48958. serialize(): any;
  48959. /**
  48960. * Parses a anisotropy Configuration from a serialized object.
  48961. * @param source - Serialized object.
  48962. * @param scene Defines the scene we are parsing for
  48963. * @param rootUrl Defines the rootUrl to load from
  48964. */
  48965. parse(source: any, scene: Scene, rootUrl: string): void;
  48966. }
  48967. }
  48968. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48969. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48970. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48971. import { Vector2 } from "babylonjs/Maths/math.vector";
  48972. import { Scene } from "babylonjs/scene";
  48973. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48974. import { Nullable } from "babylonjs/types";
  48975. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48976. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48977. /**
  48978. * @hidden
  48979. */
  48980. export interface IMaterialAnisotropicDefines {
  48981. ANISOTROPIC: boolean;
  48982. ANISOTROPIC_TEXTURE: boolean;
  48983. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48984. MAINUV1: boolean;
  48985. _areTexturesDirty: boolean;
  48986. _needUVs: boolean;
  48987. }
  48988. /**
  48989. * Define the code related to the anisotropic parameters of the pbr material.
  48990. */
  48991. export class PBRAnisotropicConfiguration {
  48992. private _isEnabled;
  48993. /**
  48994. * Defines if the anisotropy is enabled in the material.
  48995. */
  48996. isEnabled: boolean;
  48997. /**
  48998. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48999. */
  49000. intensity: number;
  49001. /**
  49002. * Defines if the effect is along the tangents, bitangents or in between.
  49003. * By default, the effect is "strectching" the highlights along the tangents.
  49004. */
  49005. direction: Vector2;
  49006. private _texture;
  49007. /**
  49008. * Stores the anisotropy values in a texture.
  49009. * rg is direction (like normal from -1 to 1)
  49010. * b is a intensity
  49011. */
  49012. texture: Nullable<BaseTexture>;
  49013. /** @hidden */
  49014. private _internalMarkAllSubMeshesAsTexturesDirty;
  49015. /** @hidden */
  49016. _markAllSubMeshesAsTexturesDirty(): void;
  49017. /**
  49018. * Instantiate a new istance of anisotropy configuration.
  49019. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49020. */
  49021. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49022. /**
  49023. * Specifies that the submesh is ready to be used.
  49024. * @param defines the list of "defines" to update.
  49025. * @param scene defines the scene the material belongs to.
  49026. * @returns - boolean indicating that the submesh is ready or not.
  49027. */
  49028. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49029. /**
  49030. * Checks to see if a texture is used in the material.
  49031. * @param defines the list of "defines" to update.
  49032. * @param mesh the mesh we are preparing the defines for.
  49033. * @param scene defines the scene the material belongs to.
  49034. */
  49035. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49036. /**
  49037. * Binds the material data.
  49038. * @param uniformBuffer defines the Uniform buffer to fill in.
  49039. * @param scene defines the scene the material belongs to.
  49040. * @param isFrozen defines wether the material is frozen or not.
  49041. */
  49042. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49043. /**
  49044. * Checks to see if a texture is used in the material.
  49045. * @param texture - Base texture to use.
  49046. * @returns - Boolean specifying if a texture is used in the material.
  49047. */
  49048. hasTexture(texture: BaseTexture): boolean;
  49049. /**
  49050. * Returns an array of the actively used textures.
  49051. * @param activeTextures Array of BaseTextures
  49052. */
  49053. getActiveTextures(activeTextures: BaseTexture[]): void;
  49054. /**
  49055. * Returns the animatable textures.
  49056. * @param animatables Array of animatable textures.
  49057. */
  49058. getAnimatables(animatables: IAnimatable[]): void;
  49059. /**
  49060. * Disposes the resources of the material.
  49061. * @param forceDisposeTextures - Forces the disposal of all textures.
  49062. */
  49063. dispose(forceDisposeTextures?: boolean): void;
  49064. /**
  49065. * Get the current class name of the texture useful for serialization or dynamic coding.
  49066. * @returns "PBRAnisotropicConfiguration"
  49067. */
  49068. getClassName(): string;
  49069. /**
  49070. * Add fallbacks to the effect fallbacks list.
  49071. * @param defines defines the Base texture to use.
  49072. * @param fallbacks defines the current fallback list.
  49073. * @param currentRank defines the current fallback rank.
  49074. * @returns the new fallback rank.
  49075. */
  49076. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49077. /**
  49078. * Add the required uniforms to the current list.
  49079. * @param uniforms defines the current uniform list.
  49080. */
  49081. static AddUniforms(uniforms: string[]): void;
  49082. /**
  49083. * Add the required uniforms to the current buffer.
  49084. * @param uniformBuffer defines the current uniform buffer.
  49085. */
  49086. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49087. /**
  49088. * Add the required samplers to the current list.
  49089. * @param samplers defines the current sampler list.
  49090. */
  49091. static AddSamplers(samplers: string[]): void;
  49092. /**
  49093. * Makes a duplicate of the current configuration into another one.
  49094. * @param anisotropicConfiguration define the config where to copy the info
  49095. */
  49096. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49097. /**
  49098. * Serializes this anisotropy configuration.
  49099. * @returns - An object with the serialized config.
  49100. */
  49101. serialize(): any;
  49102. /**
  49103. * Parses a anisotropy Configuration from a serialized object.
  49104. * @param source - Serialized object.
  49105. * @param scene Defines the scene we are parsing for
  49106. * @param rootUrl Defines the rootUrl to load from
  49107. */
  49108. parse(source: any, scene: Scene, rootUrl: string): void;
  49109. }
  49110. }
  49111. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49112. import { Scene } from "babylonjs/scene";
  49113. /**
  49114. * @hidden
  49115. */
  49116. export interface IMaterialBRDFDefines {
  49117. BRDF_V_HEIGHT_CORRELATED: boolean;
  49118. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49119. SPHERICAL_HARMONICS: boolean;
  49120. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49121. /** @hidden */
  49122. _areMiscDirty: boolean;
  49123. }
  49124. /**
  49125. * Define the code related to the BRDF parameters of the pbr material.
  49126. */
  49127. export class PBRBRDFConfiguration {
  49128. /**
  49129. * Default value used for the energy conservation.
  49130. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49131. */
  49132. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49133. /**
  49134. * Default value used for the Smith Visibility Height Correlated mode.
  49135. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49136. */
  49137. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49138. /**
  49139. * Default value used for the IBL diffuse part.
  49140. * This can help switching back to the polynomials mode globally which is a tiny bit
  49141. * less GPU intensive at the drawback of a lower quality.
  49142. */
  49143. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49144. /**
  49145. * Default value used for activating energy conservation for the specular workflow.
  49146. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49147. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49148. */
  49149. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49150. private _useEnergyConservation;
  49151. /**
  49152. * Defines if the material uses energy conservation.
  49153. */
  49154. useEnergyConservation: boolean;
  49155. private _useSmithVisibilityHeightCorrelated;
  49156. /**
  49157. * LEGACY Mode set to false
  49158. * Defines if the material uses height smith correlated visibility term.
  49159. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49160. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49161. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49162. * Not relying on height correlated will also disable energy conservation.
  49163. */
  49164. useSmithVisibilityHeightCorrelated: boolean;
  49165. private _useSphericalHarmonics;
  49166. /**
  49167. * LEGACY Mode set to false
  49168. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49169. * diffuse part of the IBL.
  49170. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49171. * to the ground truth.
  49172. */
  49173. useSphericalHarmonics: boolean;
  49174. private _useSpecularGlossinessInputEnergyConservation;
  49175. /**
  49176. * Defines if the material uses energy conservation, when the specular workflow is active.
  49177. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49178. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49179. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49180. */
  49181. useSpecularGlossinessInputEnergyConservation: boolean;
  49182. /** @hidden */
  49183. private _internalMarkAllSubMeshesAsMiscDirty;
  49184. /** @hidden */
  49185. _markAllSubMeshesAsMiscDirty(): void;
  49186. /**
  49187. * Instantiate a new istance of clear coat configuration.
  49188. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49189. */
  49190. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49191. /**
  49192. * Checks to see if a texture is used in the material.
  49193. * @param defines the list of "defines" to update.
  49194. */
  49195. prepareDefines(defines: IMaterialBRDFDefines): void;
  49196. /**
  49197. * Get the current class name of the texture useful for serialization or dynamic coding.
  49198. * @returns "PBRClearCoatConfiguration"
  49199. */
  49200. getClassName(): string;
  49201. /**
  49202. * Makes a duplicate of the current configuration into another one.
  49203. * @param brdfConfiguration define the config where to copy the info
  49204. */
  49205. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49206. /**
  49207. * Serializes this BRDF configuration.
  49208. * @returns - An object with the serialized config.
  49209. */
  49210. serialize(): any;
  49211. /**
  49212. * Parses a anisotropy Configuration from a serialized object.
  49213. * @param source - Serialized object.
  49214. * @param scene Defines the scene we are parsing for
  49215. * @param rootUrl Defines the rootUrl to load from
  49216. */
  49217. parse(source: any, scene: Scene, rootUrl: string): void;
  49218. }
  49219. }
  49220. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49221. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49222. import { Color3 } from "babylonjs/Maths/math.color";
  49223. import { Scene } from "babylonjs/scene";
  49224. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49225. import { Nullable } from "babylonjs/types";
  49226. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49227. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49228. /**
  49229. * @hidden
  49230. */
  49231. export interface IMaterialSheenDefines {
  49232. SHEEN: boolean;
  49233. SHEEN_TEXTURE: boolean;
  49234. SHEEN_TEXTUREDIRECTUV: number;
  49235. SHEEN_LINKWITHALBEDO: boolean;
  49236. /** @hidden */
  49237. _areTexturesDirty: boolean;
  49238. }
  49239. /**
  49240. * Define the code related to the Sheen parameters of the pbr material.
  49241. */
  49242. export class PBRSheenConfiguration {
  49243. private _isEnabled;
  49244. /**
  49245. * Defines if the material uses sheen.
  49246. */
  49247. isEnabled: boolean;
  49248. private _linkSheenWithAlbedo;
  49249. /**
  49250. * Defines if the sheen is linked to the sheen color.
  49251. */
  49252. linkSheenWithAlbedo: boolean;
  49253. /**
  49254. * Defines the sheen intensity.
  49255. */
  49256. intensity: number;
  49257. /**
  49258. * Defines the sheen color.
  49259. */
  49260. color: Color3;
  49261. private _texture;
  49262. /**
  49263. * Stores the sheen tint values in a texture.
  49264. * rgb is tint
  49265. * a is a intensity
  49266. */
  49267. texture: Nullable<BaseTexture>;
  49268. /** @hidden */
  49269. private _internalMarkAllSubMeshesAsTexturesDirty;
  49270. /** @hidden */
  49271. _markAllSubMeshesAsTexturesDirty(): void;
  49272. /**
  49273. * Instantiate a new istance of clear coat configuration.
  49274. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49275. */
  49276. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49277. /**
  49278. * Specifies that the submesh is ready to be used.
  49279. * @param defines the list of "defines" to update.
  49280. * @param scene defines the scene the material belongs to.
  49281. * @returns - boolean indicating that the submesh is ready or not.
  49282. */
  49283. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49284. /**
  49285. * Checks to see if a texture is used in the material.
  49286. * @param defines the list of "defines" to update.
  49287. * @param scene defines the scene the material belongs to.
  49288. */
  49289. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49290. /**
  49291. * Binds the material data.
  49292. * @param uniformBuffer defines the Uniform buffer to fill in.
  49293. * @param scene defines the scene the material belongs to.
  49294. * @param isFrozen defines wether the material is frozen or not.
  49295. */
  49296. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49297. /**
  49298. * Checks to see if a texture is used in the material.
  49299. * @param texture - Base texture to use.
  49300. * @returns - Boolean specifying if a texture is used in the material.
  49301. */
  49302. hasTexture(texture: BaseTexture): boolean;
  49303. /**
  49304. * Returns an array of the actively used textures.
  49305. * @param activeTextures Array of BaseTextures
  49306. */
  49307. getActiveTextures(activeTextures: BaseTexture[]): void;
  49308. /**
  49309. * Returns the animatable textures.
  49310. * @param animatables Array of animatable textures.
  49311. */
  49312. getAnimatables(animatables: IAnimatable[]): void;
  49313. /**
  49314. * Disposes the resources of the material.
  49315. * @param forceDisposeTextures - Forces the disposal of all textures.
  49316. */
  49317. dispose(forceDisposeTextures?: boolean): void;
  49318. /**
  49319. * Get the current class name of the texture useful for serialization or dynamic coding.
  49320. * @returns "PBRSheenConfiguration"
  49321. */
  49322. getClassName(): string;
  49323. /**
  49324. * Add fallbacks to the effect fallbacks list.
  49325. * @param defines defines the Base texture to use.
  49326. * @param fallbacks defines the current fallback list.
  49327. * @param currentRank defines the current fallback rank.
  49328. * @returns the new fallback rank.
  49329. */
  49330. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49331. /**
  49332. * Add the required uniforms to the current list.
  49333. * @param uniforms defines the current uniform list.
  49334. */
  49335. static AddUniforms(uniforms: string[]): void;
  49336. /**
  49337. * Add the required uniforms to the current buffer.
  49338. * @param uniformBuffer defines the current uniform buffer.
  49339. */
  49340. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49341. /**
  49342. * Add the required samplers to the current list.
  49343. * @param samplers defines the current sampler list.
  49344. */
  49345. static AddSamplers(samplers: string[]): void;
  49346. /**
  49347. * Makes a duplicate of the current configuration into another one.
  49348. * @param sheenConfiguration define the config where to copy the info
  49349. */
  49350. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49351. /**
  49352. * Serializes this BRDF configuration.
  49353. * @returns - An object with the serialized config.
  49354. */
  49355. serialize(): any;
  49356. /**
  49357. * Parses a anisotropy Configuration from a serialized object.
  49358. * @param source - Serialized object.
  49359. * @param scene Defines the scene we are parsing for
  49360. * @param rootUrl Defines the rootUrl to load from
  49361. */
  49362. parse(source: any, scene: Scene, rootUrl: string): void;
  49363. }
  49364. }
  49365. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49366. import { Nullable } from "babylonjs/types";
  49367. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49368. import { Color3 } from "babylonjs/Maths/math.color";
  49369. import { SmartArray } from "babylonjs/Misc/smartArray";
  49370. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49371. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49372. import { Effect } from "babylonjs/Materials/effect";
  49373. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49374. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49375. import { Engine } from "babylonjs/Engines/engine";
  49376. import { Scene } from "babylonjs/scene";
  49377. /**
  49378. * @hidden
  49379. */
  49380. export interface IMaterialSubSurfaceDefines {
  49381. SUBSURFACE: boolean;
  49382. SS_REFRACTION: boolean;
  49383. SS_TRANSLUCENCY: boolean;
  49384. SS_SCATERRING: boolean;
  49385. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49386. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49387. SS_REFRACTIONMAP_3D: boolean;
  49388. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49389. SS_LODINREFRACTIONALPHA: boolean;
  49390. SS_GAMMAREFRACTION: boolean;
  49391. SS_RGBDREFRACTION: boolean;
  49392. SS_LINEARSPECULARREFRACTION: boolean;
  49393. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49394. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49395. /** @hidden */
  49396. _areTexturesDirty: boolean;
  49397. }
  49398. /**
  49399. * Define the code related to the sub surface parameters of the pbr material.
  49400. */
  49401. export class PBRSubSurfaceConfiguration {
  49402. private _isRefractionEnabled;
  49403. /**
  49404. * Defines if the refraction is enabled in the material.
  49405. */
  49406. isRefractionEnabled: boolean;
  49407. private _isTranslucencyEnabled;
  49408. /**
  49409. * Defines if the translucency is enabled in the material.
  49410. */
  49411. isTranslucencyEnabled: boolean;
  49412. private _isScatteringEnabled;
  49413. /**
  49414. * Defines the refraction intensity of the material.
  49415. * The refraction when enabled replaces the Diffuse part of the material.
  49416. * The intensity helps transitionning between diffuse and refraction.
  49417. */
  49418. refractionIntensity: number;
  49419. /**
  49420. * Defines the translucency intensity of the material.
  49421. * When translucency has been enabled, this defines how much of the "translucency"
  49422. * is addded to the diffuse part of the material.
  49423. */
  49424. translucencyIntensity: number;
  49425. /**
  49426. * Defines the scattering intensity of the material.
  49427. * When scattering has been enabled, this defines how much of the "scattered light"
  49428. * is addded to the diffuse part of the material.
  49429. */
  49430. scatteringIntensity: number;
  49431. private _thicknessTexture;
  49432. /**
  49433. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49434. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49435. * 0 would mean minimumThickness
  49436. * 1 would mean maximumThickness
  49437. * The other channels might be use as a mask to vary the different effects intensity.
  49438. */
  49439. thicknessTexture: Nullable<BaseTexture>;
  49440. private _refractionTexture;
  49441. /**
  49442. * Defines the texture to use for refraction.
  49443. */
  49444. refractionTexture: Nullable<BaseTexture>;
  49445. private _indexOfRefraction;
  49446. /**
  49447. * Defines the index of refraction used in the material.
  49448. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49449. */
  49450. indexOfRefraction: number;
  49451. private _invertRefractionY;
  49452. /**
  49453. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49454. */
  49455. invertRefractionY: boolean;
  49456. private _linkRefractionWithTransparency;
  49457. /**
  49458. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49459. * Materials half opaque for instance using refraction could benefit from this control.
  49460. */
  49461. linkRefractionWithTransparency: boolean;
  49462. /**
  49463. * Defines the minimum thickness stored in the thickness map.
  49464. * If no thickness map is defined, this value will be used to simulate thickness.
  49465. */
  49466. minimumThickness: number;
  49467. /**
  49468. * Defines the maximum thickness stored in the thickness map.
  49469. */
  49470. maximumThickness: number;
  49471. /**
  49472. * Defines the volume tint of the material.
  49473. * This is used for both translucency and scattering.
  49474. */
  49475. tintColor: Color3;
  49476. /**
  49477. * Defines the distance at which the tint color should be found in the media.
  49478. * This is used for refraction only.
  49479. */
  49480. tintColorAtDistance: number;
  49481. /**
  49482. * Defines how far each channel transmit through the media.
  49483. * It is defined as a color to simplify it selection.
  49484. */
  49485. diffusionDistance: Color3;
  49486. private _useMaskFromThicknessTexture;
  49487. /**
  49488. * Stores the intensity of the different subsurface effects in the thickness texture.
  49489. * * the green channel is the translucency intensity.
  49490. * * the blue channel is the scattering intensity.
  49491. * * the alpha channel is the refraction intensity.
  49492. */
  49493. useMaskFromThicknessTexture: boolean;
  49494. /** @hidden */
  49495. private _internalMarkAllSubMeshesAsTexturesDirty;
  49496. /** @hidden */
  49497. _markAllSubMeshesAsTexturesDirty(): void;
  49498. /**
  49499. * Instantiate a new istance of sub surface configuration.
  49500. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49501. */
  49502. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49503. /**
  49504. * Gets wehter the submesh is ready to be used or not.
  49505. * @param defines the list of "defines" to update.
  49506. * @param scene defines the scene the material belongs to.
  49507. * @returns - boolean indicating that the submesh is ready or not.
  49508. */
  49509. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49510. /**
  49511. * Checks to see if a texture is used in the material.
  49512. * @param defines the list of "defines" to update.
  49513. * @param scene defines the scene to the material belongs to.
  49514. */
  49515. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49516. /**
  49517. * Binds the material data.
  49518. * @param uniformBuffer defines the Uniform buffer to fill in.
  49519. * @param scene defines the scene the material belongs to.
  49520. * @param engine defines the engine the material belongs to.
  49521. * @param isFrozen defines wether the material is frozen or not.
  49522. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49523. */
  49524. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49525. /**
  49526. * Unbinds the material from the mesh.
  49527. * @param activeEffect defines the effect that should be unbound from.
  49528. * @returns true if unbound, otherwise false
  49529. */
  49530. unbind(activeEffect: Effect): boolean;
  49531. /**
  49532. * Returns the texture used for refraction or null if none is used.
  49533. * @param scene defines the scene the material belongs to.
  49534. * @returns - Refraction texture if present. If no refraction texture and refraction
  49535. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49536. */
  49537. private _getRefractionTexture;
  49538. /**
  49539. * Returns true if alpha blending should be disabled.
  49540. */
  49541. readonly disableAlphaBlending: boolean;
  49542. /**
  49543. * Fills the list of render target textures.
  49544. * @param renderTargets the list of render targets to update
  49545. */
  49546. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49547. /**
  49548. * Checks to see if a texture is used in the material.
  49549. * @param texture - Base texture to use.
  49550. * @returns - Boolean specifying if a texture is used in the material.
  49551. */
  49552. hasTexture(texture: BaseTexture): boolean;
  49553. /**
  49554. * Gets a boolean indicating that current material needs to register RTT
  49555. * @returns true if this uses a render target otherwise false.
  49556. */
  49557. hasRenderTargetTextures(): boolean;
  49558. /**
  49559. * Returns an array of the actively used textures.
  49560. * @param activeTextures Array of BaseTextures
  49561. */
  49562. getActiveTextures(activeTextures: BaseTexture[]): void;
  49563. /**
  49564. * Returns the animatable textures.
  49565. * @param animatables Array of animatable textures.
  49566. */
  49567. getAnimatables(animatables: IAnimatable[]): void;
  49568. /**
  49569. * Disposes the resources of the material.
  49570. * @param forceDisposeTextures - Forces the disposal of all textures.
  49571. */
  49572. dispose(forceDisposeTextures?: boolean): void;
  49573. /**
  49574. * Get the current class name of the texture useful for serialization or dynamic coding.
  49575. * @returns "PBRSubSurfaceConfiguration"
  49576. */
  49577. getClassName(): string;
  49578. /**
  49579. * Add fallbacks to the effect fallbacks list.
  49580. * @param defines defines the Base texture to use.
  49581. * @param fallbacks defines the current fallback list.
  49582. * @param currentRank defines the current fallback rank.
  49583. * @returns the new fallback rank.
  49584. */
  49585. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49586. /**
  49587. * Add the required uniforms to the current list.
  49588. * @param uniforms defines the current uniform list.
  49589. */
  49590. static AddUniforms(uniforms: string[]): void;
  49591. /**
  49592. * Add the required samplers to the current list.
  49593. * @param samplers defines the current sampler list.
  49594. */
  49595. static AddSamplers(samplers: string[]): void;
  49596. /**
  49597. * Add the required uniforms to the current buffer.
  49598. * @param uniformBuffer defines the current uniform buffer.
  49599. */
  49600. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49601. /**
  49602. * Makes a duplicate of the current configuration into another one.
  49603. * @param configuration define the config where to copy the info
  49604. */
  49605. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49606. /**
  49607. * Serializes this Sub Surface configuration.
  49608. * @returns - An object with the serialized config.
  49609. */
  49610. serialize(): any;
  49611. /**
  49612. * Parses a anisotropy Configuration from a serialized object.
  49613. * @param source - Serialized object.
  49614. * @param scene Defines the scene we are parsing for
  49615. * @param rootUrl Defines the rootUrl to load from
  49616. */
  49617. parse(source: any, scene: Scene, rootUrl: string): void;
  49618. }
  49619. }
  49620. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49621. /** @hidden */
  49622. export var pbrFragmentDeclaration: {
  49623. name: string;
  49624. shader: string;
  49625. };
  49626. }
  49627. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49628. /** @hidden */
  49629. export var pbrUboDeclaration: {
  49630. name: string;
  49631. shader: string;
  49632. };
  49633. }
  49634. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49635. /** @hidden */
  49636. export var pbrFragmentExtraDeclaration: {
  49637. name: string;
  49638. shader: string;
  49639. };
  49640. }
  49641. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49642. /** @hidden */
  49643. export var pbrFragmentSamplersDeclaration: {
  49644. name: string;
  49645. shader: string;
  49646. };
  49647. }
  49648. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49649. /** @hidden */
  49650. export var pbrHelperFunctions: {
  49651. name: string;
  49652. shader: string;
  49653. };
  49654. }
  49655. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49656. /** @hidden */
  49657. export var harmonicsFunctions: {
  49658. name: string;
  49659. shader: string;
  49660. };
  49661. }
  49662. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49663. /** @hidden */
  49664. export var pbrDirectLightingSetupFunctions: {
  49665. name: string;
  49666. shader: string;
  49667. };
  49668. }
  49669. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49670. /** @hidden */
  49671. export var pbrDirectLightingFalloffFunctions: {
  49672. name: string;
  49673. shader: string;
  49674. };
  49675. }
  49676. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49677. /** @hidden */
  49678. export var pbrBRDFFunctions: {
  49679. name: string;
  49680. shader: string;
  49681. };
  49682. }
  49683. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49684. /** @hidden */
  49685. export var pbrDirectLightingFunctions: {
  49686. name: string;
  49687. shader: string;
  49688. };
  49689. }
  49690. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49691. /** @hidden */
  49692. export var pbrIBLFunctions: {
  49693. name: string;
  49694. shader: string;
  49695. };
  49696. }
  49697. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49698. /** @hidden */
  49699. export var pbrDebug: {
  49700. name: string;
  49701. shader: string;
  49702. };
  49703. }
  49704. declare module "babylonjs/Shaders/pbr.fragment" {
  49705. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49706. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49707. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49708. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49709. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49710. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49711. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49712. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49713. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49714. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49715. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49716. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49717. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49718. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49719. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49720. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49721. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49722. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49723. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49724. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49725. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49726. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49727. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49728. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49729. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49730. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49731. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49732. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49733. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49734. /** @hidden */
  49735. export var pbrPixelShader: {
  49736. name: string;
  49737. shader: string;
  49738. };
  49739. }
  49740. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49741. /** @hidden */
  49742. export var pbrVertexDeclaration: {
  49743. name: string;
  49744. shader: string;
  49745. };
  49746. }
  49747. declare module "babylonjs/Shaders/pbr.vertex" {
  49748. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  49749. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49750. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49751. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49752. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49753. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49754. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  49755. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  49756. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  49757. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49758. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49759. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49760. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49761. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49762. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49763. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49764. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49765. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  49766. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  49767. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  49768. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  49769. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  49770. /** @hidden */
  49771. export var pbrVertexShader: {
  49772. name: string;
  49773. shader: string;
  49774. };
  49775. }
  49776. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  49777. import { Nullable } from "babylonjs/types";
  49778. import { Scene } from "babylonjs/scene";
  49779. import { Matrix } from "babylonjs/Maths/math.vector";
  49780. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49781. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49782. import { Mesh } from "babylonjs/Meshes/mesh";
  49783. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  49784. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  49785. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  49786. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  49787. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  49788. import { Color3 } from "babylonjs/Maths/math.color";
  49789. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  49790. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  49791. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  49792. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  49793. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49794. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49795. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49796. import "babylonjs/Shaders/pbr.fragment";
  49797. import "babylonjs/Shaders/pbr.vertex";
  49798. /**
  49799. * Manages the defines for the PBR Material.
  49800. * @hidden
  49801. */
  49802. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  49803. PBR: boolean;
  49804. MAINUV1: boolean;
  49805. MAINUV2: boolean;
  49806. UV1: boolean;
  49807. UV2: boolean;
  49808. ALBEDO: boolean;
  49809. ALBEDODIRECTUV: number;
  49810. VERTEXCOLOR: boolean;
  49811. AMBIENT: boolean;
  49812. AMBIENTDIRECTUV: number;
  49813. AMBIENTINGRAYSCALE: boolean;
  49814. OPACITY: boolean;
  49815. VERTEXALPHA: boolean;
  49816. OPACITYDIRECTUV: number;
  49817. OPACITYRGB: boolean;
  49818. ALPHATEST: boolean;
  49819. DEPTHPREPASS: boolean;
  49820. ALPHABLEND: boolean;
  49821. ALPHAFROMALBEDO: boolean;
  49822. ALPHATESTVALUE: string;
  49823. SPECULAROVERALPHA: boolean;
  49824. RADIANCEOVERALPHA: boolean;
  49825. ALPHAFRESNEL: boolean;
  49826. LINEARALPHAFRESNEL: boolean;
  49827. PREMULTIPLYALPHA: boolean;
  49828. EMISSIVE: boolean;
  49829. EMISSIVEDIRECTUV: number;
  49830. REFLECTIVITY: boolean;
  49831. REFLECTIVITYDIRECTUV: number;
  49832. SPECULARTERM: boolean;
  49833. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  49834. MICROSURFACEAUTOMATIC: boolean;
  49835. LODBASEDMICROSFURACE: boolean;
  49836. MICROSURFACEMAP: boolean;
  49837. MICROSURFACEMAPDIRECTUV: number;
  49838. METALLICWORKFLOW: boolean;
  49839. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  49840. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  49841. METALLNESSSTOREINMETALMAPBLUE: boolean;
  49842. AOSTOREINMETALMAPRED: boolean;
  49843. METALLICF0FACTORFROMMETALLICMAP: boolean;
  49844. ENVIRONMENTBRDF: boolean;
  49845. ENVIRONMENTBRDF_RGBD: boolean;
  49846. NORMAL: boolean;
  49847. TANGENT: boolean;
  49848. BUMP: boolean;
  49849. BUMPDIRECTUV: number;
  49850. OBJECTSPACE_NORMALMAP: boolean;
  49851. PARALLAX: boolean;
  49852. PARALLAXOCCLUSION: boolean;
  49853. NORMALXYSCALE: boolean;
  49854. LIGHTMAP: boolean;
  49855. LIGHTMAPDIRECTUV: number;
  49856. USELIGHTMAPASSHADOWMAP: boolean;
  49857. GAMMALIGHTMAP: boolean;
  49858. RGBDLIGHTMAP: boolean;
  49859. REFLECTION: boolean;
  49860. REFLECTIONMAP_3D: boolean;
  49861. REFLECTIONMAP_SPHERICAL: boolean;
  49862. REFLECTIONMAP_PLANAR: boolean;
  49863. REFLECTIONMAP_CUBIC: boolean;
  49864. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  49865. REFLECTIONMAP_PROJECTION: boolean;
  49866. REFLECTIONMAP_SKYBOX: boolean;
  49867. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  49868. REFLECTIONMAP_EXPLICIT: boolean;
  49869. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  49870. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  49871. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  49872. INVERTCUBICMAP: boolean;
  49873. USESPHERICALFROMREFLECTIONMAP: boolean;
  49874. USEIRRADIANCEMAP: boolean;
  49875. SPHERICAL_HARMONICS: boolean;
  49876. USESPHERICALINVERTEX: boolean;
  49877. REFLECTIONMAP_OPPOSITEZ: boolean;
  49878. LODINREFLECTIONALPHA: boolean;
  49879. GAMMAREFLECTION: boolean;
  49880. RGBDREFLECTION: boolean;
  49881. LINEARSPECULARREFLECTION: boolean;
  49882. RADIANCEOCCLUSION: boolean;
  49883. HORIZONOCCLUSION: boolean;
  49884. INSTANCES: boolean;
  49885. NUM_BONE_INFLUENCERS: number;
  49886. BonesPerMesh: number;
  49887. BONETEXTURE: boolean;
  49888. NONUNIFORMSCALING: boolean;
  49889. MORPHTARGETS: boolean;
  49890. MORPHTARGETS_NORMAL: boolean;
  49891. MORPHTARGETS_TANGENT: boolean;
  49892. MORPHTARGETS_UV: boolean;
  49893. NUM_MORPH_INFLUENCERS: number;
  49894. IMAGEPROCESSING: boolean;
  49895. VIGNETTE: boolean;
  49896. VIGNETTEBLENDMODEMULTIPLY: boolean;
  49897. VIGNETTEBLENDMODEOPAQUE: boolean;
  49898. TONEMAPPING: boolean;
  49899. TONEMAPPING_ACES: boolean;
  49900. CONTRAST: boolean;
  49901. COLORCURVES: boolean;
  49902. COLORGRADING: boolean;
  49903. COLORGRADING3D: boolean;
  49904. SAMPLER3DGREENDEPTH: boolean;
  49905. SAMPLER3DBGRMAP: boolean;
  49906. IMAGEPROCESSINGPOSTPROCESS: boolean;
  49907. EXPOSURE: boolean;
  49908. MULTIVIEW: boolean;
  49909. USEPHYSICALLIGHTFALLOFF: boolean;
  49910. USEGLTFLIGHTFALLOFF: boolean;
  49911. TWOSIDEDLIGHTING: boolean;
  49912. SHADOWFLOAT: boolean;
  49913. CLIPPLANE: boolean;
  49914. CLIPPLANE2: boolean;
  49915. CLIPPLANE3: boolean;
  49916. CLIPPLANE4: boolean;
  49917. POINTSIZE: boolean;
  49918. FOG: boolean;
  49919. LOGARITHMICDEPTH: boolean;
  49920. FORCENORMALFORWARD: boolean;
  49921. SPECULARAA: boolean;
  49922. CLEARCOAT: boolean;
  49923. CLEARCOAT_DEFAULTIOR: boolean;
  49924. CLEARCOAT_TEXTURE: boolean;
  49925. CLEARCOAT_TEXTUREDIRECTUV: number;
  49926. CLEARCOAT_BUMP: boolean;
  49927. CLEARCOAT_BUMPDIRECTUV: number;
  49928. CLEARCOAT_TINT: boolean;
  49929. CLEARCOAT_TINT_TEXTURE: boolean;
  49930. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49931. ANISOTROPIC: boolean;
  49932. ANISOTROPIC_TEXTURE: boolean;
  49933. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49934. BRDF_V_HEIGHT_CORRELATED: boolean;
  49935. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49936. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49937. SHEEN: boolean;
  49938. SHEEN_TEXTURE: boolean;
  49939. SHEEN_TEXTUREDIRECTUV: number;
  49940. SHEEN_LINKWITHALBEDO: boolean;
  49941. SUBSURFACE: boolean;
  49942. SS_REFRACTION: boolean;
  49943. SS_TRANSLUCENCY: boolean;
  49944. SS_SCATERRING: boolean;
  49945. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49946. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49947. SS_REFRACTIONMAP_3D: boolean;
  49948. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49949. SS_LODINREFRACTIONALPHA: boolean;
  49950. SS_GAMMAREFRACTION: boolean;
  49951. SS_RGBDREFRACTION: boolean;
  49952. SS_LINEARSPECULARREFRACTION: boolean;
  49953. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49954. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49955. UNLIT: boolean;
  49956. DEBUGMODE: number;
  49957. /**
  49958. * Initializes the PBR Material defines.
  49959. */
  49960. constructor();
  49961. /**
  49962. * Resets the PBR Material defines.
  49963. */
  49964. reset(): void;
  49965. }
  49966. /**
  49967. * The Physically based material base class of BJS.
  49968. *
  49969. * This offers the main features of a standard PBR material.
  49970. * For more information, please refer to the documentation :
  49971. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49972. */
  49973. export abstract class PBRBaseMaterial extends PushMaterial {
  49974. /**
  49975. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49976. */
  49977. static readonly PBRMATERIAL_OPAQUE: number;
  49978. /**
  49979. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49980. */
  49981. static readonly PBRMATERIAL_ALPHATEST: number;
  49982. /**
  49983. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49984. */
  49985. static readonly PBRMATERIAL_ALPHABLEND: number;
  49986. /**
  49987. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49988. * They are also discarded below the alpha cutoff threshold to improve performances.
  49989. */
  49990. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49991. /**
  49992. * Defines the default value of how much AO map is occluding the analytical lights
  49993. * (point spot...).
  49994. */
  49995. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49996. /**
  49997. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49998. */
  49999. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50000. /**
  50001. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50002. * to enhance interoperability with other engines.
  50003. */
  50004. static readonly LIGHTFALLOFF_GLTF: number;
  50005. /**
  50006. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50007. * to enhance interoperability with other materials.
  50008. */
  50009. static readonly LIGHTFALLOFF_STANDARD: number;
  50010. /**
  50011. * Intensity of the direct lights e.g. the four lights available in your scene.
  50012. * This impacts both the direct diffuse and specular highlights.
  50013. */
  50014. protected _directIntensity: number;
  50015. /**
  50016. * Intensity of the emissive part of the material.
  50017. * This helps controlling the emissive effect without modifying the emissive color.
  50018. */
  50019. protected _emissiveIntensity: number;
  50020. /**
  50021. * Intensity of the environment e.g. how much the environment will light the object
  50022. * either through harmonics for rough material or through the refelction for shiny ones.
  50023. */
  50024. protected _environmentIntensity: number;
  50025. /**
  50026. * This is a special control allowing the reduction of the specular highlights coming from the
  50027. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50028. */
  50029. protected _specularIntensity: number;
  50030. /**
  50031. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50032. */
  50033. private _lightingInfos;
  50034. /**
  50035. * Debug Control allowing disabling the bump map on this material.
  50036. */
  50037. protected _disableBumpMap: boolean;
  50038. /**
  50039. * AKA Diffuse Texture in standard nomenclature.
  50040. */
  50041. protected _albedoTexture: Nullable<BaseTexture>;
  50042. /**
  50043. * AKA Occlusion Texture in other nomenclature.
  50044. */
  50045. protected _ambientTexture: Nullable<BaseTexture>;
  50046. /**
  50047. * AKA Occlusion Texture Intensity in other nomenclature.
  50048. */
  50049. protected _ambientTextureStrength: number;
  50050. /**
  50051. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50052. * 1 means it completely occludes it
  50053. * 0 mean it has no impact
  50054. */
  50055. protected _ambientTextureImpactOnAnalyticalLights: number;
  50056. /**
  50057. * Stores the alpha values in a texture.
  50058. */
  50059. protected _opacityTexture: Nullable<BaseTexture>;
  50060. /**
  50061. * Stores the reflection values in a texture.
  50062. */
  50063. protected _reflectionTexture: Nullable<BaseTexture>;
  50064. /**
  50065. * Stores the emissive values in a texture.
  50066. */
  50067. protected _emissiveTexture: Nullable<BaseTexture>;
  50068. /**
  50069. * AKA Specular texture in other nomenclature.
  50070. */
  50071. protected _reflectivityTexture: Nullable<BaseTexture>;
  50072. /**
  50073. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50074. */
  50075. protected _metallicTexture: Nullable<BaseTexture>;
  50076. /**
  50077. * Specifies the metallic scalar of the metallic/roughness workflow.
  50078. * Can also be used to scale the metalness values of the metallic texture.
  50079. */
  50080. protected _metallic: Nullable<number>;
  50081. /**
  50082. * Specifies the roughness scalar of the metallic/roughness workflow.
  50083. * Can also be used to scale the roughness values of the metallic texture.
  50084. */
  50085. protected _roughness: Nullable<number>;
  50086. /**
  50087. * Specifies the an F0 factor to help configuring the material F0.
  50088. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50089. * to 0.5 the previously hard coded value stays the same.
  50090. * Can also be used to scale the F0 values of the metallic texture.
  50091. */
  50092. protected _metallicF0Factor: number;
  50093. /**
  50094. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50095. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50096. * your expectation as it multiplies with the texture data.
  50097. */
  50098. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50099. /**
  50100. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50101. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50102. */
  50103. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50104. /**
  50105. * Stores surface normal data used to displace a mesh in a texture.
  50106. */
  50107. protected _bumpTexture: Nullable<BaseTexture>;
  50108. /**
  50109. * Stores the pre-calculated light information of a mesh in a texture.
  50110. */
  50111. protected _lightmapTexture: Nullable<BaseTexture>;
  50112. /**
  50113. * The color of a material in ambient lighting.
  50114. */
  50115. protected _ambientColor: Color3;
  50116. /**
  50117. * AKA Diffuse Color in other nomenclature.
  50118. */
  50119. protected _albedoColor: Color3;
  50120. /**
  50121. * AKA Specular Color in other nomenclature.
  50122. */
  50123. protected _reflectivityColor: Color3;
  50124. /**
  50125. * The color applied when light is reflected from a material.
  50126. */
  50127. protected _reflectionColor: Color3;
  50128. /**
  50129. * The color applied when light is emitted from a material.
  50130. */
  50131. protected _emissiveColor: Color3;
  50132. /**
  50133. * AKA Glossiness in other nomenclature.
  50134. */
  50135. protected _microSurface: number;
  50136. /**
  50137. * Specifies that the material will use the light map as a show map.
  50138. */
  50139. protected _useLightmapAsShadowmap: boolean;
  50140. /**
  50141. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50142. * makes the reflect vector face the model (under horizon).
  50143. */
  50144. protected _useHorizonOcclusion: boolean;
  50145. /**
  50146. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50147. * too much the area relying on ambient texture to define their ambient occlusion.
  50148. */
  50149. protected _useRadianceOcclusion: boolean;
  50150. /**
  50151. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50152. */
  50153. protected _useAlphaFromAlbedoTexture: boolean;
  50154. /**
  50155. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50156. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50157. */
  50158. protected _useSpecularOverAlpha: boolean;
  50159. /**
  50160. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50161. */
  50162. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50163. /**
  50164. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50165. */
  50166. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50167. /**
  50168. * Specifies if the metallic texture contains the roughness information in its green channel.
  50169. */
  50170. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50171. /**
  50172. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50173. */
  50174. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50175. /**
  50176. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50177. */
  50178. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50179. /**
  50180. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50181. */
  50182. protected _useAmbientInGrayScale: boolean;
  50183. /**
  50184. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50185. * The material will try to infer what glossiness each pixel should be.
  50186. */
  50187. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50188. /**
  50189. * Defines the falloff type used in this material.
  50190. * It by default is Physical.
  50191. */
  50192. protected _lightFalloff: number;
  50193. /**
  50194. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50195. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50196. */
  50197. protected _useRadianceOverAlpha: boolean;
  50198. /**
  50199. * Allows using an object space normal map (instead of tangent space).
  50200. */
  50201. protected _useObjectSpaceNormalMap: boolean;
  50202. /**
  50203. * Allows using the bump map in parallax mode.
  50204. */
  50205. protected _useParallax: boolean;
  50206. /**
  50207. * Allows using the bump map in parallax occlusion mode.
  50208. */
  50209. protected _useParallaxOcclusion: boolean;
  50210. /**
  50211. * Controls the scale bias of the parallax mode.
  50212. */
  50213. protected _parallaxScaleBias: number;
  50214. /**
  50215. * If sets to true, disables all the lights affecting the material.
  50216. */
  50217. protected _disableLighting: boolean;
  50218. /**
  50219. * Number of Simultaneous lights allowed on the material.
  50220. */
  50221. protected _maxSimultaneousLights: number;
  50222. /**
  50223. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50224. */
  50225. protected _invertNormalMapX: boolean;
  50226. /**
  50227. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50228. */
  50229. protected _invertNormalMapY: boolean;
  50230. /**
  50231. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50232. */
  50233. protected _twoSidedLighting: boolean;
  50234. /**
  50235. * Defines the alpha limits in alpha test mode.
  50236. */
  50237. protected _alphaCutOff: number;
  50238. /**
  50239. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50240. */
  50241. protected _forceAlphaTest: boolean;
  50242. /**
  50243. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50244. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50245. */
  50246. protected _useAlphaFresnel: boolean;
  50247. /**
  50248. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50249. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50250. */
  50251. protected _useLinearAlphaFresnel: boolean;
  50252. /**
  50253. * The transparency mode of the material.
  50254. */
  50255. protected _transparencyMode: Nullable<number>;
  50256. /**
  50257. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50258. * from cos thetav and roughness:
  50259. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50260. */
  50261. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50262. /**
  50263. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50264. */
  50265. protected _forceIrradianceInFragment: boolean;
  50266. /**
  50267. * Force normal to face away from face.
  50268. */
  50269. protected _forceNormalForward: boolean;
  50270. /**
  50271. * Enables specular anti aliasing in the PBR shader.
  50272. * It will both interacts on the Geometry for analytical and IBL lighting.
  50273. * It also prefilter the roughness map based on the bump values.
  50274. */
  50275. protected _enableSpecularAntiAliasing: boolean;
  50276. /**
  50277. * Default configuration related to image processing available in the PBR Material.
  50278. */
  50279. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50280. /**
  50281. * Keep track of the image processing observer to allow dispose and replace.
  50282. */
  50283. private _imageProcessingObserver;
  50284. /**
  50285. * Attaches a new image processing configuration to the PBR Material.
  50286. * @param configuration
  50287. */
  50288. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50289. /**
  50290. * Stores the available render targets.
  50291. */
  50292. private _renderTargets;
  50293. /**
  50294. * Sets the global ambient color for the material used in lighting calculations.
  50295. */
  50296. private _globalAmbientColor;
  50297. /**
  50298. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50299. */
  50300. private _useLogarithmicDepth;
  50301. /**
  50302. * If set to true, no lighting calculations will be applied.
  50303. */
  50304. private _unlit;
  50305. private _debugMode;
  50306. /**
  50307. * @hidden
  50308. * This is reserved for the inspector.
  50309. * Defines the material debug mode.
  50310. * It helps seeing only some components of the material while troubleshooting.
  50311. */
  50312. debugMode: number;
  50313. /**
  50314. * @hidden
  50315. * This is reserved for the inspector.
  50316. * Specify from where on screen the debug mode should start.
  50317. * The value goes from -1 (full screen) to 1 (not visible)
  50318. * It helps with side by side comparison against the final render
  50319. * This defaults to -1
  50320. */
  50321. private debugLimit;
  50322. /**
  50323. * @hidden
  50324. * This is reserved for the inspector.
  50325. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50326. * You can use the factor to better multiply the final value.
  50327. */
  50328. private debugFactor;
  50329. /**
  50330. * Defines the clear coat layer parameters for the material.
  50331. */
  50332. readonly clearCoat: PBRClearCoatConfiguration;
  50333. /**
  50334. * Defines the anisotropic parameters for the material.
  50335. */
  50336. readonly anisotropy: PBRAnisotropicConfiguration;
  50337. /**
  50338. * Defines the BRDF parameters for the material.
  50339. */
  50340. readonly brdf: PBRBRDFConfiguration;
  50341. /**
  50342. * Defines the Sheen parameters for the material.
  50343. */
  50344. readonly sheen: PBRSheenConfiguration;
  50345. /**
  50346. * Defines the SubSurface parameters for the material.
  50347. */
  50348. readonly subSurface: PBRSubSurfaceConfiguration;
  50349. /**
  50350. * Custom callback helping to override the default shader used in the material.
  50351. */
  50352. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50353. protected _rebuildInParallel: boolean;
  50354. /**
  50355. * Instantiates a new PBRMaterial instance.
  50356. *
  50357. * @param name The material name
  50358. * @param scene The scene the material will be use in.
  50359. */
  50360. constructor(name: string, scene: Scene);
  50361. /**
  50362. * Gets a boolean indicating that current material needs to register RTT
  50363. */
  50364. readonly hasRenderTargetTextures: boolean;
  50365. /**
  50366. * Gets the name of the material class.
  50367. */
  50368. getClassName(): string;
  50369. /**
  50370. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50371. */
  50372. /**
  50373. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50374. */
  50375. useLogarithmicDepth: boolean;
  50376. /**
  50377. * Gets the current transparency mode.
  50378. */
  50379. /**
  50380. * Sets the transparency mode of the material.
  50381. *
  50382. * | Value | Type | Description |
  50383. * | ----- | ----------------------------------- | ----------- |
  50384. * | 0 | OPAQUE | |
  50385. * | 1 | ALPHATEST | |
  50386. * | 2 | ALPHABLEND | |
  50387. * | 3 | ALPHATESTANDBLEND | |
  50388. *
  50389. */
  50390. transparencyMode: Nullable<number>;
  50391. /**
  50392. * Returns true if alpha blending should be disabled.
  50393. */
  50394. private readonly _disableAlphaBlending;
  50395. /**
  50396. * Specifies whether or not this material should be rendered in alpha blend mode.
  50397. */
  50398. needAlphaBlending(): boolean;
  50399. /**
  50400. * Specifies if the mesh will require alpha blending.
  50401. * @param mesh - BJS mesh.
  50402. */
  50403. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50404. /**
  50405. * Specifies whether or not this material should be rendered in alpha test mode.
  50406. */
  50407. needAlphaTesting(): boolean;
  50408. /**
  50409. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50410. */
  50411. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50412. /**
  50413. * Gets the texture used for the alpha test.
  50414. */
  50415. getAlphaTestTexture(): Nullable<BaseTexture>;
  50416. /**
  50417. * Specifies that the submesh is ready to be used.
  50418. * @param mesh - BJS mesh.
  50419. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50420. * @param useInstances - Specifies that instances should be used.
  50421. * @returns - boolean indicating that the submesh is ready or not.
  50422. */
  50423. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50424. /**
  50425. * Specifies if the material uses metallic roughness workflow.
  50426. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50427. */
  50428. isMetallicWorkflow(): boolean;
  50429. private _prepareEffect;
  50430. private _prepareDefines;
  50431. /**
  50432. * Force shader compilation
  50433. */
  50434. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50435. /**
  50436. * Initializes the uniform buffer layout for the shader.
  50437. */
  50438. buildUniformLayout(): void;
  50439. /**
  50440. * Unbinds the material from the mesh
  50441. */
  50442. unbind(): void;
  50443. /**
  50444. * Binds the submesh data.
  50445. * @param world - The world matrix.
  50446. * @param mesh - The BJS mesh.
  50447. * @param subMesh - A submesh of the BJS mesh.
  50448. */
  50449. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50450. /**
  50451. * Returns the animatable textures.
  50452. * @returns - Array of animatable textures.
  50453. */
  50454. getAnimatables(): IAnimatable[];
  50455. /**
  50456. * Returns the texture used for reflections.
  50457. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50458. */
  50459. private _getReflectionTexture;
  50460. /**
  50461. * Returns an array of the actively used textures.
  50462. * @returns - Array of BaseTextures
  50463. */
  50464. getActiveTextures(): BaseTexture[];
  50465. /**
  50466. * Checks to see if a texture is used in the material.
  50467. * @param texture - Base texture to use.
  50468. * @returns - Boolean specifying if a texture is used in the material.
  50469. */
  50470. hasTexture(texture: BaseTexture): boolean;
  50471. /**
  50472. * Disposes the resources of the material.
  50473. * @param forceDisposeEffect - Forces the disposal of effects.
  50474. * @param forceDisposeTextures - Forces the disposal of all textures.
  50475. */
  50476. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50477. }
  50478. }
  50479. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50480. import { Nullable } from "babylonjs/types";
  50481. import { Scene } from "babylonjs/scene";
  50482. import { Color3 } from "babylonjs/Maths/math.color";
  50483. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50484. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50485. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50486. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50487. /**
  50488. * The Physically based material of BJS.
  50489. *
  50490. * This offers the main features of a standard PBR material.
  50491. * For more information, please refer to the documentation :
  50492. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50493. */
  50494. export class PBRMaterial extends PBRBaseMaterial {
  50495. /**
  50496. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50497. */
  50498. static readonly PBRMATERIAL_OPAQUE: number;
  50499. /**
  50500. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50501. */
  50502. static readonly PBRMATERIAL_ALPHATEST: number;
  50503. /**
  50504. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50505. */
  50506. static readonly PBRMATERIAL_ALPHABLEND: number;
  50507. /**
  50508. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50509. * They are also discarded below the alpha cutoff threshold to improve performances.
  50510. */
  50511. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50512. /**
  50513. * Defines the default value of how much AO map is occluding the analytical lights
  50514. * (point spot...).
  50515. */
  50516. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50517. /**
  50518. * Intensity of the direct lights e.g. the four lights available in your scene.
  50519. * This impacts both the direct diffuse and specular highlights.
  50520. */
  50521. directIntensity: number;
  50522. /**
  50523. * Intensity of the emissive part of the material.
  50524. * This helps controlling the emissive effect without modifying the emissive color.
  50525. */
  50526. emissiveIntensity: number;
  50527. /**
  50528. * Intensity of the environment e.g. how much the environment will light the object
  50529. * either through harmonics for rough material or through the refelction for shiny ones.
  50530. */
  50531. environmentIntensity: number;
  50532. /**
  50533. * This is a special control allowing the reduction of the specular highlights coming from the
  50534. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50535. */
  50536. specularIntensity: number;
  50537. /**
  50538. * Debug Control allowing disabling the bump map on this material.
  50539. */
  50540. disableBumpMap: boolean;
  50541. /**
  50542. * AKA Diffuse Texture in standard nomenclature.
  50543. */
  50544. albedoTexture: BaseTexture;
  50545. /**
  50546. * AKA Occlusion Texture in other nomenclature.
  50547. */
  50548. ambientTexture: BaseTexture;
  50549. /**
  50550. * AKA Occlusion Texture Intensity in other nomenclature.
  50551. */
  50552. ambientTextureStrength: number;
  50553. /**
  50554. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50555. * 1 means it completely occludes it
  50556. * 0 mean it has no impact
  50557. */
  50558. ambientTextureImpactOnAnalyticalLights: number;
  50559. /**
  50560. * Stores the alpha values in a texture.
  50561. */
  50562. opacityTexture: BaseTexture;
  50563. /**
  50564. * Stores the reflection values in a texture.
  50565. */
  50566. reflectionTexture: Nullable<BaseTexture>;
  50567. /**
  50568. * Stores the emissive values in a texture.
  50569. */
  50570. emissiveTexture: BaseTexture;
  50571. /**
  50572. * AKA Specular texture in other nomenclature.
  50573. */
  50574. reflectivityTexture: BaseTexture;
  50575. /**
  50576. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50577. */
  50578. metallicTexture: BaseTexture;
  50579. /**
  50580. * Specifies the metallic scalar of the metallic/roughness workflow.
  50581. * Can also be used to scale the metalness values of the metallic texture.
  50582. */
  50583. metallic: Nullable<number>;
  50584. /**
  50585. * Specifies the roughness scalar of the metallic/roughness workflow.
  50586. * Can also be used to scale the roughness values of the metallic texture.
  50587. */
  50588. roughness: Nullable<number>;
  50589. /**
  50590. * Specifies the an F0 factor to help configuring the material F0.
  50591. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50592. * to 0.5 the previously hard coded value stays the same.
  50593. * Can also be used to scale the F0 values of the metallic texture.
  50594. */
  50595. metallicF0Factor: number;
  50596. /**
  50597. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50598. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50599. * your expectation as it multiplies with the texture data.
  50600. */
  50601. useMetallicF0FactorFromMetallicTexture: boolean;
  50602. /**
  50603. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50604. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50605. */
  50606. microSurfaceTexture: BaseTexture;
  50607. /**
  50608. * Stores surface normal data used to displace a mesh in a texture.
  50609. */
  50610. bumpTexture: BaseTexture;
  50611. /**
  50612. * Stores the pre-calculated light information of a mesh in a texture.
  50613. */
  50614. lightmapTexture: BaseTexture;
  50615. /**
  50616. * Stores the refracted light information in a texture.
  50617. */
  50618. refractionTexture: Nullable<BaseTexture>;
  50619. /**
  50620. * The color of a material in ambient lighting.
  50621. */
  50622. ambientColor: Color3;
  50623. /**
  50624. * AKA Diffuse Color in other nomenclature.
  50625. */
  50626. albedoColor: Color3;
  50627. /**
  50628. * AKA Specular Color in other nomenclature.
  50629. */
  50630. reflectivityColor: Color3;
  50631. /**
  50632. * The color reflected from the material.
  50633. */
  50634. reflectionColor: Color3;
  50635. /**
  50636. * The color emitted from the material.
  50637. */
  50638. emissiveColor: Color3;
  50639. /**
  50640. * AKA Glossiness in other nomenclature.
  50641. */
  50642. microSurface: number;
  50643. /**
  50644. * source material index of refraction (IOR)' / 'destination material IOR.
  50645. */
  50646. indexOfRefraction: number;
  50647. /**
  50648. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50649. */
  50650. invertRefractionY: boolean;
  50651. /**
  50652. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50653. * Materials half opaque for instance using refraction could benefit from this control.
  50654. */
  50655. linkRefractionWithTransparency: boolean;
  50656. /**
  50657. * If true, the light map contains occlusion information instead of lighting info.
  50658. */
  50659. useLightmapAsShadowmap: boolean;
  50660. /**
  50661. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50662. */
  50663. useAlphaFromAlbedoTexture: boolean;
  50664. /**
  50665. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50666. */
  50667. forceAlphaTest: boolean;
  50668. /**
  50669. * Defines the alpha limits in alpha test mode.
  50670. */
  50671. alphaCutOff: number;
  50672. /**
  50673. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50674. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50675. */
  50676. useSpecularOverAlpha: boolean;
  50677. /**
  50678. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50679. */
  50680. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50681. /**
  50682. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50683. */
  50684. useRoughnessFromMetallicTextureAlpha: boolean;
  50685. /**
  50686. * Specifies if the metallic texture contains the roughness information in its green channel.
  50687. */
  50688. useRoughnessFromMetallicTextureGreen: boolean;
  50689. /**
  50690. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50691. */
  50692. useMetallnessFromMetallicTextureBlue: boolean;
  50693. /**
  50694. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50695. */
  50696. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50697. /**
  50698. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50699. */
  50700. useAmbientInGrayScale: boolean;
  50701. /**
  50702. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50703. * The material will try to infer what glossiness each pixel should be.
  50704. */
  50705. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50706. /**
  50707. * BJS is using an harcoded light falloff based on a manually sets up range.
  50708. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50709. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50710. */
  50711. /**
  50712. * BJS is using an harcoded light falloff based on a manually sets up range.
  50713. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50714. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50715. */
  50716. usePhysicalLightFalloff: boolean;
  50717. /**
  50718. * In order to support the falloff compatibility with gltf, a special mode has been added
  50719. * to reproduce the gltf light falloff.
  50720. */
  50721. /**
  50722. * In order to support the falloff compatibility with gltf, a special mode has been added
  50723. * to reproduce the gltf light falloff.
  50724. */
  50725. useGLTFLightFalloff: boolean;
  50726. /**
  50727. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50728. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50729. */
  50730. useRadianceOverAlpha: boolean;
  50731. /**
  50732. * Allows using an object space normal map (instead of tangent space).
  50733. */
  50734. useObjectSpaceNormalMap: boolean;
  50735. /**
  50736. * Allows using the bump map in parallax mode.
  50737. */
  50738. useParallax: boolean;
  50739. /**
  50740. * Allows using the bump map in parallax occlusion mode.
  50741. */
  50742. useParallaxOcclusion: boolean;
  50743. /**
  50744. * Controls the scale bias of the parallax mode.
  50745. */
  50746. parallaxScaleBias: number;
  50747. /**
  50748. * If sets to true, disables all the lights affecting the material.
  50749. */
  50750. disableLighting: boolean;
  50751. /**
  50752. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50753. */
  50754. forceIrradianceInFragment: boolean;
  50755. /**
  50756. * Number of Simultaneous lights allowed on the material.
  50757. */
  50758. maxSimultaneousLights: number;
  50759. /**
  50760. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  50761. */
  50762. invertNormalMapX: boolean;
  50763. /**
  50764. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  50765. */
  50766. invertNormalMapY: boolean;
  50767. /**
  50768. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50769. */
  50770. twoSidedLighting: boolean;
  50771. /**
  50772. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50773. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50774. */
  50775. useAlphaFresnel: boolean;
  50776. /**
  50777. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50778. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50779. */
  50780. useLinearAlphaFresnel: boolean;
  50781. /**
  50782. * Let user defines the brdf lookup texture used for IBL.
  50783. * A default 8bit version is embedded but you could point at :
  50784. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  50785. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  50786. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  50787. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  50788. */
  50789. environmentBRDFTexture: Nullable<BaseTexture>;
  50790. /**
  50791. * Force normal to face away from face.
  50792. */
  50793. forceNormalForward: boolean;
  50794. /**
  50795. * Enables specular anti aliasing in the PBR shader.
  50796. * It will both interacts on the Geometry for analytical and IBL lighting.
  50797. * It also prefilter the roughness map based on the bump values.
  50798. */
  50799. enableSpecularAntiAliasing: boolean;
  50800. /**
  50801. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50802. * makes the reflect vector face the model (under horizon).
  50803. */
  50804. useHorizonOcclusion: boolean;
  50805. /**
  50806. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50807. * too much the area relying on ambient texture to define their ambient occlusion.
  50808. */
  50809. useRadianceOcclusion: boolean;
  50810. /**
  50811. * If set to true, no lighting calculations will be applied.
  50812. */
  50813. unlit: boolean;
  50814. /**
  50815. * Gets the image processing configuration used either in this material.
  50816. */
  50817. /**
  50818. * Sets the Default image processing configuration used either in the this material.
  50819. *
  50820. * If sets to null, the scene one is in use.
  50821. */
  50822. imageProcessingConfiguration: ImageProcessingConfiguration;
  50823. /**
  50824. * Gets wether the color curves effect is enabled.
  50825. */
  50826. /**
  50827. * Sets wether the color curves effect is enabled.
  50828. */
  50829. cameraColorCurvesEnabled: boolean;
  50830. /**
  50831. * Gets wether the color grading effect is enabled.
  50832. */
  50833. /**
  50834. * Gets wether the color grading effect is enabled.
  50835. */
  50836. cameraColorGradingEnabled: boolean;
  50837. /**
  50838. * Gets wether tonemapping is enabled or not.
  50839. */
  50840. /**
  50841. * Sets wether tonemapping is enabled or not
  50842. */
  50843. cameraToneMappingEnabled: boolean;
  50844. /**
  50845. * The camera exposure used on this material.
  50846. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50847. * This corresponds to a photographic exposure.
  50848. */
  50849. /**
  50850. * The camera exposure used on this material.
  50851. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50852. * This corresponds to a photographic exposure.
  50853. */
  50854. cameraExposure: number;
  50855. /**
  50856. * Gets The camera contrast used on this material.
  50857. */
  50858. /**
  50859. * Sets The camera contrast used on this material.
  50860. */
  50861. cameraContrast: number;
  50862. /**
  50863. * Gets the Color Grading 2D Lookup Texture.
  50864. */
  50865. /**
  50866. * Sets the Color Grading 2D Lookup Texture.
  50867. */
  50868. cameraColorGradingTexture: Nullable<BaseTexture>;
  50869. /**
  50870. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50871. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50872. * 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;
  50873. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50874. */
  50875. /**
  50876. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50877. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50878. * 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;
  50879. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50880. */
  50881. cameraColorCurves: Nullable<ColorCurves>;
  50882. /**
  50883. * Instantiates a new PBRMaterial instance.
  50884. *
  50885. * @param name The material name
  50886. * @param scene The scene the material will be use in.
  50887. */
  50888. constructor(name: string, scene: Scene);
  50889. /**
  50890. * Returns the name of this material class.
  50891. */
  50892. getClassName(): string;
  50893. /**
  50894. * Makes a duplicate of the current material.
  50895. * @param name - name to use for the new material.
  50896. */
  50897. clone(name: string): PBRMaterial;
  50898. /**
  50899. * Serializes this PBR Material.
  50900. * @returns - An object with the serialized material.
  50901. */
  50902. serialize(): any;
  50903. /**
  50904. * Parses a PBR Material from a serialized object.
  50905. * @param source - Serialized object.
  50906. * @param scene - BJS scene instance.
  50907. * @param rootUrl - url for the scene object
  50908. * @returns - PBRMaterial
  50909. */
  50910. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  50911. }
  50912. }
  50913. declare module "babylonjs/Misc/dds" {
  50914. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  50915. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50916. import { Nullable } from "babylonjs/types";
  50917. import { Scene } from "babylonjs/scene";
  50918. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  50919. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  50920. /**
  50921. * Direct draw surface info
  50922. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  50923. */
  50924. export interface DDSInfo {
  50925. /**
  50926. * Width of the texture
  50927. */
  50928. width: number;
  50929. /**
  50930. * Width of the texture
  50931. */
  50932. height: number;
  50933. /**
  50934. * Number of Mipmaps for the texture
  50935. * @see https://en.wikipedia.org/wiki/Mipmap
  50936. */
  50937. mipmapCount: number;
  50938. /**
  50939. * If the textures format is a known fourCC format
  50940. * @see https://www.fourcc.org/
  50941. */
  50942. isFourCC: boolean;
  50943. /**
  50944. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50945. */
  50946. isRGB: boolean;
  50947. /**
  50948. * If the texture is a lumincance format
  50949. */
  50950. isLuminance: boolean;
  50951. /**
  50952. * If this is a cube texture
  50953. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50954. */
  50955. isCube: boolean;
  50956. /**
  50957. * If the texture is a compressed format eg. FOURCC_DXT1
  50958. */
  50959. isCompressed: boolean;
  50960. /**
  50961. * The dxgiFormat of the texture
  50962. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50963. */
  50964. dxgiFormat: number;
  50965. /**
  50966. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50967. */
  50968. textureType: number;
  50969. /**
  50970. * Sphericle polynomial created for the dds texture
  50971. */
  50972. sphericalPolynomial?: SphericalPolynomial;
  50973. }
  50974. /**
  50975. * Class used to provide DDS decompression tools
  50976. */
  50977. export class DDSTools {
  50978. /**
  50979. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50980. */
  50981. static StoreLODInAlphaChannel: boolean;
  50982. /**
  50983. * Gets DDS information from an array buffer
  50984. * @param arrayBuffer defines the array buffer to read data from
  50985. * @returns the DDS information
  50986. */
  50987. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50988. private static _FloatView;
  50989. private static _Int32View;
  50990. private static _ToHalfFloat;
  50991. private static _FromHalfFloat;
  50992. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50993. private static _GetHalfFloatRGBAArrayBuffer;
  50994. private static _GetFloatRGBAArrayBuffer;
  50995. private static _GetFloatAsUIntRGBAArrayBuffer;
  50996. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50997. private static _GetRGBAArrayBuffer;
  50998. private static _ExtractLongWordOrder;
  50999. private static _GetRGBArrayBuffer;
  51000. private static _GetLuminanceArrayBuffer;
  51001. /**
  51002. * Uploads DDS Levels to a Babylon Texture
  51003. * @hidden
  51004. */
  51005. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51006. }
  51007. module "babylonjs/Engines/thinEngine" {
  51008. interface ThinEngine {
  51009. /**
  51010. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51011. * @param rootUrl defines the url where the file to load is located
  51012. * @param scene defines the current scene
  51013. * @param lodScale defines scale to apply to the mip map selection
  51014. * @param lodOffset defines offset to apply to the mip map selection
  51015. * @param onLoad defines an optional callback raised when the texture is loaded
  51016. * @param onError defines an optional callback raised if there is an issue to load the texture
  51017. * @param format defines the format of the data
  51018. * @param forcedExtension defines the extension to use to pick the right loader
  51019. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51020. * @returns the cube texture as an InternalTexture
  51021. */
  51022. 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;
  51023. }
  51024. }
  51025. }
  51026. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51027. import { Nullable } from "babylonjs/types";
  51028. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51029. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51030. /**
  51031. * Implementation of the DDS Texture Loader.
  51032. * @hidden
  51033. */
  51034. export class _DDSTextureLoader implements IInternalTextureLoader {
  51035. /**
  51036. * Defines wether the loader supports cascade loading the different faces.
  51037. */
  51038. readonly supportCascades: boolean;
  51039. /**
  51040. * This returns if the loader support the current file information.
  51041. * @param extension defines the file extension of the file being loaded
  51042. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51043. * @param fallback defines the fallback internal texture if any
  51044. * @param isBase64 defines whether the texture is encoded as a base64
  51045. * @param isBuffer defines whether the texture data are stored as a buffer
  51046. * @returns true if the loader can load the specified file
  51047. */
  51048. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51049. /**
  51050. * Transform the url before loading if required.
  51051. * @param rootUrl the url of the texture
  51052. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51053. * @returns the transformed texture
  51054. */
  51055. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51056. /**
  51057. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51058. * @param rootUrl the url of the texture
  51059. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51060. * @returns the fallback texture
  51061. */
  51062. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51063. /**
  51064. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51065. * @param data contains the texture data
  51066. * @param texture defines the BabylonJS internal texture
  51067. * @param createPolynomials will be true if polynomials have been requested
  51068. * @param onLoad defines the callback to trigger once the texture is ready
  51069. * @param onError defines the callback to trigger in case of error
  51070. */
  51071. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51072. /**
  51073. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51074. * @param data contains the texture data
  51075. * @param texture defines the BabylonJS internal texture
  51076. * @param callback defines the method to call once ready to upload
  51077. */
  51078. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51079. }
  51080. }
  51081. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51082. import { Nullable } from "babylonjs/types";
  51083. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51084. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51085. /**
  51086. * Implementation of the ENV Texture Loader.
  51087. * @hidden
  51088. */
  51089. export class _ENVTextureLoader implements IInternalTextureLoader {
  51090. /**
  51091. * Defines wether the loader supports cascade loading the different faces.
  51092. */
  51093. readonly supportCascades: boolean;
  51094. /**
  51095. * This returns if the loader support the current file information.
  51096. * @param extension defines the file extension of the file being loaded
  51097. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51098. * @param fallback defines the fallback internal texture if any
  51099. * @param isBase64 defines whether the texture is encoded as a base64
  51100. * @param isBuffer defines whether the texture data are stored as a buffer
  51101. * @returns true if the loader can load the specified file
  51102. */
  51103. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51104. /**
  51105. * Transform the url before loading if required.
  51106. * @param rootUrl the url of the texture
  51107. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51108. * @returns the transformed texture
  51109. */
  51110. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51111. /**
  51112. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51113. * @param rootUrl the url of the texture
  51114. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51115. * @returns the fallback texture
  51116. */
  51117. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51118. /**
  51119. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51120. * @param data contains the texture data
  51121. * @param texture defines the BabylonJS internal texture
  51122. * @param createPolynomials will be true if polynomials have been requested
  51123. * @param onLoad defines the callback to trigger once the texture is ready
  51124. * @param onError defines the callback to trigger in case of error
  51125. */
  51126. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51127. /**
  51128. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51129. * @param data contains the texture data
  51130. * @param texture defines the BabylonJS internal texture
  51131. * @param callback defines the method to call once ready to upload
  51132. */
  51133. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51134. }
  51135. }
  51136. declare module "babylonjs/Misc/khronosTextureContainer" {
  51137. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51138. /**
  51139. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51140. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51141. */
  51142. export class KhronosTextureContainer {
  51143. /** contents of the KTX container file */
  51144. arrayBuffer: any;
  51145. private static HEADER_LEN;
  51146. private static COMPRESSED_2D;
  51147. private static COMPRESSED_3D;
  51148. private static TEX_2D;
  51149. private static TEX_3D;
  51150. /**
  51151. * Gets the openGL type
  51152. */
  51153. glType: number;
  51154. /**
  51155. * Gets the openGL type size
  51156. */
  51157. glTypeSize: number;
  51158. /**
  51159. * Gets the openGL format
  51160. */
  51161. glFormat: number;
  51162. /**
  51163. * Gets the openGL internal format
  51164. */
  51165. glInternalFormat: number;
  51166. /**
  51167. * Gets the base internal format
  51168. */
  51169. glBaseInternalFormat: number;
  51170. /**
  51171. * Gets image width in pixel
  51172. */
  51173. pixelWidth: number;
  51174. /**
  51175. * Gets image height in pixel
  51176. */
  51177. pixelHeight: number;
  51178. /**
  51179. * Gets image depth in pixels
  51180. */
  51181. pixelDepth: number;
  51182. /**
  51183. * Gets the number of array elements
  51184. */
  51185. numberOfArrayElements: number;
  51186. /**
  51187. * Gets the number of faces
  51188. */
  51189. numberOfFaces: number;
  51190. /**
  51191. * Gets the number of mipmap levels
  51192. */
  51193. numberOfMipmapLevels: number;
  51194. /**
  51195. * Gets the bytes of key value data
  51196. */
  51197. bytesOfKeyValueData: number;
  51198. /**
  51199. * Gets the load type
  51200. */
  51201. loadType: number;
  51202. /**
  51203. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51204. */
  51205. isInvalid: boolean;
  51206. /**
  51207. * Creates a new KhronosTextureContainer
  51208. * @param arrayBuffer contents of the KTX container file
  51209. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51210. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51211. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51212. */
  51213. constructor(
  51214. /** contents of the KTX container file */
  51215. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51216. /**
  51217. * Uploads KTX content to a Babylon Texture.
  51218. * It is assumed that the texture has already been created & is currently bound
  51219. * @hidden
  51220. */
  51221. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51222. private _upload2DCompressedLevels;
  51223. }
  51224. }
  51225. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51226. import { Nullable } from "babylonjs/types";
  51227. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51228. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51229. /**
  51230. * Implementation of the KTX Texture Loader.
  51231. * @hidden
  51232. */
  51233. export class _KTXTextureLoader implements IInternalTextureLoader {
  51234. /**
  51235. * Defines wether the loader supports cascade loading the different faces.
  51236. */
  51237. readonly supportCascades: boolean;
  51238. /**
  51239. * This returns if the loader support the current file information.
  51240. * @param extension defines the file extension of the file being loaded
  51241. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51242. * @param fallback defines the fallback internal texture if any
  51243. * @param isBase64 defines whether the texture is encoded as a base64
  51244. * @param isBuffer defines whether the texture data are stored as a buffer
  51245. * @returns true if the loader can load the specified file
  51246. */
  51247. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51248. /**
  51249. * Transform the url before loading if required.
  51250. * @param rootUrl the url of the texture
  51251. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51252. * @returns the transformed texture
  51253. */
  51254. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51255. /**
  51256. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51257. * @param rootUrl the url of the texture
  51258. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51259. * @returns the fallback texture
  51260. */
  51261. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51262. /**
  51263. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51264. * @param data contains the texture data
  51265. * @param texture defines the BabylonJS internal texture
  51266. * @param createPolynomials will be true if polynomials have been requested
  51267. * @param onLoad defines the callback to trigger once the texture is ready
  51268. * @param onError defines the callback to trigger in case of error
  51269. */
  51270. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51271. /**
  51272. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51273. * @param data contains the texture data
  51274. * @param texture defines the BabylonJS internal texture
  51275. * @param callback defines the method to call once ready to upload
  51276. */
  51277. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51278. }
  51279. }
  51280. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51281. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51282. import { Scene } from "babylonjs/scene";
  51283. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51284. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51285. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51286. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51287. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  51288. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51289. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51290. /**
  51291. * Options for the default xr helper
  51292. */
  51293. export class WebXRDefaultExperienceOptions {
  51294. /**
  51295. * Floor meshes that should be used for teleporting
  51296. */
  51297. floorMeshes: Array<AbstractMesh>;
  51298. /**
  51299. * Enable or disable default UI to enter XR
  51300. */
  51301. disableDefaultUI: boolean;
  51302. }
  51303. /**
  51304. * Default experience which provides a similar setup to the previous webVRExperience
  51305. */
  51306. export class WebXRDefaultExperience {
  51307. /**
  51308. * Base experience
  51309. */
  51310. baseExperience: WebXRExperienceHelper;
  51311. /**
  51312. * Input experience extension
  51313. */
  51314. input: WebXRInput;
  51315. /**
  51316. * Loads the controller models
  51317. */
  51318. controllerModelLoader: WebXRControllerModelLoader;
  51319. /**
  51320. * Enables laser pointer and selection
  51321. */
  51322. pointerSelection: WebXRControllerPointerSelection;
  51323. /**
  51324. * Enables teleportation
  51325. */
  51326. teleportation: WebXRControllerTeleportation;
  51327. /**
  51328. * Enables ui for enetering/exiting xr
  51329. */
  51330. enterExitUI: WebXREnterExitUI;
  51331. /**
  51332. * Default target xr should render to
  51333. */
  51334. renderTarget: WebXRRenderTarget;
  51335. /**
  51336. * Creates the default xr experience
  51337. * @param scene scene
  51338. * @param options options for basic configuration
  51339. * @returns resulting WebXRDefaultExperience
  51340. */
  51341. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51342. private constructor();
  51343. /**
  51344. * DIsposes of the experience helper
  51345. */
  51346. dispose(): void;
  51347. }
  51348. }
  51349. declare module "babylonjs/Helpers/sceneHelpers" {
  51350. import { Nullable } from "babylonjs/types";
  51351. import { Mesh } from "babylonjs/Meshes/mesh";
  51352. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51353. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51354. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51355. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51356. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51357. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51358. import "babylonjs/Meshes/Builders/boxBuilder";
  51359. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51360. /** @hidden */
  51361. export var _forceSceneHelpersToBundle: boolean;
  51362. module "babylonjs/scene" {
  51363. interface Scene {
  51364. /**
  51365. * Creates a default light for the scene.
  51366. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51367. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51368. */
  51369. createDefaultLight(replace?: boolean): void;
  51370. /**
  51371. * Creates a default camera for the scene.
  51372. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51373. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51374. * @param replace has default false, when true replaces the active camera in the scene
  51375. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51376. */
  51377. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51378. /**
  51379. * Creates a default camera and a default light.
  51380. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51381. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51382. * @param replace has the default false, when true replaces the active camera/light in the scene
  51383. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51384. */
  51385. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51386. /**
  51387. * Creates a new sky box
  51388. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51389. * @param environmentTexture defines the texture to use as environment texture
  51390. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51391. * @param scale defines the overall scale of the skybox
  51392. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51393. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51394. * @returns a new mesh holding the sky box
  51395. */
  51396. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51397. /**
  51398. * Creates a new environment
  51399. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51400. * @param options defines the options you can use to configure the environment
  51401. * @returns the new EnvironmentHelper
  51402. */
  51403. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51404. /**
  51405. * Creates a new VREXperienceHelper
  51406. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51407. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51408. * @returns a new VREXperienceHelper
  51409. */
  51410. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51411. /**
  51412. * Creates a new WebXRDefaultExperience
  51413. * @see http://doc.babylonjs.com/how_to/webxr
  51414. * @param options experience options
  51415. * @returns a promise for a new WebXRDefaultExperience
  51416. */
  51417. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51418. }
  51419. }
  51420. }
  51421. declare module "babylonjs/Helpers/videoDome" {
  51422. import { Scene } from "babylonjs/scene";
  51423. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51424. import { Mesh } from "babylonjs/Meshes/mesh";
  51425. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51426. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51427. import "babylonjs/Meshes/Builders/sphereBuilder";
  51428. /**
  51429. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51430. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51431. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51432. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51433. */
  51434. export class VideoDome extends TransformNode {
  51435. /**
  51436. * Define the video source as a Monoscopic panoramic 360 video.
  51437. */
  51438. static readonly MODE_MONOSCOPIC: number;
  51439. /**
  51440. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51441. */
  51442. static readonly MODE_TOPBOTTOM: number;
  51443. /**
  51444. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51445. */
  51446. static readonly MODE_SIDEBYSIDE: number;
  51447. private _halfDome;
  51448. private _useDirectMapping;
  51449. /**
  51450. * The video texture being displayed on the sphere
  51451. */
  51452. protected _videoTexture: VideoTexture;
  51453. /**
  51454. * Gets the video texture being displayed on the sphere
  51455. */
  51456. readonly videoTexture: VideoTexture;
  51457. /**
  51458. * The skybox material
  51459. */
  51460. protected _material: BackgroundMaterial;
  51461. /**
  51462. * The surface used for the skybox
  51463. */
  51464. protected _mesh: Mesh;
  51465. /**
  51466. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51467. */
  51468. private _halfDomeMask;
  51469. /**
  51470. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51471. * Also see the options.resolution property.
  51472. */
  51473. fovMultiplier: number;
  51474. private _videoMode;
  51475. /**
  51476. * Gets or set the current video mode for the video. It can be:
  51477. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51478. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51479. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51480. */
  51481. videoMode: number;
  51482. /**
  51483. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51484. *
  51485. */
  51486. /**
  51487. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51488. */
  51489. halfDome: boolean;
  51490. /**
  51491. * Oberserver used in Stereoscopic VR Mode.
  51492. */
  51493. private _onBeforeCameraRenderObserver;
  51494. /**
  51495. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51496. * @param name Element's name, child elements will append suffixes for their own names.
  51497. * @param urlsOrVideo defines the url(s) or the video element to use
  51498. * @param options An object containing optional or exposed sub element properties
  51499. */
  51500. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51501. resolution?: number;
  51502. clickToPlay?: boolean;
  51503. autoPlay?: boolean;
  51504. loop?: boolean;
  51505. size?: number;
  51506. poster?: string;
  51507. faceForward?: boolean;
  51508. useDirectMapping?: boolean;
  51509. halfDomeMode?: boolean;
  51510. }, scene: Scene);
  51511. private _changeVideoMode;
  51512. /**
  51513. * Releases resources associated with this node.
  51514. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51515. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51516. */
  51517. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51518. }
  51519. }
  51520. declare module "babylonjs/Helpers/index" {
  51521. export * from "babylonjs/Helpers/environmentHelper";
  51522. export * from "babylonjs/Helpers/photoDome";
  51523. export * from "babylonjs/Helpers/sceneHelpers";
  51524. export * from "babylonjs/Helpers/videoDome";
  51525. }
  51526. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51527. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51528. import { IDisposable } from "babylonjs/scene";
  51529. import { Engine } from "babylonjs/Engines/engine";
  51530. /**
  51531. * This class can be used to get instrumentation data from a Babylon engine
  51532. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51533. */
  51534. export class EngineInstrumentation implements IDisposable {
  51535. /**
  51536. * Define the instrumented engine.
  51537. */
  51538. engine: Engine;
  51539. private _captureGPUFrameTime;
  51540. private _gpuFrameTimeToken;
  51541. private _gpuFrameTime;
  51542. private _captureShaderCompilationTime;
  51543. private _shaderCompilationTime;
  51544. private _onBeginFrameObserver;
  51545. private _onEndFrameObserver;
  51546. private _onBeforeShaderCompilationObserver;
  51547. private _onAfterShaderCompilationObserver;
  51548. /**
  51549. * Gets the perf counter used for GPU frame time
  51550. */
  51551. readonly gpuFrameTimeCounter: PerfCounter;
  51552. /**
  51553. * Gets the GPU frame time capture status
  51554. */
  51555. /**
  51556. * Enable or disable the GPU frame time capture
  51557. */
  51558. captureGPUFrameTime: boolean;
  51559. /**
  51560. * Gets the perf counter used for shader compilation time
  51561. */
  51562. readonly shaderCompilationTimeCounter: PerfCounter;
  51563. /**
  51564. * Gets the shader compilation time capture status
  51565. */
  51566. /**
  51567. * Enable or disable the shader compilation time capture
  51568. */
  51569. captureShaderCompilationTime: boolean;
  51570. /**
  51571. * Instantiates a new engine instrumentation.
  51572. * This class can be used to get instrumentation data from a Babylon engine
  51573. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51574. * @param engine Defines the engine to instrument
  51575. */
  51576. constructor(
  51577. /**
  51578. * Define the instrumented engine.
  51579. */
  51580. engine: Engine);
  51581. /**
  51582. * Dispose and release associated resources.
  51583. */
  51584. dispose(): void;
  51585. }
  51586. }
  51587. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51588. import { Scene, IDisposable } from "babylonjs/scene";
  51589. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51590. /**
  51591. * This class can be used to get instrumentation data from a Babylon engine
  51592. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51593. */
  51594. export class SceneInstrumentation implements IDisposable {
  51595. /**
  51596. * Defines the scene to instrument
  51597. */
  51598. scene: Scene;
  51599. private _captureActiveMeshesEvaluationTime;
  51600. private _activeMeshesEvaluationTime;
  51601. private _captureRenderTargetsRenderTime;
  51602. private _renderTargetsRenderTime;
  51603. private _captureFrameTime;
  51604. private _frameTime;
  51605. private _captureRenderTime;
  51606. private _renderTime;
  51607. private _captureInterFrameTime;
  51608. private _interFrameTime;
  51609. private _captureParticlesRenderTime;
  51610. private _particlesRenderTime;
  51611. private _captureSpritesRenderTime;
  51612. private _spritesRenderTime;
  51613. private _capturePhysicsTime;
  51614. private _physicsTime;
  51615. private _captureAnimationsTime;
  51616. private _animationsTime;
  51617. private _captureCameraRenderTime;
  51618. private _cameraRenderTime;
  51619. private _onBeforeActiveMeshesEvaluationObserver;
  51620. private _onAfterActiveMeshesEvaluationObserver;
  51621. private _onBeforeRenderTargetsRenderObserver;
  51622. private _onAfterRenderTargetsRenderObserver;
  51623. private _onAfterRenderObserver;
  51624. private _onBeforeDrawPhaseObserver;
  51625. private _onAfterDrawPhaseObserver;
  51626. private _onBeforeAnimationsObserver;
  51627. private _onBeforeParticlesRenderingObserver;
  51628. private _onAfterParticlesRenderingObserver;
  51629. private _onBeforeSpritesRenderingObserver;
  51630. private _onAfterSpritesRenderingObserver;
  51631. private _onBeforePhysicsObserver;
  51632. private _onAfterPhysicsObserver;
  51633. private _onAfterAnimationsObserver;
  51634. private _onBeforeCameraRenderObserver;
  51635. private _onAfterCameraRenderObserver;
  51636. /**
  51637. * Gets the perf counter used for active meshes evaluation time
  51638. */
  51639. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51640. /**
  51641. * Gets the active meshes evaluation time capture status
  51642. */
  51643. /**
  51644. * Enable or disable the active meshes evaluation time capture
  51645. */
  51646. captureActiveMeshesEvaluationTime: boolean;
  51647. /**
  51648. * Gets the perf counter used for render targets render time
  51649. */
  51650. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51651. /**
  51652. * Gets the render targets render time capture status
  51653. */
  51654. /**
  51655. * Enable or disable the render targets render time capture
  51656. */
  51657. captureRenderTargetsRenderTime: boolean;
  51658. /**
  51659. * Gets the perf counter used for particles render time
  51660. */
  51661. readonly particlesRenderTimeCounter: PerfCounter;
  51662. /**
  51663. * Gets the particles render time capture status
  51664. */
  51665. /**
  51666. * Enable or disable the particles render time capture
  51667. */
  51668. captureParticlesRenderTime: boolean;
  51669. /**
  51670. * Gets the perf counter used for sprites render time
  51671. */
  51672. readonly spritesRenderTimeCounter: PerfCounter;
  51673. /**
  51674. * Gets the sprites render time capture status
  51675. */
  51676. /**
  51677. * Enable or disable the sprites render time capture
  51678. */
  51679. captureSpritesRenderTime: boolean;
  51680. /**
  51681. * Gets the perf counter used for physics time
  51682. */
  51683. readonly physicsTimeCounter: PerfCounter;
  51684. /**
  51685. * Gets the physics time capture status
  51686. */
  51687. /**
  51688. * Enable or disable the physics time capture
  51689. */
  51690. capturePhysicsTime: boolean;
  51691. /**
  51692. * Gets the perf counter used for animations time
  51693. */
  51694. readonly animationsTimeCounter: PerfCounter;
  51695. /**
  51696. * Gets the animations time capture status
  51697. */
  51698. /**
  51699. * Enable or disable the animations time capture
  51700. */
  51701. captureAnimationsTime: boolean;
  51702. /**
  51703. * Gets the perf counter used for frame time capture
  51704. */
  51705. readonly frameTimeCounter: PerfCounter;
  51706. /**
  51707. * Gets the frame time capture status
  51708. */
  51709. /**
  51710. * Enable or disable the frame time capture
  51711. */
  51712. captureFrameTime: boolean;
  51713. /**
  51714. * Gets the perf counter used for inter-frames time capture
  51715. */
  51716. readonly interFrameTimeCounter: PerfCounter;
  51717. /**
  51718. * Gets the inter-frames time capture status
  51719. */
  51720. /**
  51721. * Enable or disable the inter-frames time capture
  51722. */
  51723. captureInterFrameTime: boolean;
  51724. /**
  51725. * Gets the perf counter used for render time capture
  51726. */
  51727. readonly renderTimeCounter: PerfCounter;
  51728. /**
  51729. * Gets the render time capture status
  51730. */
  51731. /**
  51732. * Enable or disable the render time capture
  51733. */
  51734. captureRenderTime: boolean;
  51735. /**
  51736. * Gets the perf counter used for camera render time capture
  51737. */
  51738. readonly cameraRenderTimeCounter: PerfCounter;
  51739. /**
  51740. * Gets the camera render time capture status
  51741. */
  51742. /**
  51743. * Enable or disable the camera render time capture
  51744. */
  51745. captureCameraRenderTime: boolean;
  51746. /**
  51747. * Gets the perf counter used for draw calls
  51748. */
  51749. readonly drawCallsCounter: PerfCounter;
  51750. /**
  51751. * Instantiates a new scene instrumentation.
  51752. * This class can be used to get instrumentation data from a Babylon engine
  51753. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51754. * @param scene Defines the scene to instrument
  51755. */
  51756. constructor(
  51757. /**
  51758. * Defines the scene to instrument
  51759. */
  51760. scene: Scene);
  51761. /**
  51762. * Dispose and release associated resources.
  51763. */
  51764. dispose(): void;
  51765. }
  51766. }
  51767. declare module "babylonjs/Instrumentation/index" {
  51768. export * from "babylonjs/Instrumentation/engineInstrumentation";
  51769. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  51770. export * from "babylonjs/Instrumentation/timeToken";
  51771. }
  51772. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  51773. /** @hidden */
  51774. export var glowMapGenerationPixelShader: {
  51775. name: string;
  51776. shader: string;
  51777. };
  51778. }
  51779. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  51780. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51781. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  51782. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  51783. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51784. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  51785. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51786. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51787. /** @hidden */
  51788. export var glowMapGenerationVertexShader: {
  51789. name: string;
  51790. shader: string;
  51791. };
  51792. }
  51793. declare module "babylonjs/Layers/effectLayer" {
  51794. import { Observable } from "babylonjs/Misc/observable";
  51795. import { Nullable } from "babylonjs/types";
  51796. import { Camera } from "babylonjs/Cameras/camera";
  51797. import { Scene } from "babylonjs/scene";
  51798. import { ISize } from "babylonjs/Maths/math.size";
  51799. import { Color4 } from "babylonjs/Maths/math.color";
  51800. import { Engine } from "babylonjs/Engines/engine";
  51801. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51802. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51803. import { Mesh } from "babylonjs/Meshes/mesh";
  51804. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  51805. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51806. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51807. import { Effect } from "babylonjs/Materials/effect";
  51808. import { Material } from "babylonjs/Materials/material";
  51809. import "babylonjs/Shaders/glowMapGeneration.fragment";
  51810. import "babylonjs/Shaders/glowMapGeneration.vertex";
  51811. /**
  51812. * Effect layer options. This helps customizing the behaviour
  51813. * of the effect layer.
  51814. */
  51815. export interface IEffectLayerOptions {
  51816. /**
  51817. * Multiplication factor apply to the canvas size to compute the render target size
  51818. * used to generated the objects (the smaller the faster).
  51819. */
  51820. mainTextureRatio: number;
  51821. /**
  51822. * Enforces a fixed size texture to ensure effect stability across devices.
  51823. */
  51824. mainTextureFixedSize?: number;
  51825. /**
  51826. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  51827. */
  51828. alphaBlendingMode: number;
  51829. /**
  51830. * The camera attached to the layer.
  51831. */
  51832. camera: Nullable<Camera>;
  51833. /**
  51834. * The rendering group to draw the layer in.
  51835. */
  51836. renderingGroupId: number;
  51837. }
  51838. /**
  51839. * The effect layer Helps adding post process effect blended with the main pass.
  51840. *
  51841. * This can be for instance use to generate glow or higlight effects on the scene.
  51842. *
  51843. * The effect layer class can not be used directly and is intented to inherited from to be
  51844. * customized per effects.
  51845. */
  51846. export abstract class EffectLayer {
  51847. private _vertexBuffers;
  51848. private _indexBuffer;
  51849. private _cachedDefines;
  51850. private _effectLayerMapGenerationEffect;
  51851. private _effectLayerOptions;
  51852. private _mergeEffect;
  51853. protected _scene: Scene;
  51854. protected _engine: Engine;
  51855. protected _maxSize: number;
  51856. protected _mainTextureDesiredSize: ISize;
  51857. protected _mainTexture: RenderTargetTexture;
  51858. protected _shouldRender: boolean;
  51859. protected _postProcesses: PostProcess[];
  51860. protected _textures: BaseTexture[];
  51861. protected _emissiveTextureAndColor: {
  51862. texture: Nullable<BaseTexture>;
  51863. color: Color4;
  51864. };
  51865. /**
  51866. * The name of the layer
  51867. */
  51868. name: string;
  51869. /**
  51870. * The clear color of the texture used to generate the glow map.
  51871. */
  51872. neutralColor: Color4;
  51873. /**
  51874. * Specifies wether the highlight layer is enabled or not.
  51875. */
  51876. isEnabled: boolean;
  51877. /**
  51878. * Gets the camera attached to the layer.
  51879. */
  51880. readonly camera: Nullable<Camera>;
  51881. /**
  51882. * Gets the rendering group id the layer should render in.
  51883. */
  51884. renderingGroupId: number;
  51885. /**
  51886. * An event triggered when the effect layer has been disposed.
  51887. */
  51888. onDisposeObservable: Observable<EffectLayer>;
  51889. /**
  51890. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  51891. */
  51892. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  51893. /**
  51894. * An event triggered when the generated texture is being merged in the scene.
  51895. */
  51896. onBeforeComposeObservable: Observable<EffectLayer>;
  51897. /**
  51898. * An event triggered when the mesh is rendered into the effect render target.
  51899. */
  51900. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  51901. /**
  51902. * An event triggered after the mesh has been rendered into the effect render target.
  51903. */
  51904. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  51905. /**
  51906. * An event triggered when the generated texture has been merged in the scene.
  51907. */
  51908. onAfterComposeObservable: Observable<EffectLayer>;
  51909. /**
  51910. * An event triggered when the efffect layer changes its size.
  51911. */
  51912. onSizeChangedObservable: Observable<EffectLayer>;
  51913. /** @hidden */
  51914. static _SceneComponentInitialization: (scene: Scene) => void;
  51915. /**
  51916. * Instantiates a new effect Layer and references it in the scene.
  51917. * @param name The name of the layer
  51918. * @param scene The scene to use the layer in
  51919. */
  51920. constructor(
  51921. /** The Friendly of the effect in the scene */
  51922. name: string, scene: Scene);
  51923. /**
  51924. * Get the effect name of the layer.
  51925. * @return The effect name
  51926. */
  51927. abstract getEffectName(): string;
  51928. /**
  51929. * Checks for the readiness of the element composing the layer.
  51930. * @param subMesh the mesh to check for
  51931. * @param useInstances specify wether or not to use instances to render the mesh
  51932. * @return true if ready otherwise, false
  51933. */
  51934. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51935. /**
  51936. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51937. * @returns true if the effect requires stencil during the main canvas render pass.
  51938. */
  51939. abstract needStencil(): boolean;
  51940. /**
  51941. * Create the merge effect. This is the shader use to blit the information back
  51942. * to the main canvas at the end of the scene rendering.
  51943. * @returns The effect containing the shader used to merge the effect on the main canvas
  51944. */
  51945. protected abstract _createMergeEffect(): Effect;
  51946. /**
  51947. * Creates the render target textures and post processes used in the effect layer.
  51948. */
  51949. protected abstract _createTextureAndPostProcesses(): void;
  51950. /**
  51951. * Implementation specific of rendering the generating effect on the main canvas.
  51952. * @param effect The effect used to render through
  51953. */
  51954. protected abstract _internalRender(effect: Effect): void;
  51955. /**
  51956. * Sets the required values for both the emissive texture and and the main color.
  51957. */
  51958. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51959. /**
  51960. * Free any resources and references associated to a mesh.
  51961. * Internal use
  51962. * @param mesh The mesh to free.
  51963. */
  51964. abstract _disposeMesh(mesh: Mesh): void;
  51965. /**
  51966. * Serializes this layer (Glow or Highlight for example)
  51967. * @returns a serialized layer object
  51968. */
  51969. abstract serialize?(): any;
  51970. /**
  51971. * Initializes the effect layer with the required options.
  51972. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51973. */
  51974. protected _init(options: Partial<IEffectLayerOptions>): void;
  51975. /**
  51976. * Generates the index buffer of the full screen quad blending to the main canvas.
  51977. */
  51978. private _generateIndexBuffer;
  51979. /**
  51980. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51981. */
  51982. private _generateVertexBuffer;
  51983. /**
  51984. * Sets the main texture desired size which is the closest power of two
  51985. * of the engine canvas size.
  51986. */
  51987. private _setMainTextureSize;
  51988. /**
  51989. * Creates the main texture for the effect layer.
  51990. */
  51991. protected _createMainTexture(): void;
  51992. /**
  51993. * Adds specific effects defines.
  51994. * @param defines The defines to add specifics to.
  51995. */
  51996. protected _addCustomEffectDefines(defines: string[]): void;
  51997. /**
  51998. * Checks for the readiness of the element composing the layer.
  51999. * @param subMesh the mesh to check for
  52000. * @param useInstances specify wether or not to use instances to render the mesh
  52001. * @param emissiveTexture the associated emissive texture used to generate the glow
  52002. * @return true if ready otherwise, false
  52003. */
  52004. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52005. /**
  52006. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52007. */
  52008. render(): void;
  52009. /**
  52010. * Determine if a given mesh will be used in the current effect.
  52011. * @param mesh mesh to test
  52012. * @returns true if the mesh will be used
  52013. */
  52014. hasMesh(mesh: AbstractMesh): boolean;
  52015. /**
  52016. * Returns true if the layer contains information to display, otherwise false.
  52017. * @returns true if the glow layer should be rendered
  52018. */
  52019. shouldRender(): boolean;
  52020. /**
  52021. * Returns true if the mesh should render, otherwise false.
  52022. * @param mesh The mesh to render
  52023. * @returns true if it should render otherwise false
  52024. */
  52025. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52026. /**
  52027. * Returns true if the mesh can be rendered, otherwise false.
  52028. * @param mesh The mesh to render
  52029. * @param material The material used on the mesh
  52030. * @returns true if it can be rendered otherwise false
  52031. */
  52032. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52033. /**
  52034. * Returns true if the mesh should render, otherwise false.
  52035. * @param mesh The mesh to render
  52036. * @returns true if it should render otherwise false
  52037. */
  52038. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52039. /**
  52040. * Renders the submesh passed in parameter to the generation map.
  52041. */
  52042. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52043. /**
  52044. * Defines wether the current material of the mesh should be use to render the effect.
  52045. * @param mesh defines the current mesh to render
  52046. */
  52047. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52048. /**
  52049. * Rebuild the required buffers.
  52050. * @hidden Internal use only.
  52051. */
  52052. _rebuild(): void;
  52053. /**
  52054. * Dispose only the render target textures and post process.
  52055. */
  52056. private _disposeTextureAndPostProcesses;
  52057. /**
  52058. * Dispose the highlight layer and free resources.
  52059. */
  52060. dispose(): void;
  52061. /**
  52062. * Gets the class name of the effect layer
  52063. * @returns the string with the class name of the effect layer
  52064. */
  52065. getClassName(): string;
  52066. /**
  52067. * Creates an effect layer from parsed effect layer data
  52068. * @param parsedEffectLayer defines effect layer data
  52069. * @param scene defines the current scene
  52070. * @param rootUrl defines the root URL containing the effect layer information
  52071. * @returns a parsed effect Layer
  52072. */
  52073. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52074. }
  52075. }
  52076. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52077. import { Scene } from "babylonjs/scene";
  52078. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52079. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52080. import { AbstractScene } from "babylonjs/abstractScene";
  52081. module "babylonjs/abstractScene" {
  52082. interface AbstractScene {
  52083. /**
  52084. * The list of effect layers (highlights/glow) added to the scene
  52085. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52086. * @see http://doc.babylonjs.com/how_to/glow_layer
  52087. */
  52088. effectLayers: Array<EffectLayer>;
  52089. /**
  52090. * Removes the given effect layer from this scene.
  52091. * @param toRemove defines the effect layer to remove
  52092. * @returns the index of the removed effect layer
  52093. */
  52094. removeEffectLayer(toRemove: EffectLayer): number;
  52095. /**
  52096. * Adds the given effect layer to this scene
  52097. * @param newEffectLayer defines the effect layer to add
  52098. */
  52099. addEffectLayer(newEffectLayer: EffectLayer): void;
  52100. }
  52101. }
  52102. /**
  52103. * Defines the layer scene component responsible to manage any effect layers
  52104. * in a given scene.
  52105. */
  52106. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52107. /**
  52108. * The component name helpfull to identify the component in the list of scene components.
  52109. */
  52110. readonly name: string;
  52111. /**
  52112. * The scene the component belongs to.
  52113. */
  52114. scene: Scene;
  52115. private _engine;
  52116. private _renderEffects;
  52117. private _needStencil;
  52118. private _previousStencilState;
  52119. /**
  52120. * Creates a new instance of the component for the given scene
  52121. * @param scene Defines the scene to register the component in
  52122. */
  52123. constructor(scene: Scene);
  52124. /**
  52125. * Registers the component in a given scene
  52126. */
  52127. register(): void;
  52128. /**
  52129. * Rebuilds the elements related to this component in case of
  52130. * context lost for instance.
  52131. */
  52132. rebuild(): void;
  52133. /**
  52134. * Serializes the component data to the specified json object
  52135. * @param serializationObject The object to serialize to
  52136. */
  52137. serialize(serializationObject: any): void;
  52138. /**
  52139. * Adds all the elements from the container to the scene
  52140. * @param container the container holding the elements
  52141. */
  52142. addFromContainer(container: AbstractScene): void;
  52143. /**
  52144. * Removes all the elements in the container from the scene
  52145. * @param container contains the elements to remove
  52146. * @param dispose if the removed element should be disposed (default: false)
  52147. */
  52148. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52149. /**
  52150. * Disposes the component and the associated ressources.
  52151. */
  52152. dispose(): void;
  52153. private _isReadyForMesh;
  52154. private _renderMainTexture;
  52155. private _setStencil;
  52156. private _setStencilBack;
  52157. private _draw;
  52158. private _drawCamera;
  52159. private _drawRenderingGroup;
  52160. }
  52161. }
  52162. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52163. /** @hidden */
  52164. export var glowMapMergePixelShader: {
  52165. name: string;
  52166. shader: string;
  52167. };
  52168. }
  52169. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52170. /** @hidden */
  52171. export var glowMapMergeVertexShader: {
  52172. name: string;
  52173. shader: string;
  52174. };
  52175. }
  52176. declare module "babylonjs/Layers/glowLayer" {
  52177. import { Nullable } from "babylonjs/types";
  52178. import { Camera } from "babylonjs/Cameras/camera";
  52179. import { Scene } from "babylonjs/scene";
  52180. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52181. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52182. import { Mesh } from "babylonjs/Meshes/mesh";
  52183. import { Texture } from "babylonjs/Materials/Textures/texture";
  52184. import { Effect } from "babylonjs/Materials/effect";
  52185. import { Material } from "babylonjs/Materials/material";
  52186. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52187. import { Color4 } from "babylonjs/Maths/math.color";
  52188. import "babylonjs/Shaders/glowMapMerge.fragment";
  52189. import "babylonjs/Shaders/glowMapMerge.vertex";
  52190. import "babylonjs/Layers/effectLayerSceneComponent";
  52191. module "babylonjs/abstractScene" {
  52192. interface AbstractScene {
  52193. /**
  52194. * Return a the first highlight layer of the scene with a given name.
  52195. * @param name The name of the highlight layer to look for.
  52196. * @return The highlight layer if found otherwise null.
  52197. */
  52198. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52199. }
  52200. }
  52201. /**
  52202. * Glow layer options. This helps customizing the behaviour
  52203. * of the glow layer.
  52204. */
  52205. export interface IGlowLayerOptions {
  52206. /**
  52207. * Multiplication factor apply to the canvas size to compute the render target size
  52208. * used to generated the glowing objects (the smaller the faster).
  52209. */
  52210. mainTextureRatio: number;
  52211. /**
  52212. * Enforces a fixed size texture to ensure resize independant blur.
  52213. */
  52214. mainTextureFixedSize?: number;
  52215. /**
  52216. * How big is the kernel of the blur texture.
  52217. */
  52218. blurKernelSize: number;
  52219. /**
  52220. * The camera attached to the layer.
  52221. */
  52222. camera: Nullable<Camera>;
  52223. /**
  52224. * Enable MSAA by chosing the number of samples.
  52225. */
  52226. mainTextureSamples?: number;
  52227. /**
  52228. * The rendering group to draw the layer in.
  52229. */
  52230. renderingGroupId: number;
  52231. }
  52232. /**
  52233. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52234. *
  52235. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52236. *
  52237. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52238. */
  52239. export class GlowLayer extends EffectLayer {
  52240. /**
  52241. * Effect Name of the layer.
  52242. */
  52243. static readonly EffectName: string;
  52244. /**
  52245. * The default blur kernel size used for the glow.
  52246. */
  52247. static DefaultBlurKernelSize: number;
  52248. /**
  52249. * The default texture size ratio used for the glow.
  52250. */
  52251. static DefaultTextureRatio: number;
  52252. /**
  52253. * Sets the kernel size of the blur.
  52254. */
  52255. /**
  52256. * Gets the kernel size of the blur.
  52257. */
  52258. blurKernelSize: number;
  52259. /**
  52260. * Sets the glow intensity.
  52261. */
  52262. /**
  52263. * Gets the glow intensity.
  52264. */
  52265. intensity: number;
  52266. private _options;
  52267. private _intensity;
  52268. private _horizontalBlurPostprocess1;
  52269. private _verticalBlurPostprocess1;
  52270. private _horizontalBlurPostprocess2;
  52271. private _verticalBlurPostprocess2;
  52272. private _blurTexture1;
  52273. private _blurTexture2;
  52274. private _postProcesses1;
  52275. private _postProcesses2;
  52276. private _includedOnlyMeshes;
  52277. private _excludedMeshes;
  52278. private _meshesUsingTheirOwnMaterials;
  52279. /**
  52280. * Callback used to let the user override the color selection on a per mesh basis
  52281. */
  52282. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52283. /**
  52284. * Callback used to let the user override the texture selection on a per mesh basis
  52285. */
  52286. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52287. /**
  52288. * Instantiates a new glow Layer and references it to the scene.
  52289. * @param name The name of the layer
  52290. * @param scene The scene to use the layer in
  52291. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52292. */
  52293. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52294. /**
  52295. * Get the effect name of the layer.
  52296. * @return The effect name
  52297. */
  52298. getEffectName(): string;
  52299. /**
  52300. * Create the merge effect. This is the shader use to blit the information back
  52301. * to the main canvas at the end of the scene rendering.
  52302. */
  52303. protected _createMergeEffect(): Effect;
  52304. /**
  52305. * Creates the render target textures and post processes used in the glow layer.
  52306. */
  52307. protected _createTextureAndPostProcesses(): void;
  52308. /**
  52309. * Checks for the readiness of the element composing the layer.
  52310. * @param subMesh the mesh to check for
  52311. * @param useInstances specify wether or not to use instances to render the mesh
  52312. * @param emissiveTexture the associated emissive texture used to generate the glow
  52313. * @return true if ready otherwise, false
  52314. */
  52315. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52316. /**
  52317. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52318. */
  52319. needStencil(): boolean;
  52320. /**
  52321. * Returns true if the mesh can be rendered, otherwise false.
  52322. * @param mesh The mesh to render
  52323. * @param material The material used on the mesh
  52324. * @returns true if it can be rendered otherwise false
  52325. */
  52326. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52327. /**
  52328. * Implementation specific of rendering the generating effect on the main canvas.
  52329. * @param effect The effect used to render through
  52330. */
  52331. protected _internalRender(effect: Effect): void;
  52332. /**
  52333. * Sets the required values for both the emissive texture and and the main color.
  52334. */
  52335. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52336. /**
  52337. * Returns true if the mesh should render, otherwise false.
  52338. * @param mesh The mesh to render
  52339. * @returns true if it should render otherwise false
  52340. */
  52341. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52342. /**
  52343. * Adds specific effects defines.
  52344. * @param defines The defines to add specifics to.
  52345. */
  52346. protected _addCustomEffectDefines(defines: string[]): void;
  52347. /**
  52348. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52349. * @param mesh The mesh to exclude from the glow layer
  52350. */
  52351. addExcludedMesh(mesh: Mesh): void;
  52352. /**
  52353. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52354. * @param mesh The mesh to remove
  52355. */
  52356. removeExcludedMesh(mesh: Mesh): void;
  52357. /**
  52358. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52359. * @param mesh The mesh to include in the glow layer
  52360. */
  52361. addIncludedOnlyMesh(mesh: Mesh): void;
  52362. /**
  52363. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52364. * @param mesh The mesh to remove
  52365. */
  52366. removeIncludedOnlyMesh(mesh: Mesh): void;
  52367. /**
  52368. * Determine if a given mesh will be used in the glow layer
  52369. * @param mesh The mesh to test
  52370. * @returns true if the mesh will be highlighted by the current glow layer
  52371. */
  52372. hasMesh(mesh: AbstractMesh): boolean;
  52373. /**
  52374. * Defines wether the current material of the mesh should be use to render the effect.
  52375. * @param mesh defines the current mesh to render
  52376. */
  52377. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52378. /**
  52379. * Add a mesh to be rendered through its own material and not with emissive only.
  52380. * @param mesh The mesh for which we need to use its material
  52381. */
  52382. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52383. /**
  52384. * Remove a mesh from being rendered through its own material and not with emissive only.
  52385. * @param mesh The mesh for which we need to not use its material
  52386. */
  52387. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52388. /**
  52389. * Free any resources and references associated to a mesh.
  52390. * Internal use
  52391. * @param mesh The mesh to free.
  52392. * @hidden
  52393. */
  52394. _disposeMesh(mesh: Mesh): void;
  52395. /**
  52396. * Gets the class name of the effect layer
  52397. * @returns the string with the class name of the effect layer
  52398. */
  52399. getClassName(): string;
  52400. /**
  52401. * Serializes this glow layer
  52402. * @returns a serialized glow layer object
  52403. */
  52404. serialize(): any;
  52405. /**
  52406. * Creates a Glow Layer from parsed glow layer data
  52407. * @param parsedGlowLayer defines glow layer data
  52408. * @param scene defines the current scene
  52409. * @param rootUrl defines the root URL containing the glow layer information
  52410. * @returns a parsed Glow Layer
  52411. */
  52412. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52413. }
  52414. }
  52415. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52416. /** @hidden */
  52417. export var glowBlurPostProcessPixelShader: {
  52418. name: string;
  52419. shader: string;
  52420. };
  52421. }
  52422. declare module "babylonjs/Layers/highlightLayer" {
  52423. import { Observable } from "babylonjs/Misc/observable";
  52424. import { Nullable } from "babylonjs/types";
  52425. import { Camera } from "babylonjs/Cameras/camera";
  52426. import { Scene } from "babylonjs/scene";
  52427. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52429. import { Mesh } from "babylonjs/Meshes/mesh";
  52430. import { Effect } from "babylonjs/Materials/effect";
  52431. import { Material } from "babylonjs/Materials/material";
  52432. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52433. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52434. import "babylonjs/Shaders/glowMapMerge.fragment";
  52435. import "babylonjs/Shaders/glowMapMerge.vertex";
  52436. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52437. module "babylonjs/abstractScene" {
  52438. interface AbstractScene {
  52439. /**
  52440. * Return a the first highlight layer of the scene with a given name.
  52441. * @param name The name of the highlight layer to look for.
  52442. * @return The highlight layer if found otherwise null.
  52443. */
  52444. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52445. }
  52446. }
  52447. /**
  52448. * Highlight layer options. This helps customizing the behaviour
  52449. * of the highlight layer.
  52450. */
  52451. export interface IHighlightLayerOptions {
  52452. /**
  52453. * Multiplication factor apply to the canvas size to compute the render target size
  52454. * used to generated the glowing objects (the smaller the faster).
  52455. */
  52456. mainTextureRatio: number;
  52457. /**
  52458. * Enforces a fixed size texture to ensure resize independant blur.
  52459. */
  52460. mainTextureFixedSize?: number;
  52461. /**
  52462. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52463. * of the picture to blur (the smaller the faster).
  52464. */
  52465. blurTextureSizeRatio: number;
  52466. /**
  52467. * How big in texel of the blur texture is the vertical blur.
  52468. */
  52469. blurVerticalSize: number;
  52470. /**
  52471. * How big in texel of the blur texture is the horizontal blur.
  52472. */
  52473. blurHorizontalSize: number;
  52474. /**
  52475. * Alpha blending mode used to apply the blur. Default is combine.
  52476. */
  52477. alphaBlendingMode: number;
  52478. /**
  52479. * The camera attached to the layer.
  52480. */
  52481. camera: Nullable<Camera>;
  52482. /**
  52483. * Should we display highlight as a solid stroke?
  52484. */
  52485. isStroke?: boolean;
  52486. /**
  52487. * The rendering group to draw the layer in.
  52488. */
  52489. renderingGroupId: number;
  52490. }
  52491. /**
  52492. * The highlight layer Helps adding a glow effect around a mesh.
  52493. *
  52494. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52495. * glowy meshes to your scene.
  52496. *
  52497. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52498. */
  52499. export class HighlightLayer extends EffectLayer {
  52500. name: string;
  52501. /**
  52502. * Effect Name of the highlight layer.
  52503. */
  52504. static readonly EffectName: string;
  52505. /**
  52506. * The neutral color used during the preparation of the glow effect.
  52507. * This is black by default as the blend operation is a blend operation.
  52508. */
  52509. static NeutralColor: Color4;
  52510. /**
  52511. * Stencil value used for glowing meshes.
  52512. */
  52513. static GlowingMeshStencilReference: number;
  52514. /**
  52515. * Stencil value used for the other meshes in the scene.
  52516. */
  52517. static NormalMeshStencilReference: number;
  52518. /**
  52519. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52520. */
  52521. innerGlow: boolean;
  52522. /**
  52523. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52524. */
  52525. outerGlow: boolean;
  52526. /**
  52527. * Specifies the horizontal size of the blur.
  52528. */
  52529. /**
  52530. * Gets the horizontal size of the blur.
  52531. */
  52532. blurHorizontalSize: number;
  52533. /**
  52534. * Specifies the vertical size of the blur.
  52535. */
  52536. /**
  52537. * Gets the vertical size of the blur.
  52538. */
  52539. blurVerticalSize: number;
  52540. /**
  52541. * An event triggered when the highlight layer is being blurred.
  52542. */
  52543. onBeforeBlurObservable: Observable<HighlightLayer>;
  52544. /**
  52545. * An event triggered when the highlight layer has been blurred.
  52546. */
  52547. onAfterBlurObservable: Observable<HighlightLayer>;
  52548. private _instanceGlowingMeshStencilReference;
  52549. private _options;
  52550. private _downSamplePostprocess;
  52551. private _horizontalBlurPostprocess;
  52552. private _verticalBlurPostprocess;
  52553. private _blurTexture;
  52554. private _meshes;
  52555. private _excludedMeshes;
  52556. /**
  52557. * Instantiates a new highlight Layer and references it to the scene..
  52558. * @param name The name of the layer
  52559. * @param scene The scene to use the layer in
  52560. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52561. */
  52562. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52563. /**
  52564. * Get the effect name of the layer.
  52565. * @return The effect name
  52566. */
  52567. getEffectName(): string;
  52568. /**
  52569. * Create the merge effect. This is the shader use to blit the information back
  52570. * to the main canvas at the end of the scene rendering.
  52571. */
  52572. protected _createMergeEffect(): Effect;
  52573. /**
  52574. * Creates the render target textures and post processes used in the highlight layer.
  52575. */
  52576. protected _createTextureAndPostProcesses(): void;
  52577. /**
  52578. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52579. */
  52580. needStencil(): boolean;
  52581. /**
  52582. * Checks for the readiness of the element composing the layer.
  52583. * @param subMesh the mesh to check for
  52584. * @param useInstances specify wether or not to use instances to render the mesh
  52585. * @param emissiveTexture the associated emissive texture used to generate the glow
  52586. * @return true if ready otherwise, false
  52587. */
  52588. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52589. /**
  52590. * Implementation specific of rendering the generating effect on the main canvas.
  52591. * @param effect The effect used to render through
  52592. */
  52593. protected _internalRender(effect: Effect): void;
  52594. /**
  52595. * Returns true if the layer contains information to display, otherwise false.
  52596. */
  52597. shouldRender(): boolean;
  52598. /**
  52599. * Returns true if the mesh should render, otherwise false.
  52600. * @param mesh The mesh to render
  52601. * @returns true if it should render otherwise false
  52602. */
  52603. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52604. /**
  52605. * Sets the required values for both the emissive texture and and the main color.
  52606. */
  52607. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52608. /**
  52609. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52610. * @param mesh The mesh to exclude from the highlight layer
  52611. */
  52612. addExcludedMesh(mesh: Mesh): void;
  52613. /**
  52614. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52615. * @param mesh The mesh to highlight
  52616. */
  52617. removeExcludedMesh(mesh: Mesh): void;
  52618. /**
  52619. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52620. * @param mesh mesh to test
  52621. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52622. */
  52623. hasMesh(mesh: AbstractMesh): boolean;
  52624. /**
  52625. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52626. * @param mesh The mesh to highlight
  52627. * @param color The color of the highlight
  52628. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52629. */
  52630. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52631. /**
  52632. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52633. * @param mesh The mesh to highlight
  52634. */
  52635. removeMesh(mesh: Mesh): void;
  52636. /**
  52637. * Force the stencil to the normal expected value for none glowing parts
  52638. */
  52639. private _defaultStencilReference;
  52640. /**
  52641. * Free any resources and references associated to a mesh.
  52642. * Internal use
  52643. * @param mesh The mesh to free.
  52644. * @hidden
  52645. */
  52646. _disposeMesh(mesh: Mesh): void;
  52647. /**
  52648. * Dispose the highlight layer and free resources.
  52649. */
  52650. dispose(): void;
  52651. /**
  52652. * Gets the class name of the effect layer
  52653. * @returns the string with the class name of the effect layer
  52654. */
  52655. getClassName(): string;
  52656. /**
  52657. * Serializes this Highlight layer
  52658. * @returns a serialized Highlight layer object
  52659. */
  52660. serialize(): any;
  52661. /**
  52662. * Creates a Highlight layer from parsed Highlight layer data
  52663. * @param parsedHightlightLayer defines the Highlight layer data
  52664. * @param scene defines the current scene
  52665. * @param rootUrl defines the root URL containing the Highlight layer information
  52666. * @returns a parsed Highlight layer
  52667. */
  52668. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52669. }
  52670. }
  52671. declare module "babylonjs/Layers/layerSceneComponent" {
  52672. import { Scene } from "babylonjs/scene";
  52673. import { ISceneComponent } from "babylonjs/sceneComponent";
  52674. import { Layer } from "babylonjs/Layers/layer";
  52675. import { AbstractScene } from "babylonjs/abstractScene";
  52676. module "babylonjs/abstractScene" {
  52677. interface AbstractScene {
  52678. /**
  52679. * The list of layers (background and foreground) of the scene
  52680. */
  52681. layers: Array<Layer>;
  52682. }
  52683. }
  52684. /**
  52685. * Defines the layer scene component responsible to manage any layers
  52686. * in a given scene.
  52687. */
  52688. export class LayerSceneComponent implements ISceneComponent {
  52689. /**
  52690. * The component name helpfull to identify the component in the list of scene components.
  52691. */
  52692. readonly name: string;
  52693. /**
  52694. * The scene the component belongs to.
  52695. */
  52696. scene: Scene;
  52697. private _engine;
  52698. /**
  52699. * Creates a new instance of the component for the given scene
  52700. * @param scene Defines the scene to register the component in
  52701. */
  52702. constructor(scene: Scene);
  52703. /**
  52704. * Registers the component in a given scene
  52705. */
  52706. register(): void;
  52707. /**
  52708. * Rebuilds the elements related to this component in case of
  52709. * context lost for instance.
  52710. */
  52711. rebuild(): void;
  52712. /**
  52713. * Disposes the component and the associated ressources.
  52714. */
  52715. dispose(): void;
  52716. private _draw;
  52717. private _drawCameraPredicate;
  52718. private _drawCameraBackground;
  52719. private _drawCameraForeground;
  52720. private _drawRenderTargetPredicate;
  52721. private _drawRenderTargetBackground;
  52722. private _drawRenderTargetForeground;
  52723. /**
  52724. * Adds all the elements from the container to the scene
  52725. * @param container the container holding the elements
  52726. */
  52727. addFromContainer(container: AbstractScene): void;
  52728. /**
  52729. * Removes all the elements in the container from the scene
  52730. * @param container contains the elements to remove
  52731. * @param dispose if the removed element should be disposed (default: false)
  52732. */
  52733. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52734. }
  52735. }
  52736. declare module "babylonjs/Shaders/layer.fragment" {
  52737. /** @hidden */
  52738. export var layerPixelShader: {
  52739. name: string;
  52740. shader: string;
  52741. };
  52742. }
  52743. declare module "babylonjs/Shaders/layer.vertex" {
  52744. /** @hidden */
  52745. export var layerVertexShader: {
  52746. name: string;
  52747. shader: string;
  52748. };
  52749. }
  52750. declare module "babylonjs/Layers/layer" {
  52751. import { Observable } from "babylonjs/Misc/observable";
  52752. import { Nullable } from "babylonjs/types";
  52753. import { Scene } from "babylonjs/scene";
  52754. import { Vector2 } from "babylonjs/Maths/math.vector";
  52755. import { Color4 } from "babylonjs/Maths/math.color";
  52756. import { Texture } from "babylonjs/Materials/Textures/texture";
  52757. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52758. import "babylonjs/Shaders/layer.fragment";
  52759. import "babylonjs/Shaders/layer.vertex";
  52760. /**
  52761. * This represents a full screen 2d layer.
  52762. * This can be useful to display a picture in the background of your scene for instance.
  52763. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52764. */
  52765. export class Layer {
  52766. /**
  52767. * Define the name of the layer.
  52768. */
  52769. name: string;
  52770. /**
  52771. * Define the texture the layer should display.
  52772. */
  52773. texture: Nullable<Texture>;
  52774. /**
  52775. * Is the layer in background or foreground.
  52776. */
  52777. isBackground: boolean;
  52778. /**
  52779. * Define the color of the layer (instead of texture).
  52780. */
  52781. color: Color4;
  52782. /**
  52783. * Define the scale of the layer in order to zoom in out of the texture.
  52784. */
  52785. scale: Vector2;
  52786. /**
  52787. * Define an offset for the layer in order to shift the texture.
  52788. */
  52789. offset: Vector2;
  52790. /**
  52791. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  52792. */
  52793. alphaBlendingMode: number;
  52794. /**
  52795. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  52796. * Alpha test will not mix with the background color in case of transparency.
  52797. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  52798. */
  52799. alphaTest: boolean;
  52800. /**
  52801. * Define a mask to restrict the layer to only some of the scene cameras.
  52802. */
  52803. layerMask: number;
  52804. /**
  52805. * Define the list of render target the layer is visible into.
  52806. */
  52807. renderTargetTextures: RenderTargetTexture[];
  52808. /**
  52809. * Define if the layer is only used in renderTarget or if it also
  52810. * renders in the main frame buffer of the canvas.
  52811. */
  52812. renderOnlyInRenderTargetTextures: boolean;
  52813. private _scene;
  52814. private _vertexBuffers;
  52815. private _indexBuffer;
  52816. private _effect;
  52817. private _alphaTestEffect;
  52818. /**
  52819. * An event triggered when the layer is disposed.
  52820. */
  52821. onDisposeObservable: Observable<Layer>;
  52822. private _onDisposeObserver;
  52823. /**
  52824. * Back compatibility with callback before the onDisposeObservable existed.
  52825. * The set callback will be triggered when the layer has been disposed.
  52826. */
  52827. onDispose: () => void;
  52828. /**
  52829. * An event triggered before rendering the scene
  52830. */
  52831. onBeforeRenderObservable: Observable<Layer>;
  52832. private _onBeforeRenderObserver;
  52833. /**
  52834. * Back compatibility with callback before the onBeforeRenderObservable existed.
  52835. * The set callback will be triggered just before rendering the layer.
  52836. */
  52837. onBeforeRender: () => void;
  52838. /**
  52839. * An event triggered after rendering the scene
  52840. */
  52841. onAfterRenderObservable: Observable<Layer>;
  52842. private _onAfterRenderObserver;
  52843. /**
  52844. * Back compatibility with callback before the onAfterRenderObservable existed.
  52845. * The set callback will be triggered just after rendering the layer.
  52846. */
  52847. onAfterRender: () => void;
  52848. /**
  52849. * Instantiates a new layer.
  52850. * This represents a full screen 2d layer.
  52851. * This can be useful to display a picture in the background of your scene for instance.
  52852. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52853. * @param name Define the name of the layer in the scene
  52854. * @param imgUrl Define the url of the texture to display in the layer
  52855. * @param scene Define the scene the layer belongs to
  52856. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  52857. * @param color Defines a color for the layer
  52858. */
  52859. constructor(
  52860. /**
  52861. * Define the name of the layer.
  52862. */
  52863. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  52864. private _createIndexBuffer;
  52865. /** @hidden */
  52866. _rebuild(): void;
  52867. /**
  52868. * Renders the layer in the scene.
  52869. */
  52870. render(): void;
  52871. /**
  52872. * Disposes and releases the associated ressources.
  52873. */
  52874. dispose(): void;
  52875. }
  52876. }
  52877. declare module "babylonjs/Layers/index" {
  52878. export * from "babylonjs/Layers/effectLayer";
  52879. export * from "babylonjs/Layers/effectLayerSceneComponent";
  52880. export * from "babylonjs/Layers/glowLayer";
  52881. export * from "babylonjs/Layers/highlightLayer";
  52882. export * from "babylonjs/Layers/layer";
  52883. export * from "babylonjs/Layers/layerSceneComponent";
  52884. }
  52885. declare module "babylonjs/Shaders/lensFlare.fragment" {
  52886. /** @hidden */
  52887. export var lensFlarePixelShader: {
  52888. name: string;
  52889. shader: string;
  52890. };
  52891. }
  52892. declare module "babylonjs/Shaders/lensFlare.vertex" {
  52893. /** @hidden */
  52894. export var lensFlareVertexShader: {
  52895. name: string;
  52896. shader: string;
  52897. };
  52898. }
  52899. declare module "babylonjs/LensFlares/lensFlareSystem" {
  52900. import { Scene } from "babylonjs/scene";
  52901. import { Vector3 } from "babylonjs/Maths/math.vector";
  52902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52903. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  52904. import "babylonjs/Shaders/lensFlare.fragment";
  52905. import "babylonjs/Shaders/lensFlare.vertex";
  52906. import { Viewport } from "babylonjs/Maths/math.viewport";
  52907. /**
  52908. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52909. * It is usually composed of several `lensFlare`.
  52910. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52911. */
  52912. export class LensFlareSystem {
  52913. /**
  52914. * Define the name of the lens flare system
  52915. */
  52916. name: string;
  52917. /**
  52918. * List of lens flares used in this system.
  52919. */
  52920. lensFlares: LensFlare[];
  52921. /**
  52922. * Define a limit from the border the lens flare can be visible.
  52923. */
  52924. borderLimit: number;
  52925. /**
  52926. * Define a viewport border we do not want to see the lens flare in.
  52927. */
  52928. viewportBorder: number;
  52929. /**
  52930. * Define a predicate which could limit the list of meshes able to occlude the effect.
  52931. */
  52932. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  52933. /**
  52934. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  52935. */
  52936. layerMask: number;
  52937. /**
  52938. * Define the id of the lens flare system in the scene.
  52939. * (equal to name by default)
  52940. */
  52941. id: string;
  52942. private _scene;
  52943. private _emitter;
  52944. private _vertexBuffers;
  52945. private _indexBuffer;
  52946. private _effect;
  52947. private _positionX;
  52948. private _positionY;
  52949. private _isEnabled;
  52950. /** @hidden */
  52951. static _SceneComponentInitialization: (scene: Scene) => void;
  52952. /**
  52953. * Instantiates a lens flare system.
  52954. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52955. * It is usually composed of several `lensFlare`.
  52956. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52957. * @param name Define the name of the lens flare system in the scene
  52958. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  52959. * @param scene Define the scene the lens flare system belongs to
  52960. */
  52961. constructor(
  52962. /**
  52963. * Define the name of the lens flare system
  52964. */
  52965. name: string, emitter: any, scene: Scene);
  52966. /**
  52967. * Define if the lens flare system is enabled.
  52968. */
  52969. isEnabled: boolean;
  52970. /**
  52971. * Get the scene the effects belongs to.
  52972. * @returns the scene holding the lens flare system
  52973. */
  52974. getScene(): Scene;
  52975. /**
  52976. * Get the emitter of the lens flare system.
  52977. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52978. * @returns the emitter of the lens flare system
  52979. */
  52980. getEmitter(): any;
  52981. /**
  52982. * Set the emitter of the lens flare system.
  52983. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52984. * @param newEmitter Define the new emitter of the system
  52985. */
  52986. setEmitter(newEmitter: any): void;
  52987. /**
  52988. * Get the lens flare system emitter position.
  52989. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52990. * @returns the position
  52991. */
  52992. getEmitterPosition(): Vector3;
  52993. /**
  52994. * @hidden
  52995. */
  52996. computeEffectivePosition(globalViewport: Viewport): boolean;
  52997. /** @hidden */
  52998. _isVisible(): boolean;
  52999. /**
  53000. * @hidden
  53001. */
  53002. render(): boolean;
  53003. /**
  53004. * Dispose and release the lens flare with its associated resources.
  53005. */
  53006. dispose(): void;
  53007. /**
  53008. * Parse a lens flare system from a JSON repressentation
  53009. * @param parsedLensFlareSystem Define the JSON to parse
  53010. * @param scene Define the scene the parsed system should be instantiated in
  53011. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53012. * @returns the parsed system
  53013. */
  53014. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53015. /**
  53016. * Serialize the current Lens Flare System into a JSON representation.
  53017. * @returns the serialized JSON
  53018. */
  53019. serialize(): any;
  53020. }
  53021. }
  53022. declare module "babylonjs/LensFlares/lensFlare" {
  53023. import { Nullable } from "babylonjs/types";
  53024. import { Color3 } from "babylonjs/Maths/math.color";
  53025. import { Texture } from "babylonjs/Materials/Textures/texture";
  53026. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53027. /**
  53028. * This represents one of the lens effect in a `lensFlareSystem`.
  53029. * It controls one of the indiviual texture used in the effect.
  53030. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53031. */
  53032. export class LensFlare {
  53033. /**
  53034. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53035. */
  53036. size: number;
  53037. /**
  53038. * 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.
  53039. */
  53040. position: number;
  53041. /**
  53042. * Define the lens color.
  53043. */
  53044. color: Color3;
  53045. /**
  53046. * Define the lens texture.
  53047. */
  53048. texture: Nullable<Texture>;
  53049. /**
  53050. * Define the alpha mode to render this particular lens.
  53051. */
  53052. alphaMode: number;
  53053. private _system;
  53054. /**
  53055. * Creates a new Lens Flare.
  53056. * This represents one of the lens effect in a `lensFlareSystem`.
  53057. * It controls one of the indiviual texture used in the effect.
  53058. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53059. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53060. * @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.
  53061. * @param color Define the lens color
  53062. * @param imgUrl Define the lens texture url
  53063. * @param system Define the `lensFlareSystem` this flare is part of
  53064. * @returns The newly created Lens Flare
  53065. */
  53066. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53067. /**
  53068. * Instantiates a new Lens Flare.
  53069. * This represents one of the lens effect in a `lensFlareSystem`.
  53070. * It controls one of the indiviual texture used in the effect.
  53071. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53072. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53073. * @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.
  53074. * @param color Define the lens color
  53075. * @param imgUrl Define the lens texture url
  53076. * @param system Define the `lensFlareSystem` this flare is part of
  53077. */
  53078. constructor(
  53079. /**
  53080. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53081. */
  53082. size: number,
  53083. /**
  53084. * 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.
  53085. */
  53086. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53087. /**
  53088. * Dispose and release the lens flare with its associated resources.
  53089. */
  53090. dispose(): void;
  53091. }
  53092. }
  53093. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53094. import { Nullable } from "babylonjs/types";
  53095. import { Scene } from "babylonjs/scene";
  53096. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53097. import { AbstractScene } from "babylonjs/abstractScene";
  53098. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53099. module "babylonjs/abstractScene" {
  53100. interface AbstractScene {
  53101. /**
  53102. * The list of lens flare system added to the scene
  53103. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53104. */
  53105. lensFlareSystems: Array<LensFlareSystem>;
  53106. /**
  53107. * Removes the given lens flare system from this scene.
  53108. * @param toRemove The lens flare system to remove
  53109. * @returns The index of the removed lens flare system
  53110. */
  53111. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53112. /**
  53113. * Adds the given lens flare system to this scene
  53114. * @param newLensFlareSystem The lens flare system to add
  53115. */
  53116. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53117. /**
  53118. * Gets a lens flare system using its name
  53119. * @param name defines the name to look for
  53120. * @returns the lens flare system or null if not found
  53121. */
  53122. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53123. /**
  53124. * Gets a lens flare system using its id
  53125. * @param id defines the id to look for
  53126. * @returns the lens flare system or null if not found
  53127. */
  53128. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53129. }
  53130. }
  53131. /**
  53132. * Defines the lens flare scene component responsible to manage any lens flares
  53133. * in a given scene.
  53134. */
  53135. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53136. /**
  53137. * The component name helpfull to identify the component in the list of scene components.
  53138. */
  53139. readonly name: string;
  53140. /**
  53141. * The scene the component belongs to.
  53142. */
  53143. scene: Scene;
  53144. /**
  53145. * Creates a new instance of the component for the given scene
  53146. * @param scene Defines the scene to register the component in
  53147. */
  53148. constructor(scene: Scene);
  53149. /**
  53150. * Registers the component in a given scene
  53151. */
  53152. register(): void;
  53153. /**
  53154. * Rebuilds the elements related to this component in case of
  53155. * context lost for instance.
  53156. */
  53157. rebuild(): void;
  53158. /**
  53159. * Adds all the elements from the container to the scene
  53160. * @param container the container holding the elements
  53161. */
  53162. addFromContainer(container: AbstractScene): void;
  53163. /**
  53164. * Removes all the elements in the container from the scene
  53165. * @param container contains the elements to remove
  53166. * @param dispose if the removed element should be disposed (default: false)
  53167. */
  53168. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53169. /**
  53170. * Serializes the component data to the specified json object
  53171. * @param serializationObject The object to serialize to
  53172. */
  53173. serialize(serializationObject: any): void;
  53174. /**
  53175. * Disposes the component and the associated ressources.
  53176. */
  53177. dispose(): void;
  53178. private _draw;
  53179. }
  53180. }
  53181. declare module "babylonjs/LensFlares/index" {
  53182. export * from "babylonjs/LensFlares/lensFlare";
  53183. export * from "babylonjs/LensFlares/lensFlareSystem";
  53184. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53185. }
  53186. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53187. import { Scene } from "babylonjs/scene";
  53188. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53189. import { AbstractScene } from "babylonjs/abstractScene";
  53190. /**
  53191. * Defines the shadow generator component responsible to manage any shadow generators
  53192. * in a given scene.
  53193. */
  53194. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53195. /**
  53196. * The component name helpfull to identify the component in the list of scene components.
  53197. */
  53198. readonly name: string;
  53199. /**
  53200. * The scene the component belongs to.
  53201. */
  53202. scene: Scene;
  53203. /**
  53204. * Creates a new instance of the component for the given scene
  53205. * @param scene Defines the scene to register the component in
  53206. */
  53207. constructor(scene: Scene);
  53208. /**
  53209. * Registers the component in a given scene
  53210. */
  53211. register(): void;
  53212. /**
  53213. * Rebuilds the elements related to this component in case of
  53214. * context lost for instance.
  53215. */
  53216. rebuild(): void;
  53217. /**
  53218. * Serializes the component data to the specified json object
  53219. * @param serializationObject The object to serialize to
  53220. */
  53221. serialize(serializationObject: any): void;
  53222. /**
  53223. * Adds all the elements from the container to the scene
  53224. * @param container the container holding the elements
  53225. */
  53226. addFromContainer(container: AbstractScene): void;
  53227. /**
  53228. * Removes all the elements in the container from the scene
  53229. * @param container contains the elements to remove
  53230. * @param dispose if the removed element should be disposed (default: false)
  53231. */
  53232. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53233. /**
  53234. * Rebuilds the elements related to this component in case of
  53235. * context lost for instance.
  53236. */
  53237. dispose(): void;
  53238. private _gatherRenderTargets;
  53239. }
  53240. }
  53241. declare module "babylonjs/Lights/Shadows/index" {
  53242. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53243. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53244. }
  53245. declare module "babylonjs/Lights/pointLight" {
  53246. import { Scene } from "babylonjs/scene";
  53247. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53248. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53249. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53250. import { Effect } from "babylonjs/Materials/effect";
  53251. /**
  53252. * A point light is a light defined by an unique point in world space.
  53253. * The light is emitted in every direction from this point.
  53254. * A good example of a point light is a standard light bulb.
  53255. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53256. */
  53257. export class PointLight extends ShadowLight {
  53258. private _shadowAngle;
  53259. /**
  53260. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53261. * This specifies what angle the shadow will use to be created.
  53262. *
  53263. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53264. */
  53265. /**
  53266. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53267. * This specifies what angle the shadow will use to be created.
  53268. *
  53269. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53270. */
  53271. shadowAngle: number;
  53272. /**
  53273. * Gets the direction if it has been set.
  53274. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53275. */
  53276. /**
  53277. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53278. */
  53279. direction: Vector3;
  53280. /**
  53281. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53282. * A PointLight emits the light in every direction.
  53283. * It can cast shadows.
  53284. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53285. * ```javascript
  53286. * var pointLight = new PointLight("pl", camera.position, scene);
  53287. * ```
  53288. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53289. * @param name The light friendly name
  53290. * @param position The position of the point light in the scene
  53291. * @param scene The scene the lights belongs to
  53292. */
  53293. constructor(name: string, position: Vector3, scene: Scene);
  53294. /**
  53295. * Returns the string "PointLight"
  53296. * @returns the class name
  53297. */
  53298. getClassName(): string;
  53299. /**
  53300. * Returns the integer 0.
  53301. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53302. */
  53303. getTypeID(): number;
  53304. /**
  53305. * Specifies wether or not the shadowmap should be a cube texture.
  53306. * @returns true if the shadowmap needs to be a cube texture.
  53307. */
  53308. needCube(): boolean;
  53309. /**
  53310. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53311. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53312. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53313. */
  53314. getShadowDirection(faceIndex?: number): Vector3;
  53315. /**
  53316. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53317. * - fov = PI / 2
  53318. * - aspect ratio : 1.0
  53319. * - z-near and far equal to the active camera minZ and maxZ.
  53320. * Returns the PointLight.
  53321. */
  53322. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53323. protected _buildUniformLayout(): void;
  53324. /**
  53325. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53326. * @param effect The effect to update
  53327. * @param lightIndex The index of the light in the effect to update
  53328. * @returns The point light
  53329. */
  53330. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53331. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53332. /**
  53333. * Prepares the list of defines specific to the light type.
  53334. * @param defines the list of defines
  53335. * @param lightIndex defines the index of the light for the effect
  53336. */
  53337. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53338. }
  53339. }
  53340. declare module "babylonjs/Lights/index" {
  53341. export * from "babylonjs/Lights/light";
  53342. export * from "babylonjs/Lights/shadowLight";
  53343. export * from "babylonjs/Lights/Shadows/index";
  53344. export * from "babylonjs/Lights/directionalLight";
  53345. export * from "babylonjs/Lights/hemisphericLight";
  53346. export * from "babylonjs/Lights/pointLight";
  53347. export * from "babylonjs/Lights/spotLight";
  53348. }
  53349. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53350. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53351. /**
  53352. * Header information of HDR texture files.
  53353. */
  53354. export interface HDRInfo {
  53355. /**
  53356. * The height of the texture in pixels.
  53357. */
  53358. height: number;
  53359. /**
  53360. * The width of the texture in pixels.
  53361. */
  53362. width: number;
  53363. /**
  53364. * The index of the beginning of the data in the binary file.
  53365. */
  53366. dataPosition: number;
  53367. }
  53368. /**
  53369. * This groups tools to convert HDR texture to native colors array.
  53370. */
  53371. export class HDRTools {
  53372. private static Ldexp;
  53373. private static Rgbe2float;
  53374. private static readStringLine;
  53375. /**
  53376. * Reads header information from an RGBE texture stored in a native array.
  53377. * More information on this format are available here:
  53378. * https://en.wikipedia.org/wiki/RGBE_image_format
  53379. *
  53380. * @param uint8array The binary file stored in native array.
  53381. * @return The header information.
  53382. */
  53383. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53384. /**
  53385. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53386. * This RGBE texture needs to store the information as a panorama.
  53387. *
  53388. * More information on this format are available here:
  53389. * https://en.wikipedia.org/wiki/RGBE_image_format
  53390. *
  53391. * @param buffer The binary file stored in an array buffer.
  53392. * @param size The expected size of the extracted cubemap.
  53393. * @return The Cube Map information.
  53394. */
  53395. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53396. /**
  53397. * Returns the pixels data extracted from an RGBE texture.
  53398. * This pixels will be stored left to right up to down in the R G B order in one array.
  53399. *
  53400. * More information on this format are available here:
  53401. * https://en.wikipedia.org/wiki/RGBE_image_format
  53402. *
  53403. * @param uint8array The binary file stored in an array buffer.
  53404. * @param hdrInfo The header information of the file.
  53405. * @return The pixels data in RGB right to left up to down order.
  53406. */
  53407. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53408. private static RGBE_ReadPixels_RLE;
  53409. }
  53410. }
  53411. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53412. import { Nullable } from "babylonjs/types";
  53413. import { Scene } from "babylonjs/scene";
  53414. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53415. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53416. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53417. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53418. /**
  53419. * This represents a texture coming from an HDR input.
  53420. *
  53421. * The only supported format is currently panorama picture stored in RGBE format.
  53422. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53423. */
  53424. export class HDRCubeTexture extends BaseTexture {
  53425. private static _facesMapping;
  53426. private _generateHarmonics;
  53427. private _noMipmap;
  53428. private _textureMatrix;
  53429. private _size;
  53430. private _onLoad;
  53431. private _onError;
  53432. /**
  53433. * The texture URL.
  53434. */
  53435. url: string;
  53436. /**
  53437. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53438. */
  53439. coordinatesMode: number;
  53440. protected _isBlocking: boolean;
  53441. /**
  53442. * Sets wether or not the texture is blocking during loading.
  53443. */
  53444. /**
  53445. * Gets wether or not the texture is blocking during loading.
  53446. */
  53447. isBlocking: boolean;
  53448. protected _rotationY: number;
  53449. /**
  53450. * Sets texture matrix rotation angle around Y axis in radians.
  53451. */
  53452. /**
  53453. * Gets texture matrix rotation angle around Y axis radians.
  53454. */
  53455. rotationY: number;
  53456. /**
  53457. * Gets or sets the center of the bounding box associated with the cube texture
  53458. * It must define where the camera used to render the texture was set
  53459. */
  53460. boundingBoxPosition: Vector3;
  53461. private _boundingBoxSize;
  53462. /**
  53463. * Gets or sets the size of the bounding box associated with the cube texture
  53464. * When defined, the cubemap will switch to local mode
  53465. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53466. * @example https://www.babylonjs-playground.com/#RNASML
  53467. */
  53468. boundingBoxSize: Vector3;
  53469. /**
  53470. * Instantiates an HDRTexture from the following parameters.
  53471. *
  53472. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53473. * @param scene The scene the texture will be used in
  53474. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53475. * @param noMipmap Forces to not generate the mipmap if true
  53476. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53477. * @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)
  53478. * @param reserved Reserved flag for internal use.
  53479. */
  53480. 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>);
  53481. /**
  53482. * Get the current class name of the texture useful for serialization or dynamic coding.
  53483. * @returns "HDRCubeTexture"
  53484. */
  53485. getClassName(): string;
  53486. /**
  53487. * Occurs when the file is raw .hdr file.
  53488. */
  53489. private loadTexture;
  53490. clone(): HDRCubeTexture;
  53491. delayLoad(): void;
  53492. /**
  53493. * Get the texture reflection matrix used to rotate/transform the reflection.
  53494. * @returns the reflection matrix
  53495. */
  53496. getReflectionTextureMatrix(): Matrix;
  53497. /**
  53498. * Set the texture reflection matrix used to rotate/transform the reflection.
  53499. * @param value Define the reflection matrix to set
  53500. */
  53501. setReflectionTextureMatrix(value: Matrix): void;
  53502. /**
  53503. * Parses a JSON representation of an HDR Texture in order to create the texture
  53504. * @param parsedTexture Define the JSON representation
  53505. * @param scene Define the scene the texture should be created in
  53506. * @param rootUrl Define the root url in case we need to load relative dependencies
  53507. * @returns the newly created texture after parsing
  53508. */
  53509. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53510. serialize(): any;
  53511. }
  53512. }
  53513. declare module "babylonjs/Physics/physicsEngine" {
  53514. import { Nullable } from "babylonjs/types";
  53515. import { Vector3 } from "babylonjs/Maths/math.vector";
  53516. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53517. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53518. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53519. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53520. /**
  53521. * Class used to control physics engine
  53522. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53523. */
  53524. export class PhysicsEngine implements IPhysicsEngine {
  53525. private _physicsPlugin;
  53526. /**
  53527. * Global value used to control the smallest number supported by the simulation
  53528. */
  53529. static Epsilon: number;
  53530. private _impostors;
  53531. private _joints;
  53532. /**
  53533. * Gets the gravity vector used by the simulation
  53534. */
  53535. gravity: Vector3;
  53536. /**
  53537. * Factory used to create the default physics plugin.
  53538. * @returns The default physics plugin
  53539. */
  53540. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53541. /**
  53542. * Creates a new Physics Engine
  53543. * @param gravity defines the gravity vector used by the simulation
  53544. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53545. */
  53546. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53547. /**
  53548. * Sets the gravity vector used by the simulation
  53549. * @param gravity defines the gravity vector to use
  53550. */
  53551. setGravity(gravity: Vector3): void;
  53552. /**
  53553. * Set the time step of the physics engine.
  53554. * Default is 1/60.
  53555. * To slow it down, enter 1/600 for example.
  53556. * To speed it up, 1/30
  53557. * @param newTimeStep defines the new timestep to apply to this world.
  53558. */
  53559. setTimeStep(newTimeStep?: number): void;
  53560. /**
  53561. * Get the time step of the physics engine.
  53562. * @returns the current time step
  53563. */
  53564. getTimeStep(): number;
  53565. /**
  53566. * Release all resources
  53567. */
  53568. dispose(): void;
  53569. /**
  53570. * Gets the name of the current physics plugin
  53571. * @returns the name of the plugin
  53572. */
  53573. getPhysicsPluginName(): string;
  53574. /**
  53575. * Adding a new impostor for the impostor tracking.
  53576. * This will be done by the impostor itself.
  53577. * @param impostor the impostor to add
  53578. */
  53579. addImpostor(impostor: PhysicsImpostor): void;
  53580. /**
  53581. * Remove an impostor from the engine.
  53582. * This impostor and its mesh will not longer be updated by the physics engine.
  53583. * @param impostor the impostor to remove
  53584. */
  53585. removeImpostor(impostor: PhysicsImpostor): void;
  53586. /**
  53587. * Add a joint to the physics engine
  53588. * @param mainImpostor defines the main impostor to which the joint is added.
  53589. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53590. * @param joint defines the joint that will connect both impostors.
  53591. */
  53592. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53593. /**
  53594. * Removes a joint from the simulation
  53595. * @param mainImpostor defines the impostor used with the joint
  53596. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53597. * @param joint defines the joint to remove
  53598. */
  53599. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53600. /**
  53601. * Called by the scene. No need to call it.
  53602. * @param delta defines the timespam between frames
  53603. */
  53604. _step(delta: number): void;
  53605. /**
  53606. * Gets the current plugin used to run the simulation
  53607. * @returns current plugin
  53608. */
  53609. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53610. /**
  53611. * Gets the list of physic impostors
  53612. * @returns an array of PhysicsImpostor
  53613. */
  53614. getImpostors(): Array<PhysicsImpostor>;
  53615. /**
  53616. * Gets the impostor for a physics enabled object
  53617. * @param object defines the object impersonated by the impostor
  53618. * @returns the PhysicsImpostor or null if not found
  53619. */
  53620. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53621. /**
  53622. * Gets the impostor for a physics body object
  53623. * @param body defines physics body used by the impostor
  53624. * @returns the PhysicsImpostor or null if not found
  53625. */
  53626. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53627. /**
  53628. * Does a raycast in the physics world
  53629. * @param from when should the ray start?
  53630. * @param to when should the ray end?
  53631. * @returns PhysicsRaycastResult
  53632. */
  53633. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53634. }
  53635. }
  53636. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53637. import { Nullable } from "babylonjs/types";
  53638. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53639. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53640. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53641. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53642. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53643. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53644. /** @hidden */
  53645. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53646. private _useDeltaForWorldStep;
  53647. world: any;
  53648. name: string;
  53649. private _physicsMaterials;
  53650. private _fixedTimeStep;
  53651. private _cannonRaycastResult;
  53652. private _raycastResult;
  53653. private _physicsBodysToRemoveAfterStep;
  53654. BJSCANNON: any;
  53655. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53656. setGravity(gravity: Vector3): void;
  53657. setTimeStep(timeStep: number): void;
  53658. getTimeStep(): number;
  53659. executeStep(delta: number): void;
  53660. private _removeMarkedPhysicsBodiesFromWorld;
  53661. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53662. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53663. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53664. private _processChildMeshes;
  53665. removePhysicsBody(impostor: PhysicsImpostor): void;
  53666. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53667. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53668. private _addMaterial;
  53669. private _checkWithEpsilon;
  53670. private _createShape;
  53671. private _createHeightmap;
  53672. private _minus90X;
  53673. private _plus90X;
  53674. private _tmpPosition;
  53675. private _tmpDeltaPosition;
  53676. private _tmpUnityRotation;
  53677. private _updatePhysicsBodyTransformation;
  53678. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53679. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53680. isSupported(): boolean;
  53681. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53682. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53683. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53684. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53685. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53686. getBodyMass(impostor: PhysicsImpostor): number;
  53687. getBodyFriction(impostor: PhysicsImpostor): number;
  53688. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53689. getBodyRestitution(impostor: PhysicsImpostor): number;
  53690. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53691. sleepBody(impostor: PhysicsImpostor): void;
  53692. wakeUpBody(impostor: PhysicsImpostor): void;
  53693. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53694. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53695. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53696. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53697. getRadius(impostor: PhysicsImpostor): number;
  53698. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53699. dispose(): void;
  53700. private _extendNamespace;
  53701. /**
  53702. * Does a raycast in the physics world
  53703. * @param from when should the ray start?
  53704. * @param to when should the ray end?
  53705. * @returns PhysicsRaycastResult
  53706. */
  53707. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53708. }
  53709. }
  53710. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53711. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53712. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53713. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53714. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53715. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53716. import { Nullable } from "babylonjs/types";
  53717. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53718. /** @hidden */
  53719. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53720. world: any;
  53721. name: string;
  53722. BJSOIMO: any;
  53723. private _raycastResult;
  53724. constructor(iterations?: number, oimoInjection?: any);
  53725. setGravity(gravity: Vector3): void;
  53726. setTimeStep(timeStep: number): void;
  53727. getTimeStep(): number;
  53728. private _tmpImpostorsArray;
  53729. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53730. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53731. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53732. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53733. private _tmpPositionVector;
  53734. removePhysicsBody(impostor: PhysicsImpostor): void;
  53735. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53736. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53737. isSupported(): boolean;
  53738. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53739. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53740. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53741. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53742. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53743. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53744. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53745. getBodyMass(impostor: PhysicsImpostor): number;
  53746. getBodyFriction(impostor: PhysicsImpostor): number;
  53747. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53748. getBodyRestitution(impostor: PhysicsImpostor): number;
  53749. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53750. sleepBody(impostor: PhysicsImpostor): void;
  53751. wakeUpBody(impostor: PhysicsImpostor): void;
  53752. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53753. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  53754. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  53755. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53756. getRadius(impostor: PhysicsImpostor): number;
  53757. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53758. dispose(): void;
  53759. /**
  53760. * Does a raycast in the physics world
  53761. * @param from when should the ray start?
  53762. * @param to when should the ray end?
  53763. * @returns PhysicsRaycastResult
  53764. */
  53765. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53766. }
  53767. }
  53768. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  53769. import { Nullable } from "babylonjs/types";
  53770. import { Scene } from "babylonjs/scene";
  53771. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  53772. import { Color4 } from "babylonjs/Maths/math.color";
  53773. import { Mesh } from "babylonjs/Meshes/mesh";
  53774. /**
  53775. * Class containing static functions to help procedurally build meshes
  53776. */
  53777. export class RibbonBuilder {
  53778. /**
  53779. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  53780. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  53781. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  53782. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  53783. * * 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
  53784. * * 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
  53785. * * 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
  53786. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53787. * * If you create a double-sided mesh, you can choose what parts of 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
  53788. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53789. * * 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
  53790. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  53791. * * 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
  53792. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  53793. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53794. * @param name defines the name of the mesh
  53795. * @param options defines the options used to create the mesh
  53796. * @param scene defines the hosting scene
  53797. * @returns the ribbon mesh
  53798. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  53799. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53800. */
  53801. static CreateRibbon(name: string, options: {
  53802. pathArray: Vector3[][];
  53803. closeArray?: boolean;
  53804. closePath?: boolean;
  53805. offset?: number;
  53806. updatable?: boolean;
  53807. sideOrientation?: number;
  53808. frontUVs?: Vector4;
  53809. backUVs?: Vector4;
  53810. instance?: Mesh;
  53811. invertUV?: boolean;
  53812. uvs?: Vector2[];
  53813. colors?: Color4[];
  53814. }, scene?: Nullable<Scene>): Mesh;
  53815. }
  53816. }
  53817. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  53818. import { Nullable } from "babylonjs/types";
  53819. import { Scene } from "babylonjs/scene";
  53820. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  53821. import { Mesh } from "babylonjs/Meshes/mesh";
  53822. /**
  53823. * Class containing static functions to help procedurally build meshes
  53824. */
  53825. export class ShapeBuilder {
  53826. /**
  53827. * 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.
  53828. * * 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.
  53829. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53830. * * 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.
  53831. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  53832. * * 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
  53833. * * 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
  53834. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  53835. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53836. * * If you create a double-sided mesh, you can choose what parts of 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
  53837. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  53838. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  53839. * @param name defines the name of the mesh
  53840. * @param options defines the options used to create the mesh
  53841. * @param scene defines the hosting scene
  53842. * @returns the extruded shape mesh
  53843. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53844. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53845. */
  53846. static ExtrudeShape(name: string, options: {
  53847. shape: Vector3[];
  53848. path: Vector3[];
  53849. scale?: number;
  53850. rotation?: number;
  53851. cap?: number;
  53852. updatable?: boolean;
  53853. sideOrientation?: number;
  53854. frontUVs?: Vector4;
  53855. backUVs?: Vector4;
  53856. instance?: Mesh;
  53857. invertUV?: boolean;
  53858. }, scene?: Nullable<Scene>): Mesh;
  53859. /**
  53860. * Creates an custom extruded shape mesh.
  53861. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  53862. * * 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.
  53863. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53864. * * 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
  53865. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  53866. * * 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
  53867. * * It must returns a float value that will be the scale value applied to the shape on each path point
  53868. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  53869. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  53870. * * 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
  53871. * * 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
  53872. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  53873. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53874. * * If you create a double-sided mesh, you can choose what parts of 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
  53875. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53876. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53877. * @param name defines the name of the mesh
  53878. * @param options defines the options used to create the mesh
  53879. * @param scene defines the hosting scene
  53880. * @returns the custom extruded shape mesh
  53881. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  53882. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53883. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53884. */
  53885. static ExtrudeShapeCustom(name: string, options: {
  53886. shape: Vector3[];
  53887. path: Vector3[];
  53888. scaleFunction?: any;
  53889. rotationFunction?: any;
  53890. ribbonCloseArray?: boolean;
  53891. ribbonClosePath?: boolean;
  53892. cap?: number;
  53893. updatable?: boolean;
  53894. sideOrientation?: number;
  53895. frontUVs?: Vector4;
  53896. backUVs?: Vector4;
  53897. instance?: Mesh;
  53898. invertUV?: boolean;
  53899. }, scene?: Nullable<Scene>): Mesh;
  53900. private static _ExtrudeShapeGeneric;
  53901. }
  53902. }
  53903. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  53904. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  53905. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53906. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53907. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53908. import { Nullable } from "babylonjs/types";
  53909. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53910. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53911. /**
  53912. * AmmoJS Physics plugin
  53913. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  53914. * @see https://github.com/kripken/ammo.js/
  53915. */
  53916. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  53917. private _useDeltaForWorldStep;
  53918. /**
  53919. * Reference to the Ammo library
  53920. */
  53921. bjsAMMO: any;
  53922. /**
  53923. * Created ammoJS world which physics bodies are added to
  53924. */
  53925. world: any;
  53926. /**
  53927. * Name of the plugin
  53928. */
  53929. name: string;
  53930. private _timeStep;
  53931. private _fixedTimeStep;
  53932. private _maxSteps;
  53933. private _tmpQuaternion;
  53934. private _tmpAmmoTransform;
  53935. private _tmpAmmoQuaternion;
  53936. private _tmpAmmoConcreteContactResultCallback;
  53937. private _collisionConfiguration;
  53938. private _dispatcher;
  53939. private _overlappingPairCache;
  53940. private _solver;
  53941. private _softBodySolver;
  53942. private _tmpAmmoVectorA;
  53943. private _tmpAmmoVectorB;
  53944. private _tmpAmmoVectorC;
  53945. private _tmpAmmoVectorD;
  53946. private _tmpContactCallbackResult;
  53947. private _tmpAmmoVectorRCA;
  53948. private _tmpAmmoVectorRCB;
  53949. private _raycastResult;
  53950. private static readonly DISABLE_COLLISION_FLAG;
  53951. private static readonly KINEMATIC_FLAG;
  53952. private static readonly DISABLE_DEACTIVATION_FLAG;
  53953. /**
  53954. * Initializes the ammoJS plugin
  53955. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  53956. * @param ammoInjection can be used to inject your own ammo reference
  53957. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  53958. */
  53959. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  53960. /**
  53961. * Sets the gravity of the physics world (m/(s^2))
  53962. * @param gravity Gravity to set
  53963. */
  53964. setGravity(gravity: Vector3): void;
  53965. /**
  53966. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  53967. * @param timeStep timestep to use in seconds
  53968. */
  53969. setTimeStep(timeStep: number): void;
  53970. /**
  53971. * 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)
  53972. * @param fixedTimeStep fixedTimeStep to use in seconds
  53973. */
  53974. setFixedTimeStep(fixedTimeStep: number): void;
  53975. /**
  53976. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  53977. * @param maxSteps the maximum number of steps by the physics engine per frame
  53978. */
  53979. setMaxSteps(maxSteps: number): void;
  53980. /**
  53981. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53982. * @returns the current timestep in seconds
  53983. */
  53984. getTimeStep(): number;
  53985. private _isImpostorInContact;
  53986. private _isImpostorPairInContact;
  53987. private _stepSimulation;
  53988. /**
  53989. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53990. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53991. * After the step the babylon meshes are set to the position of the physics imposters
  53992. * @param delta amount of time to step forward
  53993. * @param impostors array of imposters to update before/after the step
  53994. */
  53995. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53996. /**
  53997. * Update babylon mesh to match physics world object
  53998. * @param impostor imposter to match
  53999. */
  54000. private _afterSoftStep;
  54001. /**
  54002. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54003. * @param impostor imposter to match
  54004. */
  54005. private _ropeStep;
  54006. /**
  54007. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54008. * @param impostor imposter to match
  54009. */
  54010. private _softbodyOrClothStep;
  54011. private _tmpVector;
  54012. private _tmpMatrix;
  54013. /**
  54014. * Applies an impulse on the imposter
  54015. * @param impostor imposter to apply impulse to
  54016. * @param force amount of force to be applied to the imposter
  54017. * @param contactPoint the location to apply the impulse on the imposter
  54018. */
  54019. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54020. /**
  54021. * Applies a force on the imposter
  54022. * @param impostor imposter to apply force
  54023. * @param force amount of force to be applied to the imposter
  54024. * @param contactPoint the location to apply the force on the imposter
  54025. */
  54026. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54027. /**
  54028. * Creates a physics body using the plugin
  54029. * @param impostor the imposter to create the physics body on
  54030. */
  54031. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54032. /**
  54033. * Removes the physics body from the imposter and disposes of the body's memory
  54034. * @param impostor imposter to remove the physics body from
  54035. */
  54036. removePhysicsBody(impostor: PhysicsImpostor): void;
  54037. /**
  54038. * Generates a joint
  54039. * @param impostorJoint the imposter joint to create the joint with
  54040. */
  54041. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54042. /**
  54043. * Removes a joint
  54044. * @param impostorJoint the imposter joint to remove the joint from
  54045. */
  54046. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54047. private _addMeshVerts;
  54048. /**
  54049. * Initialise the soft body vertices to match its object's (mesh) vertices
  54050. * Softbody vertices (nodes) are in world space and to match this
  54051. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54052. * @param impostor to create the softbody for
  54053. */
  54054. private _softVertexData;
  54055. /**
  54056. * Create an impostor's soft body
  54057. * @param impostor to create the softbody for
  54058. */
  54059. private _createSoftbody;
  54060. /**
  54061. * Create cloth for an impostor
  54062. * @param impostor to create the softbody for
  54063. */
  54064. private _createCloth;
  54065. /**
  54066. * Create rope for an impostor
  54067. * @param impostor to create the softbody for
  54068. */
  54069. private _createRope;
  54070. private _addHullVerts;
  54071. private _createShape;
  54072. /**
  54073. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54074. * @param impostor imposter containing the physics body and babylon object
  54075. */
  54076. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54077. /**
  54078. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54079. * @param impostor imposter containing the physics body and babylon object
  54080. * @param newPosition new position
  54081. * @param newRotation new rotation
  54082. */
  54083. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54084. /**
  54085. * If this plugin is supported
  54086. * @returns true if its supported
  54087. */
  54088. isSupported(): boolean;
  54089. /**
  54090. * Sets the linear velocity of the physics body
  54091. * @param impostor imposter to set the velocity on
  54092. * @param velocity velocity to set
  54093. */
  54094. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54095. /**
  54096. * Sets the angular velocity of the physics body
  54097. * @param impostor imposter to set the velocity on
  54098. * @param velocity velocity to set
  54099. */
  54100. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54101. /**
  54102. * gets the linear velocity
  54103. * @param impostor imposter to get linear velocity from
  54104. * @returns linear velocity
  54105. */
  54106. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54107. /**
  54108. * gets the angular velocity
  54109. * @param impostor imposter to get angular velocity from
  54110. * @returns angular velocity
  54111. */
  54112. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54113. /**
  54114. * Sets the mass of physics body
  54115. * @param impostor imposter to set the mass on
  54116. * @param mass mass to set
  54117. */
  54118. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54119. /**
  54120. * Gets the mass of the physics body
  54121. * @param impostor imposter to get the mass from
  54122. * @returns mass
  54123. */
  54124. getBodyMass(impostor: PhysicsImpostor): number;
  54125. /**
  54126. * Gets friction of the impostor
  54127. * @param impostor impostor to get friction from
  54128. * @returns friction value
  54129. */
  54130. getBodyFriction(impostor: PhysicsImpostor): number;
  54131. /**
  54132. * Sets friction of the impostor
  54133. * @param impostor impostor to set friction on
  54134. * @param friction friction value
  54135. */
  54136. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54137. /**
  54138. * Gets restitution of the impostor
  54139. * @param impostor impostor to get restitution from
  54140. * @returns restitution value
  54141. */
  54142. getBodyRestitution(impostor: PhysicsImpostor): number;
  54143. /**
  54144. * Sets resitution of the impostor
  54145. * @param impostor impostor to set resitution on
  54146. * @param restitution resitution value
  54147. */
  54148. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54149. /**
  54150. * Gets pressure inside the impostor
  54151. * @param impostor impostor to get pressure from
  54152. * @returns pressure value
  54153. */
  54154. getBodyPressure(impostor: PhysicsImpostor): number;
  54155. /**
  54156. * Sets pressure inside a soft body impostor
  54157. * Cloth and rope must remain 0 pressure
  54158. * @param impostor impostor to set pressure on
  54159. * @param pressure pressure value
  54160. */
  54161. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54162. /**
  54163. * Gets stiffness of the impostor
  54164. * @param impostor impostor to get stiffness from
  54165. * @returns pressure value
  54166. */
  54167. getBodyStiffness(impostor: PhysicsImpostor): number;
  54168. /**
  54169. * Sets stiffness of the impostor
  54170. * @param impostor impostor to set stiffness on
  54171. * @param stiffness stiffness value from 0 to 1
  54172. */
  54173. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54174. /**
  54175. * Gets velocityIterations of the impostor
  54176. * @param impostor impostor to get velocity iterations from
  54177. * @returns velocityIterations value
  54178. */
  54179. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54180. /**
  54181. * Sets velocityIterations of the impostor
  54182. * @param impostor impostor to set velocity iterations on
  54183. * @param velocityIterations velocityIterations value
  54184. */
  54185. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54186. /**
  54187. * Gets positionIterations of the impostor
  54188. * @param impostor impostor to get position iterations from
  54189. * @returns positionIterations value
  54190. */
  54191. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54192. /**
  54193. * Sets positionIterations of the impostor
  54194. * @param impostor impostor to set position on
  54195. * @param positionIterations positionIterations value
  54196. */
  54197. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54198. /**
  54199. * Append an anchor to a cloth object
  54200. * @param impostor is the cloth impostor to add anchor to
  54201. * @param otherImpostor is the rigid impostor to anchor to
  54202. * @param width ratio across width from 0 to 1
  54203. * @param height ratio up height from 0 to 1
  54204. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54205. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54206. */
  54207. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54208. /**
  54209. * Append an hook to a rope object
  54210. * @param impostor is the rope impostor to add hook to
  54211. * @param otherImpostor is the rigid impostor to hook to
  54212. * @param length ratio along the rope from 0 to 1
  54213. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54214. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54215. */
  54216. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54217. /**
  54218. * Sleeps the physics body and stops it from being active
  54219. * @param impostor impostor to sleep
  54220. */
  54221. sleepBody(impostor: PhysicsImpostor): void;
  54222. /**
  54223. * Activates the physics body
  54224. * @param impostor impostor to activate
  54225. */
  54226. wakeUpBody(impostor: PhysicsImpostor): void;
  54227. /**
  54228. * Updates the distance parameters of the joint
  54229. * @param joint joint to update
  54230. * @param maxDistance maximum distance of the joint
  54231. * @param minDistance minimum distance of the joint
  54232. */
  54233. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54234. /**
  54235. * Sets a motor on the joint
  54236. * @param joint joint to set motor on
  54237. * @param speed speed of the motor
  54238. * @param maxForce maximum force of the motor
  54239. * @param motorIndex index of the motor
  54240. */
  54241. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54242. /**
  54243. * Sets the motors limit
  54244. * @param joint joint to set limit on
  54245. * @param upperLimit upper limit
  54246. * @param lowerLimit lower limit
  54247. */
  54248. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54249. /**
  54250. * Syncs the position and rotation of a mesh with the impostor
  54251. * @param mesh mesh to sync
  54252. * @param impostor impostor to update the mesh with
  54253. */
  54254. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54255. /**
  54256. * Gets the radius of the impostor
  54257. * @param impostor impostor to get radius from
  54258. * @returns the radius
  54259. */
  54260. getRadius(impostor: PhysicsImpostor): number;
  54261. /**
  54262. * Gets the box size of the impostor
  54263. * @param impostor impostor to get box size from
  54264. * @param result the resulting box size
  54265. */
  54266. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54267. /**
  54268. * Disposes of the impostor
  54269. */
  54270. dispose(): void;
  54271. /**
  54272. * Does a raycast in the physics world
  54273. * @param from when should the ray start?
  54274. * @param to when should the ray end?
  54275. * @returns PhysicsRaycastResult
  54276. */
  54277. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54278. }
  54279. }
  54280. declare module "babylonjs/Probes/reflectionProbe" {
  54281. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54282. import { Vector3 } from "babylonjs/Maths/math.vector";
  54283. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54284. import { Nullable } from "babylonjs/types";
  54285. import { Scene } from "babylonjs/scene";
  54286. module "babylonjs/abstractScene" {
  54287. interface AbstractScene {
  54288. /**
  54289. * The list of reflection probes added to the scene
  54290. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54291. */
  54292. reflectionProbes: Array<ReflectionProbe>;
  54293. /**
  54294. * Removes the given reflection probe from this scene.
  54295. * @param toRemove The reflection probe to remove
  54296. * @returns The index of the removed reflection probe
  54297. */
  54298. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54299. /**
  54300. * Adds the given reflection probe to this scene.
  54301. * @param newReflectionProbe The reflection probe to add
  54302. */
  54303. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54304. }
  54305. }
  54306. /**
  54307. * Class used to generate realtime reflection / refraction cube textures
  54308. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54309. */
  54310. export class ReflectionProbe {
  54311. /** defines the name of the probe */
  54312. name: string;
  54313. private _scene;
  54314. private _renderTargetTexture;
  54315. private _projectionMatrix;
  54316. private _viewMatrix;
  54317. private _target;
  54318. private _add;
  54319. private _attachedMesh;
  54320. private _invertYAxis;
  54321. /** Gets or sets probe position (center of the cube map) */
  54322. position: Vector3;
  54323. /**
  54324. * Creates a new reflection probe
  54325. * @param name defines the name of the probe
  54326. * @param size defines the texture resolution (for each face)
  54327. * @param scene defines the hosting scene
  54328. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54329. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54330. */
  54331. constructor(
  54332. /** defines the name of the probe */
  54333. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54334. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54335. samples: number;
  54336. /** Gets or sets the refresh rate to use (on every frame by default) */
  54337. refreshRate: number;
  54338. /**
  54339. * Gets the hosting scene
  54340. * @returns a Scene
  54341. */
  54342. getScene(): Scene;
  54343. /** Gets the internal CubeTexture used to render to */
  54344. readonly cubeTexture: RenderTargetTexture;
  54345. /** Gets the list of meshes to render */
  54346. readonly renderList: Nullable<AbstractMesh[]>;
  54347. /**
  54348. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54349. * @param mesh defines the mesh to attach to
  54350. */
  54351. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54352. /**
  54353. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54354. * @param renderingGroupId The rendering group id corresponding to its index
  54355. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54356. */
  54357. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54358. /**
  54359. * Clean all associated resources
  54360. */
  54361. dispose(): void;
  54362. /**
  54363. * Converts the reflection probe information to a readable string for debug purpose.
  54364. * @param fullDetails Supports for multiple levels of logging within scene loading
  54365. * @returns the human readable reflection probe info
  54366. */
  54367. toString(fullDetails?: boolean): string;
  54368. /**
  54369. * Get the class name of the relfection probe.
  54370. * @returns "ReflectionProbe"
  54371. */
  54372. getClassName(): string;
  54373. /**
  54374. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54375. * @returns The JSON representation of the texture
  54376. */
  54377. serialize(): any;
  54378. /**
  54379. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54380. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54381. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54382. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54383. * @returns The parsed reflection probe if successful
  54384. */
  54385. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54386. }
  54387. }
  54388. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54389. /** @hidden */
  54390. export var _BabylonLoaderRegistered: boolean;
  54391. /**
  54392. * Helps setting up some configuration for the babylon file loader.
  54393. */
  54394. export class BabylonFileLoaderConfiguration {
  54395. /**
  54396. * The loader does not allow injecting custom physix engine into the plugins.
  54397. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54398. * So you could set this variable to your engine import to make it work.
  54399. */
  54400. static LoaderInjectedPhysicsEngine: any;
  54401. }
  54402. }
  54403. declare module "babylonjs/Loading/Plugins/index" {
  54404. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54405. }
  54406. declare module "babylonjs/Loading/index" {
  54407. export * from "babylonjs/Loading/loadingScreen";
  54408. export * from "babylonjs/Loading/Plugins/index";
  54409. export * from "babylonjs/Loading/sceneLoader";
  54410. export * from "babylonjs/Loading/sceneLoaderFlags";
  54411. }
  54412. declare module "babylonjs/Materials/Background/index" {
  54413. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54414. }
  54415. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54416. import { Scene } from "babylonjs/scene";
  54417. import { Color3 } from "babylonjs/Maths/math.color";
  54418. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54420. /**
  54421. * The Physically based simple base material of BJS.
  54422. *
  54423. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54424. * It is used as the base class for both the specGloss and metalRough conventions.
  54425. */
  54426. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54427. /**
  54428. * Number of Simultaneous lights allowed on the material.
  54429. */
  54430. maxSimultaneousLights: number;
  54431. /**
  54432. * If sets to true, disables all the lights affecting the material.
  54433. */
  54434. disableLighting: boolean;
  54435. /**
  54436. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54437. */
  54438. environmentTexture: BaseTexture;
  54439. /**
  54440. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54441. */
  54442. invertNormalMapX: boolean;
  54443. /**
  54444. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54445. */
  54446. invertNormalMapY: boolean;
  54447. /**
  54448. * Normal map used in the model.
  54449. */
  54450. normalTexture: BaseTexture;
  54451. /**
  54452. * Emissivie color used to self-illuminate the model.
  54453. */
  54454. emissiveColor: Color3;
  54455. /**
  54456. * Emissivie texture used to self-illuminate the model.
  54457. */
  54458. emissiveTexture: BaseTexture;
  54459. /**
  54460. * Occlusion Channel Strenght.
  54461. */
  54462. occlusionStrength: number;
  54463. /**
  54464. * Occlusion Texture of the material (adding extra occlusion effects).
  54465. */
  54466. occlusionTexture: BaseTexture;
  54467. /**
  54468. * Defines the alpha limits in alpha test mode.
  54469. */
  54470. alphaCutOff: number;
  54471. /**
  54472. * Gets the current double sided mode.
  54473. */
  54474. /**
  54475. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54476. */
  54477. doubleSided: boolean;
  54478. /**
  54479. * Stores the pre-calculated light information of a mesh in a texture.
  54480. */
  54481. lightmapTexture: BaseTexture;
  54482. /**
  54483. * If true, the light map contains occlusion information instead of lighting info.
  54484. */
  54485. useLightmapAsShadowmap: boolean;
  54486. /**
  54487. * Instantiates a new PBRMaterial instance.
  54488. *
  54489. * @param name The material name
  54490. * @param scene The scene the material will be use in.
  54491. */
  54492. constructor(name: string, scene: Scene);
  54493. getClassName(): string;
  54494. }
  54495. }
  54496. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54497. import { Scene } from "babylonjs/scene";
  54498. import { Color3 } from "babylonjs/Maths/math.color";
  54499. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54500. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54501. /**
  54502. * The PBR material of BJS following the metal roughness convention.
  54503. *
  54504. * This fits to the PBR convention in the GLTF definition:
  54505. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54506. */
  54507. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54508. /**
  54509. * The base color has two different interpretations depending on the value of metalness.
  54510. * When the material is a metal, the base color is the specific measured reflectance value
  54511. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54512. * of the material.
  54513. */
  54514. baseColor: Color3;
  54515. /**
  54516. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54517. * well as opacity information in the alpha channel.
  54518. */
  54519. baseTexture: BaseTexture;
  54520. /**
  54521. * Specifies the metallic scalar value of the material.
  54522. * Can also be used to scale the metalness values of the metallic texture.
  54523. */
  54524. metallic: number;
  54525. /**
  54526. * Specifies the roughness scalar value of the material.
  54527. * Can also be used to scale the roughness values of the metallic texture.
  54528. */
  54529. roughness: number;
  54530. /**
  54531. * Texture containing both the metallic value in the B channel and the
  54532. * roughness value in the G channel to keep better precision.
  54533. */
  54534. metallicRoughnessTexture: BaseTexture;
  54535. /**
  54536. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54537. *
  54538. * @param name The material name
  54539. * @param scene The scene the material will be use in.
  54540. */
  54541. constructor(name: string, scene: Scene);
  54542. /**
  54543. * Return the currrent class name of the material.
  54544. */
  54545. getClassName(): string;
  54546. /**
  54547. * Makes a duplicate of the current material.
  54548. * @param name - name to use for the new material.
  54549. */
  54550. clone(name: string): PBRMetallicRoughnessMaterial;
  54551. /**
  54552. * Serialize the material to a parsable JSON object.
  54553. */
  54554. serialize(): any;
  54555. /**
  54556. * Parses a JSON object correponding to the serialize function.
  54557. */
  54558. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54559. }
  54560. }
  54561. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54562. import { Scene } from "babylonjs/scene";
  54563. import { Color3 } from "babylonjs/Maths/math.color";
  54564. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54565. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54566. /**
  54567. * The PBR material of BJS following the specular glossiness convention.
  54568. *
  54569. * This fits to the PBR convention in the GLTF definition:
  54570. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54571. */
  54572. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54573. /**
  54574. * Specifies the diffuse color of the material.
  54575. */
  54576. diffuseColor: Color3;
  54577. /**
  54578. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54579. * channel.
  54580. */
  54581. diffuseTexture: BaseTexture;
  54582. /**
  54583. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54584. */
  54585. specularColor: Color3;
  54586. /**
  54587. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54588. */
  54589. glossiness: number;
  54590. /**
  54591. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54592. */
  54593. specularGlossinessTexture: BaseTexture;
  54594. /**
  54595. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54596. *
  54597. * @param name The material name
  54598. * @param scene The scene the material will be use in.
  54599. */
  54600. constructor(name: string, scene: Scene);
  54601. /**
  54602. * Return the currrent class name of the material.
  54603. */
  54604. getClassName(): string;
  54605. /**
  54606. * Makes a duplicate of the current material.
  54607. * @param name - name to use for the new material.
  54608. */
  54609. clone(name: string): PBRSpecularGlossinessMaterial;
  54610. /**
  54611. * Serialize the material to a parsable JSON object.
  54612. */
  54613. serialize(): any;
  54614. /**
  54615. * Parses a JSON object correponding to the serialize function.
  54616. */
  54617. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54618. }
  54619. }
  54620. declare module "babylonjs/Materials/PBR/index" {
  54621. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54622. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54623. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54624. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54625. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54626. }
  54627. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54628. import { Nullable } from "babylonjs/types";
  54629. import { Scene } from "babylonjs/scene";
  54630. import { Matrix } from "babylonjs/Maths/math.vector";
  54631. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54632. /**
  54633. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54634. * It can help converting any input color in a desired output one. This can then be used to create effects
  54635. * from sepia, black and white to sixties or futuristic rendering...
  54636. *
  54637. * The only supported format is currently 3dl.
  54638. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54639. */
  54640. export class ColorGradingTexture extends BaseTexture {
  54641. /**
  54642. * The current texture matrix. (will always be identity in color grading texture)
  54643. */
  54644. private _textureMatrix;
  54645. /**
  54646. * The texture URL.
  54647. */
  54648. url: string;
  54649. /**
  54650. * Empty line regex stored for GC.
  54651. */
  54652. private static _noneEmptyLineRegex;
  54653. private _engine;
  54654. /**
  54655. * Instantiates a ColorGradingTexture from the following parameters.
  54656. *
  54657. * @param url The location of the color gradind data (currently only supporting 3dl)
  54658. * @param scene The scene the texture will be used in
  54659. */
  54660. constructor(url: string, scene: Scene);
  54661. /**
  54662. * Returns the texture matrix used in most of the material.
  54663. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54664. */
  54665. getTextureMatrix(): Matrix;
  54666. /**
  54667. * Occurs when the file being loaded is a .3dl LUT file.
  54668. */
  54669. private load3dlTexture;
  54670. /**
  54671. * Starts the loading process of the texture.
  54672. */
  54673. private loadTexture;
  54674. /**
  54675. * Clones the color gradind texture.
  54676. */
  54677. clone(): ColorGradingTexture;
  54678. /**
  54679. * Called during delayed load for textures.
  54680. */
  54681. delayLoad(): void;
  54682. /**
  54683. * Parses a color grading texture serialized by Babylon.
  54684. * @param parsedTexture The texture information being parsedTexture
  54685. * @param scene The scene to load the texture in
  54686. * @param rootUrl The root url of the data assets to load
  54687. * @return A color gradind texture
  54688. */
  54689. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54690. /**
  54691. * Serializes the LUT texture to json format.
  54692. */
  54693. serialize(): any;
  54694. }
  54695. }
  54696. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54697. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54698. import { Scene } from "babylonjs/scene";
  54699. import { Nullable } from "babylonjs/types";
  54700. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54701. /**
  54702. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54703. */
  54704. export class EquiRectangularCubeTexture extends BaseTexture {
  54705. /** The six faces of the cube. */
  54706. private static _FacesMapping;
  54707. private _noMipmap;
  54708. private _onLoad;
  54709. private _onError;
  54710. /** The size of the cubemap. */
  54711. private _size;
  54712. /** The buffer of the image. */
  54713. private _buffer;
  54714. /** The width of the input image. */
  54715. private _width;
  54716. /** The height of the input image. */
  54717. private _height;
  54718. /** The URL to the image. */
  54719. url: string;
  54720. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54721. coordinatesMode: number;
  54722. /**
  54723. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54724. * @param url The location of the image
  54725. * @param scene The scene the texture will be used in
  54726. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54727. * @param noMipmap Forces to not generate the mipmap if true
  54728. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54729. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54730. * @param onLoad — defines a callback called when texture is loaded
  54731. * @param onError — defines a callback called if there is an error
  54732. */
  54733. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54734. /**
  54735. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54736. */
  54737. private loadImage;
  54738. /**
  54739. * Convert the image buffer into a cubemap and create a CubeTexture.
  54740. */
  54741. private loadTexture;
  54742. /**
  54743. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  54744. * @param buffer The ArrayBuffer that should be converted.
  54745. * @returns The buffer as Float32Array.
  54746. */
  54747. private getFloat32ArrayFromArrayBuffer;
  54748. /**
  54749. * Get the current class name of the texture useful for serialization or dynamic coding.
  54750. * @returns "EquiRectangularCubeTexture"
  54751. */
  54752. getClassName(): string;
  54753. /**
  54754. * Create a clone of the current EquiRectangularCubeTexture and return it.
  54755. * @returns A clone of the current EquiRectangularCubeTexture.
  54756. */
  54757. clone(): EquiRectangularCubeTexture;
  54758. }
  54759. }
  54760. declare module "babylonjs/Misc/tga" {
  54761. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54762. /**
  54763. * Based on jsTGALoader - Javascript loader for TGA file
  54764. * By Vincent Thibault
  54765. * @see http://blog.robrowser.com/javascript-tga-loader.html
  54766. */
  54767. export class TGATools {
  54768. private static _TYPE_INDEXED;
  54769. private static _TYPE_RGB;
  54770. private static _TYPE_GREY;
  54771. private static _TYPE_RLE_INDEXED;
  54772. private static _TYPE_RLE_RGB;
  54773. private static _TYPE_RLE_GREY;
  54774. private static _ORIGIN_MASK;
  54775. private static _ORIGIN_SHIFT;
  54776. private static _ORIGIN_BL;
  54777. private static _ORIGIN_BR;
  54778. private static _ORIGIN_UL;
  54779. private static _ORIGIN_UR;
  54780. /**
  54781. * Gets the header of a TGA file
  54782. * @param data defines the TGA data
  54783. * @returns the header
  54784. */
  54785. static GetTGAHeader(data: Uint8Array): any;
  54786. /**
  54787. * Uploads TGA content to a Babylon Texture
  54788. * @hidden
  54789. */
  54790. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  54791. /** @hidden */
  54792. 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;
  54793. /** @hidden */
  54794. 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;
  54795. /** @hidden */
  54796. 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;
  54797. /** @hidden */
  54798. 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;
  54799. /** @hidden */
  54800. 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;
  54801. /** @hidden */
  54802. 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;
  54803. }
  54804. }
  54805. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  54806. import { Nullable } from "babylonjs/types";
  54807. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54808. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54809. /**
  54810. * Implementation of the TGA Texture Loader.
  54811. * @hidden
  54812. */
  54813. export class _TGATextureLoader implements IInternalTextureLoader {
  54814. /**
  54815. * Defines wether the loader supports cascade loading the different faces.
  54816. */
  54817. readonly supportCascades: boolean;
  54818. /**
  54819. * This returns if the loader support the current file information.
  54820. * @param extension defines the file extension of the file being loaded
  54821. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54822. * @param fallback defines the fallback internal texture if any
  54823. * @param isBase64 defines whether the texture is encoded as a base64
  54824. * @param isBuffer defines whether the texture data are stored as a buffer
  54825. * @returns true if the loader can load the specified file
  54826. */
  54827. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54828. /**
  54829. * Transform the url before loading if required.
  54830. * @param rootUrl the url of the texture
  54831. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54832. * @returns the transformed texture
  54833. */
  54834. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54835. /**
  54836. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54837. * @param rootUrl the url of the texture
  54838. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54839. * @returns the fallback texture
  54840. */
  54841. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54842. /**
  54843. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54844. * @param data contains the texture data
  54845. * @param texture defines the BabylonJS internal texture
  54846. * @param createPolynomials will be true if polynomials have been requested
  54847. * @param onLoad defines the callback to trigger once the texture is ready
  54848. * @param onError defines the callback to trigger in case of error
  54849. */
  54850. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54851. /**
  54852. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54853. * @param data contains the texture data
  54854. * @param texture defines the BabylonJS internal texture
  54855. * @param callback defines the method to call once ready to upload
  54856. */
  54857. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54858. }
  54859. }
  54860. declare module "babylonjs/Misc/basis" {
  54861. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54862. /**
  54863. * Info about the .basis files
  54864. */
  54865. class BasisFileInfo {
  54866. /**
  54867. * If the file has alpha
  54868. */
  54869. hasAlpha: boolean;
  54870. /**
  54871. * Info about each image of the basis file
  54872. */
  54873. images: Array<{
  54874. levels: Array<{
  54875. width: number;
  54876. height: number;
  54877. transcodedPixels: ArrayBufferView;
  54878. }>;
  54879. }>;
  54880. }
  54881. /**
  54882. * Result of transcoding a basis file
  54883. */
  54884. class TranscodeResult {
  54885. /**
  54886. * Info about the .basis file
  54887. */
  54888. fileInfo: BasisFileInfo;
  54889. /**
  54890. * Format to use when loading the file
  54891. */
  54892. format: number;
  54893. }
  54894. /**
  54895. * Configuration options for the Basis transcoder
  54896. */
  54897. export class BasisTranscodeConfiguration {
  54898. /**
  54899. * Supported compression formats used to determine the supported output format of the transcoder
  54900. */
  54901. supportedCompressionFormats?: {
  54902. /**
  54903. * etc1 compression format
  54904. */
  54905. etc1?: boolean;
  54906. /**
  54907. * s3tc compression format
  54908. */
  54909. s3tc?: boolean;
  54910. /**
  54911. * pvrtc compression format
  54912. */
  54913. pvrtc?: boolean;
  54914. /**
  54915. * etc2 compression format
  54916. */
  54917. etc2?: boolean;
  54918. };
  54919. /**
  54920. * If mipmap levels should be loaded for transcoded images (Default: true)
  54921. */
  54922. loadMipmapLevels?: boolean;
  54923. /**
  54924. * Index of a single image to load (Default: all images)
  54925. */
  54926. loadSingleImage?: number;
  54927. }
  54928. /**
  54929. * Used to load .Basis files
  54930. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  54931. */
  54932. export class BasisTools {
  54933. private static _IgnoreSupportedFormats;
  54934. /**
  54935. * URL to use when loading the basis transcoder
  54936. */
  54937. static JSModuleURL: string;
  54938. /**
  54939. * URL to use when loading the wasm module for the transcoder
  54940. */
  54941. static WasmModuleURL: string;
  54942. /**
  54943. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  54944. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  54945. * @returns internal format corresponding to the Basis format
  54946. */
  54947. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  54948. private static _WorkerPromise;
  54949. private static _Worker;
  54950. private static _actionId;
  54951. private static _CreateWorkerAsync;
  54952. /**
  54953. * Transcodes a loaded image file to compressed pixel data
  54954. * @param imageData image data to transcode
  54955. * @param config configuration options for the transcoding
  54956. * @returns a promise resulting in the transcoded image
  54957. */
  54958. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  54959. /**
  54960. * Loads a texture from the transcode result
  54961. * @param texture texture load to
  54962. * @param transcodeResult the result of transcoding the basis file to load from
  54963. */
  54964. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  54965. }
  54966. }
  54967. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  54968. import { Nullable } from "babylonjs/types";
  54969. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54970. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54971. /**
  54972. * Loader for .basis file format
  54973. */
  54974. export class _BasisTextureLoader implements IInternalTextureLoader {
  54975. /**
  54976. * Defines whether the loader supports cascade loading the different faces.
  54977. */
  54978. readonly supportCascades: boolean;
  54979. /**
  54980. * This returns if the loader support the current file information.
  54981. * @param extension defines the file extension of the file being loaded
  54982. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54983. * @param fallback defines the fallback internal texture if any
  54984. * @param isBase64 defines whether the texture is encoded as a base64
  54985. * @param isBuffer defines whether the texture data are stored as a buffer
  54986. * @returns true if the loader can load the specified file
  54987. */
  54988. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54989. /**
  54990. * Transform the url before loading if required.
  54991. * @param rootUrl the url of the texture
  54992. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54993. * @returns the transformed texture
  54994. */
  54995. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54996. /**
  54997. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54998. * @param rootUrl the url of the texture
  54999. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55000. * @returns the fallback texture
  55001. */
  55002. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55003. /**
  55004. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55005. * @param data contains the texture data
  55006. * @param texture defines the BabylonJS internal texture
  55007. * @param createPolynomials will be true if polynomials have been requested
  55008. * @param onLoad defines the callback to trigger once the texture is ready
  55009. * @param onError defines the callback to trigger in case of error
  55010. */
  55011. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55012. /**
  55013. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55014. * @param data contains the texture data
  55015. * @param texture defines the BabylonJS internal texture
  55016. * @param callback defines the method to call once ready to upload
  55017. */
  55018. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55019. }
  55020. }
  55021. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55022. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55023. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55024. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55025. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55026. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55027. }
  55028. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55029. import { Scene } from "babylonjs/scene";
  55030. import { Texture } from "babylonjs/Materials/Textures/texture";
  55031. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55032. /**
  55033. * 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.
  55034. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55035. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55036. */
  55037. export class CustomProceduralTexture extends ProceduralTexture {
  55038. private _animate;
  55039. private _time;
  55040. private _config;
  55041. private _texturePath;
  55042. /**
  55043. * Instantiates a new Custom Procedural Texture.
  55044. * 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.
  55045. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55046. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55047. * @param name Define the name of the texture
  55048. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55049. * @param size Define the size of the texture to create
  55050. * @param scene Define the scene the texture belongs to
  55051. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55052. * @param generateMipMaps Define if the texture should creates mip maps or not
  55053. */
  55054. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55055. private _loadJson;
  55056. /**
  55057. * Is the texture ready to be used ? (rendered at least once)
  55058. * @returns true if ready, otherwise, false.
  55059. */
  55060. isReady(): boolean;
  55061. /**
  55062. * Render the texture to its associated render target.
  55063. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55064. */
  55065. render(useCameraPostProcess?: boolean): void;
  55066. /**
  55067. * Update the list of dependant textures samplers in the shader.
  55068. */
  55069. updateTextures(): void;
  55070. /**
  55071. * Update the uniform values of the procedural texture in the shader.
  55072. */
  55073. updateShaderUniforms(): void;
  55074. /**
  55075. * Define if the texture animates or not.
  55076. */
  55077. animate: boolean;
  55078. }
  55079. }
  55080. declare module "babylonjs/Shaders/noise.fragment" {
  55081. /** @hidden */
  55082. export var noisePixelShader: {
  55083. name: string;
  55084. shader: string;
  55085. };
  55086. }
  55087. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55088. import { Nullable } from "babylonjs/types";
  55089. import { Scene } from "babylonjs/scene";
  55090. import { Texture } from "babylonjs/Materials/Textures/texture";
  55091. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55092. import "babylonjs/Shaders/noise.fragment";
  55093. /**
  55094. * Class used to generate noise procedural textures
  55095. */
  55096. export class NoiseProceduralTexture extends ProceduralTexture {
  55097. private _time;
  55098. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55099. brightness: number;
  55100. /** Defines the number of octaves to process */
  55101. octaves: number;
  55102. /** Defines the level of persistence (0.8 by default) */
  55103. persistence: number;
  55104. /** Gets or sets animation speed factor (default is 1) */
  55105. animationSpeedFactor: number;
  55106. /**
  55107. * Creates a new NoiseProceduralTexture
  55108. * @param name defines the name fo the texture
  55109. * @param size defines the size of the texture (default is 256)
  55110. * @param scene defines the hosting scene
  55111. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55112. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55113. */
  55114. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55115. private _updateShaderUniforms;
  55116. protected _getDefines(): string;
  55117. /** Generate the current state of the procedural texture */
  55118. render(useCameraPostProcess?: boolean): void;
  55119. /**
  55120. * Serializes this noise procedural texture
  55121. * @returns a serialized noise procedural texture object
  55122. */
  55123. serialize(): any;
  55124. /**
  55125. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55126. * @param parsedTexture defines parsed texture data
  55127. * @param scene defines the current scene
  55128. * @param rootUrl defines the root URL containing noise procedural texture information
  55129. * @returns a parsed NoiseProceduralTexture
  55130. */
  55131. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55132. }
  55133. }
  55134. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55135. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55136. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55137. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55138. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55139. }
  55140. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55141. import { Nullable } from "babylonjs/types";
  55142. import { Scene } from "babylonjs/scene";
  55143. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55144. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55145. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55146. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55147. /**
  55148. * Raw cube texture where the raw buffers are passed in
  55149. */
  55150. export class RawCubeTexture extends CubeTexture {
  55151. /**
  55152. * Creates a cube texture where the raw buffers are passed in.
  55153. * @param scene defines the scene the texture is attached to
  55154. * @param data defines the array of data to use to create each face
  55155. * @param size defines the size of the textures
  55156. * @param format defines the format of the data
  55157. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55158. * @param generateMipMaps defines if the engine should generate the mip levels
  55159. * @param invertY defines if data must be stored with Y axis inverted
  55160. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55161. * @param compression defines the compression used (null by default)
  55162. */
  55163. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55164. /**
  55165. * Updates the raw cube texture.
  55166. * @param data defines the data to store
  55167. * @param format defines the data format
  55168. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55169. * @param invertY defines if data must be stored with Y axis inverted
  55170. * @param compression defines the compression used (null by default)
  55171. * @param level defines which level of the texture to update
  55172. */
  55173. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55174. /**
  55175. * Updates a raw cube texture with RGBD encoded data.
  55176. * @param data defines the array of data [mipmap][face] to use to create each face
  55177. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55178. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55179. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55180. * @returns a promsie that resolves when the operation is complete
  55181. */
  55182. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55183. /**
  55184. * Clones the raw cube texture.
  55185. * @return a new cube texture
  55186. */
  55187. clone(): CubeTexture;
  55188. /** @hidden */
  55189. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55190. }
  55191. }
  55192. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55193. import { Scene } from "babylonjs/scene";
  55194. import { Texture } from "babylonjs/Materials/Textures/texture";
  55195. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55196. /**
  55197. * Class used to store 3D textures containing user data
  55198. */
  55199. export class RawTexture3D extends Texture {
  55200. /** Gets or sets the texture format to use */
  55201. format: number;
  55202. private _engine;
  55203. /**
  55204. * Create a new RawTexture3D
  55205. * @param data defines the data of the texture
  55206. * @param width defines the width of the texture
  55207. * @param height defines the height of the texture
  55208. * @param depth defines the depth of the texture
  55209. * @param format defines the texture format to use
  55210. * @param scene defines the hosting scene
  55211. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55212. * @param invertY defines if texture must be stored with Y axis inverted
  55213. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55214. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55215. */
  55216. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55217. /** Gets or sets the texture format to use */
  55218. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55219. /**
  55220. * Update the texture with new data
  55221. * @param data defines the data to store in the texture
  55222. */
  55223. update(data: ArrayBufferView): void;
  55224. }
  55225. }
  55226. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55227. import { Scene } from "babylonjs/scene";
  55228. import { Plane } from "babylonjs/Maths/math.plane";
  55229. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55230. /**
  55231. * Creates a refraction texture used by refraction channel of the standard material.
  55232. * It is like a mirror but to see through a material.
  55233. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55234. */
  55235. export class RefractionTexture extends RenderTargetTexture {
  55236. /**
  55237. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55238. * 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.
  55239. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55240. */
  55241. refractionPlane: Plane;
  55242. /**
  55243. * Define how deep under the surface we should see.
  55244. */
  55245. depth: number;
  55246. /**
  55247. * Creates a refraction texture used by refraction channel of the standard material.
  55248. * It is like a mirror but to see through a material.
  55249. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55250. * @param name Define the texture name
  55251. * @param size Define the size of the underlying texture
  55252. * @param scene Define the scene the refraction belongs to
  55253. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55254. */
  55255. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55256. /**
  55257. * Clone the refraction texture.
  55258. * @returns the cloned texture
  55259. */
  55260. clone(): RefractionTexture;
  55261. /**
  55262. * Serialize the texture to a JSON representation you could use in Parse later on
  55263. * @returns the serialized JSON representation
  55264. */
  55265. serialize(): any;
  55266. }
  55267. }
  55268. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55269. import { Nullable } from "babylonjs/types";
  55270. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55271. import { Matrix } from "babylonjs/Maths/math.vector";
  55272. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55273. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55274. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55275. import { Scene } from "babylonjs/scene";
  55276. /**
  55277. * Defines the options related to the creation of an HtmlElementTexture
  55278. */
  55279. export interface IHtmlElementTextureOptions {
  55280. /**
  55281. * Defines wether mip maps should be created or not.
  55282. */
  55283. generateMipMaps?: boolean;
  55284. /**
  55285. * Defines the sampling mode of the texture.
  55286. */
  55287. samplingMode?: number;
  55288. /**
  55289. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55290. */
  55291. engine: Nullable<ThinEngine>;
  55292. /**
  55293. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55294. */
  55295. scene: Nullable<Scene>;
  55296. }
  55297. /**
  55298. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55299. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55300. * is automatically managed.
  55301. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55302. * in your application.
  55303. *
  55304. * As the update is not automatic, you need to call them manually.
  55305. */
  55306. export class HtmlElementTexture extends BaseTexture {
  55307. /**
  55308. * The texture URL.
  55309. */
  55310. element: HTMLVideoElement | HTMLCanvasElement;
  55311. private static readonly DefaultOptions;
  55312. private _textureMatrix;
  55313. private _engine;
  55314. private _isVideo;
  55315. private _generateMipMaps;
  55316. private _samplingMode;
  55317. /**
  55318. * Instantiates a HtmlElementTexture from the following parameters.
  55319. *
  55320. * @param name Defines the name of the texture
  55321. * @param element Defines the video or canvas the texture is filled with
  55322. * @param options Defines the other none mandatory texture creation options
  55323. */
  55324. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55325. private _createInternalTexture;
  55326. /**
  55327. * Returns the texture matrix used in most of the material.
  55328. */
  55329. getTextureMatrix(): Matrix;
  55330. /**
  55331. * Updates the content of the texture.
  55332. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55333. */
  55334. update(invertY?: Nullable<boolean>): void;
  55335. }
  55336. }
  55337. declare module "babylonjs/Materials/Textures/index" {
  55338. export * from "babylonjs/Materials/Textures/baseTexture";
  55339. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55340. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55341. export * from "babylonjs/Materials/Textures/cubeTexture";
  55342. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55343. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55344. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55345. export * from "babylonjs/Materials/Textures/internalTexture";
  55346. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55347. export * from "babylonjs/Materials/Textures/Loaders/index";
  55348. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55349. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55350. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55351. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55352. export * from "babylonjs/Materials/Textures/rawTexture";
  55353. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55354. export * from "babylonjs/Materials/Textures/refractionTexture";
  55355. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55356. export * from "babylonjs/Materials/Textures/texture";
  55357. export * from "babylonjs/Materials/Textures/videoTexture";
  55358. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55359. }
  55360. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55361. /**
  55362. * Enum used to define the target of a block
  55363. */
  55364. export enum NodeMaterialBlockTargets {
  55365. /** Vertex shader */
  55366. Vertex = 1,
  55367. /** Fragment shader */
  55368. Fragment = 2,
  55369. /** Neutral */
  55370. Neutral = 4,
  55371. /** Vertex and Fragment */
  55372. VertexAndFragment = 3
  55373. }
  55374. }
  55375. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55376. /**
  55377. * Defines the kind of connection point for node based material
  55378. */
  55379. export enum NodeMaterialBlockConnectionPointTypes {
  55380. /** Float */
  55381. Float = 1,
  55382. /** Int */
  55383. Int = 2,
  55384. /** Vector2 */
  55385. Vector2 = 4,
  55386. /** Vector3 */
  55387. Vector3 = 8,
  55388. /** Vector4 */
  55389. Vector4 = 16,
  55390. /** Color3 */
  55391. Color3 = 32,
  55392. /** Color4 */
  55393. Color4 = 64,
  55394. /** Matrix */
  55395. Matrix = 128,
  55396. /** Detect type based on connection */
  55397. AutoDetect = 1024,
  55398. /** Output type that will be defined by input type */
  55399. BasedOnInput = 2048
  55400. }
  55401. }
  55402. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55403. /**
  55404. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55405. */
  55406. export enum NodeMaterialBlockConnectionPointMode {
  55407. /** Value is an uniform */
  55408. Uniform = 0,
  55409. /** Value is a mesh attribute */
  55410. Attribute = 1,
  55411. /** Value is a varying between vertex and fragment shaders */
  55412. Varying = 2,
  55413. /** Mode is undefined */
  55414. Undefined = 3
  55415. }
  55416. }
  55417. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55418. /**
  55419. * Enum used to define system values e.g. values automatically provided by the system
  55420. */
  55421. export enum NodeMaterialSystemValues {
  55422. /** World */
  55423. World = 1,
  55424. /** View */
  55425. View = 2,
  55426. /** Projection */
  55427. Projection = 3,
  55428. /** ViewProjection */
  55429. ViewProjection = 4,
  55430. /** WorldView */
  55431. WorldView = 5,
  55432. /** WorldViewProjection */
  55433. WorldViewProjection = 6,
  55434. /** CameraPosition */
  55435. CameraPosition = 7,
  55436. /** Fog Color */
  55437. FogColor = 8,
  55438. /** Delta time */
  55439. DeltaTime = 9
  55440. }
  55441. }
  55442. declare module "babylonjs/Materials/Node/Enums/index" {
  55443. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55444. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55445. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55446. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55447. }
  55448. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55449. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55450. /**
  55451. * Root class for all node material optimizers
  55452. */
  55453. export class NodeMaterialOptimizer {
  55454. /**
  55455. * Function used to optimize a NodeMaterial graph
  55456. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55457. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55458. */
  55459. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55460. }
  55461. }
  55462. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55463. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55464. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55465. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55466. import { Scene } from "babylonjs/scene";
  55467. /**
  55468. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55469. */
  55470. export class TransformBlock extends NodeMaterialBlock {
  55471. /**
  55472. * Defines the value to use to complement W value to transform it to a Vector4
  55473. */
  55474. complementW: number;
  55475. /**
  55476. * Defines the value to use to complement z value to transform it to a Vector4
  55477. */
  55478. complementZ: number;
  55479. /**
  55480. * Creates a new TransformBlock
  55481. * @param name defines the block name
  55482. */
  55483. constructor(name: string);
  55484. /**
  55485. * Gets the current class name
  55486. * @returns the class name
  55487. */
  55488. getClassName(): string;
  55489. /**
  55490. * Gets the vector input
  55491. */
  55492. readonly vector: NodeMaterialConnectionPoint;
  55493. /**
  55494. * Gets the output component
  55495. */
  55496. readonly output: NodeMaterialConnectionPoint;
  55497. /**
  55498. * Gets the matrix transform input
  55499. */
  55500. readonly transform: NodeMaterialConnectionPoint;
  55501. protected _buildBlock(state: NodeMaterialBuildState): this;
  55502. serialize(): any;
  55503. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55504. protected _dumpPropertiesCode(): string;
  55505. }
  55506. }
  55507. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55508. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55509. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55510. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55511. /**
  55512. * Block used to output the vertex position
  55513. */
  55514. export class VertexOutputBlock extends NodeMaterialBlock {
  55515. /**
  55516. * Creates a new VertexOutputBlock
  55517. * @param name defines the block name
  55518. */
  55519. constructor(name: string);
  55520. /**
  55521. * Gets the current class name
  55522. * @returns the class name
  55523. */
  55524. getClassName(): string;
  55525. /**
  55526. * Gets the vector input component
  55527. */
  55528. readonly vector: NodeMaterialConnectionPoint;
  55529. protected _buildBlock(state: NodeMaterialBuildState): this;
  55530. }
  55531. }
  55532. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55533. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55534. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55535. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55536. /**
  55537. * Block used to output the final color
  55538. */
  55539. export class FragmentOutputBlock extends NodeMaterialBlock {
  55540. /**
  55541. * Create a new FragmentOutputBlock
  55542. * @param name defines the block name
  55543. */
  55544. constructor(name: string);
  55545. /**
  55546. * Gets the current class name
  55547. * @returns the class name
  55548. */
  55549. getClassName(): string;
  55550. /**
  55551. * Gets the rgba input component
  55552. */
  55553. readonly rgba: NodeMaterialConnectionPoint;
  55554. /**
  55555. * Gets the rgb input component
  55556. */
  55557. readonly rgb: NodeMaterialConnectionPoint;
  55558. /**
  55559. * Gets the a input component
  55560. */
  55561. readonly a: NodeMaterialConnectionPoint;
  55562. protected _buildBlock(state: NodeMaterialBuildState): this;
  55563. }
  55564. }
  55565. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55566. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55567. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55568. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55569. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55570. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55571. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55572. import { Effect } from "babylonjs/Materials/effect";
  55573. import { Mesh } from "babylonjs/Meshes/mesh";
  55574. import { Nullable } from "babylonjs/types";
  55575. import { Scene } from "babylonjs/scene";
  55576. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55577. /**
  55578. * Block used to read a reflection texture from a sampler
  55579. */
  55580. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55581. private _define3DName;
  55582. private _defineCubicName;
  55583. private _defineExplicitName;
  55584. private _defineProjectionName;
  55585. private _defineLocalCubicName;
  55586. private _defineSphericalName;
  55587. private _definePlanarName;
  55588. private _defineEquirectangularName;
  55589. private _defineMirroredEquirectangularFixedName;
  55590. private _defineEquirectangularFixedName;
  55591. private _defineSkyboxName;
  55592. private _cubeSamplerName;
  55593. private _2DSamplerName;
  55594. private _positionUVWName;
  55595. private _directionWName;
  55596. private _reflectionCoordsName;
  55597. private _reflection2DCoordsName;
  55598. private _reflectionColorName;
  55599. private _reflectionMatrixName;
  55600. /**
  55601. * Gets or sets the texture associated with the node
  55602. */
  55603. texture: Nullable<BaseTexture>;
  55604. /**
  55605. * Create a new TextureBlock
  55606. * @param name defines the block name
  55607. */
  55608. constructor(name: string);
  55609. /**
  55610. * Gets the current class name
  55611. * @returns the class name
  55612. */
  55613. getClassName(): string;
  55614. /**
  55615. * Gets the world position input component
  55616. */
  55617. readonly position: NodeMaterialConnectionPoint;
  55618. /**
  55619. * Gets the world position input component
  55620. */
  55621. readonly worldPosition: NodeMaterialConnectionPoint;
  55622. /**
  55623. * Gets the world normal input component
  55624. */
  55625. readonly worldNormal: NodeMaterialConnectionPoint;
  55626. /**
  55627. * Gets the world input component
  55628. */
  55629. readonly world: NodeMaterialConnectionPoint;
  55630. /**
  55631. * Gets the camera (or eye) position component
  55632. */
  55633. readonly cameraPosition: NodeMaterialConnectionPoint;
  55634. /**
  55635. * Gets the view input component
  55636. */
  55637. readonly view: NodeMaterialConnectionPoint;
  55638. /**
  55639. * Gets the rgb output component
  55640. */
  55641. readonly rgb: NodeMaterialConnectionPoint;
  55642. /**
  55643. * Gets the r output component
  55644. */
  55645. readonly r: NodeMaterialConnectionPoint;
  55646. /**
  55647. * Gets the g output component
  55648. */
  55649. readonly g: NodeMaterialConnectionPoint;
  55650. /**
  55651. * Gets the b output component
  55652. */
  55653. readonly b: NodeMaterialConnectionPoint;
  55654. autoConfigure(material: NodeMaterial): void;
  55655. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55656. isReady(): boolean;
  55657. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55658. private _injectVertexCode;
  55659. private _writeOutput;
  55660. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55661. protected _dumpPropertiesCode(): string;
  55662. serialize(): any;
  55663. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55664. }
  55665. }
  55666. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55667. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55668. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55669. import { Scene } from "babylonjs/scene";
  55670. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55671. import { Matrix } from "babylonjs/Maths/math.vector";
  55672. import { Mesh } from "babylonjs/Meshes/mesh";
  55673. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55674. import { Observable } from "babylonjs/Misc/observable";
  55675. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55676. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55677. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55678. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55679. import { Nullable } from "babylonjs/types";
  55680. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55681. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55682. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55683. /**
  55684. * Interface used to configure the node material editor
  55685. */
  55686. export interface INodeMaterialEditorOptions {
  55687. /** Define the URl to load node editor script */
  55688. editorURL?: string;
  55689. }
  55690. /** @hidden */
  55691. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55692. /** BONES */
  55693. NUM_BONE_INFLUENCERS: number;
  55694. BonesPerMesh: number;
  55695. BONETEXTURE: boolean;
  55696. /** MORPH TARGETS */
  55697. MORPHTARGETS: boolean;
  55698. MORPHTARGETS_NORMAL: boolean;
  55699. MORPHTARGETS_TANGENT: boolean;
  55700. MORPHTARGETS_UV: boolean;
  55701. NUM_MORPH_INFLUENCERS: number;
  55702. /** IMAGE PROCESSING */
  55703. IMAGEPROCESSING: boolean;
  55704. VIGNETTE: boolean;
  55705. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55706. VIGNETTEBLENDMODEOPAQUE: boolean;
  55707. TONEMAPPING: boolean;
  55708. TONEMAPPING_ACES: boolean;
  55709. CONTRAST: boolean;
  55710. EXPOSURE: boolean;
  55711. COLORCURVES: boolean;
  55712. COLORGRADING: boolean;
  55713. COLORGRADING3D: boolean;
  55714. SAMPLER3DGREENDEPTH: boolean;
  55715. SAMPLER3DBGRMAP: boolean;
  55716. IMAGEPROCESSINGPOSTPROCESS: boolean;
  55717. /** MISC. */
  55718. BUMPDIRECTUV: number;
  55719. constructor();
  55720. setValue(name: string, value: boolean): void;
  55721. }
  55722. /**
  55723. * Class used to configure NodeMaterial
  55724. */
  55725. export interface INodeMaterialOptions {
  55726. /**
  55727. * Defines if blocks should emit comments
  55728. */
  55729. emitComments: boolean;
  55730. }
  55731. /**
  55732. * Class used to create a node based material built by assembling shader blocks
  55733. */
  55734. export class NodeMaterial extends PushMaterial {
  55735. private static _BuildIdGenerator;
  55736. private _options;
  55737. private _vertexCompilationState;
  55738. private _fragmentCompilationState;
  55739. private _sharedData;
  55740. private _buildId;
  55741. private _buildWasSuccessful;
  55742. private _cachedWorldViewMatrix;
  55743. private _cachedWorldViewProjectionMatrix;
  55744. private _optimizers;
  55745. private _animationFrame;
  55746. /** Define the URl to load node editor script */
  55747. static EditorURL: string;
  55748. private BJSNODEMATERIALEDITOR;
  55749. /** Get the inspector from bundle or global */
  55750. private _getGlobalNodeMaterialEditor;
  55751. /**
  55752. * 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)
  55753. */
  55754. ignoreAlpha: boolean;
  55755. /**
  55756. * Defines the maximum number of lights that can be used in the material
  55757. */
  55758. maxSimultaneousLights: number;
  55759. /**
  55760. * Observable raised when the material is built
  55761. */
  55762. onBuildObservable: Observable<NodeMaterial>;
  55763. /**
  55764. * Gets or sets the root nodes of the material vertex shader
  55765. */
  55766. _vertexOutputNodes: NodeMaterialBlock[];
  55767. /**
  55768. * Gets or sets the root nodes of the material fragment (pixel) shader
  55769. */
  55770. _fragmentOutputNodes: NodeMaterialBlock[];
  55771. /** Gets or sets options to control the node material overall behavior */
  55772. options: INodeMaterialOptions;
  55773. /**
  55774. * Default configuration related to image processing available in the standard Material.
  55775. */
  55776. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  55777. /**
  55778. * Gets the image processing configuration used either in this material.
  55779. */
  55780. /**
  55781. * Sets the Default image processing configuration used either in the this material.
  55782. *
  55783. * If sets to null, the scene one is in use.
  55784. */
  55785. imageProcessingConfiguration: ImageProcessingConfiguration;
  55786. /**
  55787. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  55788. */
  55789. attachedBlocks: NodeMaterialBlock[];
  55790. /**
  55791. * Create a new node based material
  55792. * @param name defines the material name
  55793. * @param scene defines the hosting scene
  55794. * @param options defines creation option
  55795. */
  55796. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  55797. /**
  55798. * Gets the current class name of the material e.g. "NodeMaterial"
  55799. * @returns the class name
  55800. */
  55801. getClassName(): string;
  55802. /**
  55803. * Keep track of the image processing observer to allow dispose and replace.
  55804. */
  55805. private _imageProcessingObserver;
  55806. /**
  55807. * Attaches a new image processing configuration to the Standard Material.
  55808. * @param configuration
  55809. */
  55810. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  55811. /**
  55812. * Get a block by its name
  55813. * @param name defines the name of the block to retrieve
  55814. * @returns the required block or null if not found
  55815. */
  55816. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  55817. /**
  55818. * Get a block by its name
  55819. * @param predicate defines the predicate used to find the good candidate
  55820. * @returns the required block or null if not found
  55821. */
  55822. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  55823. /**
  55824. * Get an input block by its name
  55825. * @param predicate defines the predicate used to find the good candidate
  55826. * @returns the required input block or null if not found
  55827. */
  55828. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  55829. /**
  55830. * Gets the list of input blocks attached to this material
  55831. * @returns an array of InputBlocks
  55832. */
  55833. getInputBlocks(): InputBlock[];
  55834. /**
  55835. * Adds a new optimizer to the list of optimizers
  55836. * @param optimizer defines the optimizers to add
  55837. * @returns the current material
  55838. */
  55839. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55840. /**
  55841. * Remove an optimizer from the list of optimizers
  55842. * @param optimizer defines the optimizers to remove
  55843. * @returns the current material
  55844. */
  55845. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55846. /**
  55847. * Add a new block to the list of output nodes
  55848. * @param node defines the node to add
  55849. * @returns the current material
  55850. */
  55851. addOutputNode(node: NodeMaterialBlock): this;
  55852. /**
  55853. * Remove a block from the list of root nodes
  55854. * @param node defines the node to remove
  55855. * @returns the current material
  55856. */
  55857. removeOutputNode(node: NodeMaterialBlock): this;
  55858. private _addVertexOutputNode;
  55859. private _removeVertexOutputNode;
  55860. private _addFragmentOutputNode;
  55861. private _removeFragmentOutputNode;
  55862. /**
  55863. * Specifies if the material will require alpha blending
  55864. * @returns a boolean specifying if alpha blending is needed
  55865. */
  55866. needAlphaBlending(): boolean;
  55867. /**
  55868. * Specifies if this material should be rendered in alpha test mode
  55869. * @returns a boolean specifying if an alpha test is needed.
  55870. */
  55871. needAlphaTesting(): boolean;
  55872. private _initializeBlock;
  55873. private _resetDualBlocks;
  55874. /**
  55875. * Build the material and generates the inner effect
  55876. * @param verbose defines if the build should log activity
  55877. */
  55878. build(verbose?: boolean): void;
  55879. /**
  55880. * Runs an otpimization phase to try to improve the shader code
  55881. */
  55882. optimize(): void;
  55883. private _prepareDefinesForAttributes;
  55884. /**
  55885. * Get if the submesh is ready to be used and all its information available.
  55886. * Child classes can use it to update shaders
  55887. * @param mesh defines the mesh to check
  55888. * @param subMesh defines which submesh to check
  55889. * @param useInstances specifies that instances should be used
  55890. * @returns a boolean indicating that the submesh is ready or not
  55891. */
  55892. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  55893. /**
  55894. * Get a string representing the shaders built by the current node graph
  55895. */
  55896. readonly compiledShaders: string;
  55897. /**
  55898. * Binds the world matrix to the material
  55899. * @param world defines the world transformation matrix
  55900. */
  55901. bindOnlyWorldMatrix(world: Matrix): void;
  55902. /**
  55903. * Binds the submesh to this material by preparing the effect and shader to draw
  55904. * @param world defines the world transformation matrix
  55905. * @param mesh defines the mesh containing the submesh
  55906. * @param subMesh defines the submesh to bind the material to
  55907. */
  55908. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  55909. /**
  55910. * Gets the active textures from the material
  55911. * @returns an array of textures
  55912. */
  55913. getActiveTextures(): BaseTexture[];
  55914. /**
  55915. * Gets the list of texture blocks
  55916. * @returns an array of texture blocks
  55917. */
  55918. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  55919. /**
  55920. * Specifies if the material uses a texture
  55921. * @param texture defines the texture to check against the material
  55922. * @returns a boolean specifying if the material uses the texture
  55923. */
  55924. hasTexture(texture: BaseTexture): boolean;
  55925. /**
  55926. * Disposes the material
  55927. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  55928. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  55929. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  55930. */
  55931. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  55932. /** Creates the node editor window. */
  55933. private _createNodeEditor;
  55934. /**
  55935. * Launch the node material editor
  55936. * @param config Define the configuration of the editor
  55937. * @return a promise fulfilled when the node editor is visible
  55938. */
  55939. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  55940. /**
  55941. * Clear the current material
  55942. */
  55943. clear(): void;
  55944. /**
  55945. * Clear the current material and set it to a default state
  55946. */
  55947. setToDefault(): void;
  55948. /**
  55949. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  55950. * @param url defines the url to load from
  55951. * @returns a promise that will fullfil when the material is fully loaded
  55952. */
  55953. loadAsync(url: string): Promise<void>;
  55954. private _gatherBlocks;
  55955. /**
  55956. * Generate a string containing the code declaration required to create an equivalent of this material
  55957. * @returns a string
  55958. */
  55959. generateCode(): string;
  55960. /**
  55961. * Serializes this material in a JSON representation
  55962. * @returns the serialized material object
  55963. */
  55964. serialize(): any;
  55965. private _restoreConnections;
  55966. /**
  55967. * Clear the current graph and load a new one from a serialization object
  55968. * @param source defines the JSON representation of the material
  55969. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55970. */
  55971. loadFromSerialization(source: any, rootUrl?: string): void;
  55972. /**
  55973. * Creates a node material from parsed material data
  55974. * @param source defines the JSON representation of the material
  55975. * @param scene defines the hosting scene
  55976. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55977. * @returns a new node material
  55978. */
  55979. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  55980. /**
  55981. * Creates a new node material set to default basic configuration
  55982. * @param name defines the name of the material
  55983. * @param scene defines the hosting scene
  55984. * @returns a new NodeMaterial
  55985. */
  55986. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  55987. }
  55988. }
  55989. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  55990. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55991. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55992. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55993. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55994. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55995. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55996. import { Effect } from "babylonjs/Materials/effect";
  55997. import { Mesh } from "babylonjs/Meshes/mesh";
  55998. import { Nullable } from "babylonjs/types";
  55999. import { Texture } from "babylonjs/Materials/Textures/texture";
  56000. import { Scene } from "babylonjs/scene";
  56001. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56002. /**
  56003. * Block used to read a texture from a sampler
  56004. */
  56005. export class TextureBlock extends NodeMaterialBlock {
  56006. private _defineName;
  56007. private _linearDefineName;
  56008. private _samplerName;
  56009. private _transformedUVName;
  56010. private _textureTransformName;
  56011. private _textureInfoName;
  56012. private _mainUVName;
  56013. private _mainUVDefineName;
  56014. /**
  56015. * Gets or sets the texture associated with the node
  56016. */
  56017. texture: Nullable<Texture>;
  56018. /**
  56019. * Create a new TextureBlock
  56020. * @param name defines the block name
  56021. */
  56022. constructor(name: string);
  56023. /**
  56024. * Gets the current class name
  56025. * @returns the class name
  56026. */
  56027. getClassName(): string;
  56028. /**
  56029. * Gets the uv input component
  56030. */
  56031. readonly uv: NodeMaterialConnectionPoint;
  56032. /**
  56033. * Gets the rgba output component
  56034. */
  56035. readonly rgba: NodeMaterialConnectionPoint;
  56036. /**
  56037. * Gets the rgb output component
  56038. */
  56039. readonly rgb: NodeMaterialConnectionPoint;
  56040. /**
  56041. * Gets the r output component
  56042. */
  56043. readonly r: NodeMaterialConnectionPoint;
  56044. /**
  56045. * Gets the g output component
  56046. */
  56047. readonly g: NodeMaterialConnectionPoint;
  56048. /**
  56049. * Gets the b output component
  56050. */
  56051. readonly b: NodeMaterialConnectionPoint;
  56052. /**
  56053. * Gets the a output component
  56054. */
  56055. readonly a: NodeMaterialConnectionPoint;
  56056. readonly target: NodeMaterialBlockTargets;
  56057. autoConfigure(material: NodeMaterial): void;
  56058. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56059. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56060. isReady(): boolean;
  56061. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56062. private readonly _isMixed;
  56063. private _injectVertexCode;
  56064. private _writeOutput;
  56065. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56066. protected _dumpPropertiesCode(): string;
  56067. serialize(): any;
  56068. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56069. }
  56070. }
  56071. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56072. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56073. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56074. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56075. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56076. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56077. import { Scene } from "babylonjs/scene";
  56078. /**
  56079. * Class used to store shared data between 2 NodeMaterialBuildState
  56080. */
  56081. export class NodeMaterialBuildStateSharedData {
  56082. /**
  56083. * Gets the list of emitted varyings
  56084. */
  56085. temps: string[];
  56086. /**
  56087. * Gets the list of emitted varyings
  56088. */
  56089. varyings: string[];
  56090. /**
  56091. * Gets the varying declaration string
  56092. */
  56093. varyingDeclaration: string;
  56094. /**
  56095. * Input blocks
  56096. */
  56097. inputBlocks: InputBlock[];
  56098. /**
  56099. * Input blocks
  56100. */
  56101. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56102. /**
  56103. * Bindable blocks (Blocks that need to set data to the effect)
  56104. */
  56105. bindableBlocks: NodeMaterialBlock[];
  56106. /**
  56107. * List of blocks that can provide a compilation fallback
  56108. */
  56109. blocksWithFallbacks: NodeMaterialBlock[];
  56110. /**
  56111. * List of blocks that can provide a define update
  56112. */
  56113. blocksWithDefines: NodeMaterialBlock[];
  56114. /**
  56115. * List of blocks that can provide a repeatable content
  56116. */
  56117. repeatableContentBlocks: NodeMaterialBlock[];
  56118. /**
  56119. * List of blocks that can provide a dynamic list of uniforms
  56120. */
  56121. dynamicUniformBlocks: NodeMaterialBlock[];
  56122. /**
  56123. * List of blocks that can block the isReady function for the material
  56124. */
  56125. blockingBlocks: NodeMaterialBlock[];
  56126. /**
  56127. * Gets the list of animated inputs
  56128. */
  56129. animatedInputs: InputBlock[];
  56130. /**
  56131. * Build Id used to avoid multiple recompilations
  56132. */
  56133. buildId: number;
  56134. /** List of emitted variables */
  56135. variableNames: {
  56136. [key: string]: number;
  56137. };
  56138. /** List of emitted defines */
  56139. defineNames: {
  56140. [key: string]: number;
  56141. };
  56142. /** Should emit comments? */
  56143. emitComments: boolean;
  56144. /** Emit build activity */
  56145. verbose: boolean;
  56146. /** Gets or sets the hosting scene */
  56147. scene: Scene;
  56148. /**
  56149. * Gets the compilation hints emitted at compilation time
  56150. */
  56151. hints: {
  56152. needWorldViewMatrix: boolean;
  56153. needWorldViewProjectionMatrix: boolean;
  56154. needAlphaBlending: boolean;
  56155. needAlphaTesting: boolean;
  56156. };
  56157. /**
  56158. * List of compilation checks
  56159. */
  56160. checks: {
  56161. emitVertex: boolean;
  56162. emitFragment: boolean;
  56163. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56164. };
  56165. /** Creates a new shared data */
  56166. constructor();
  56167. /**
  56168. * Emits console errors and exceptions if there is a failing check
  56169. */
  56170. emitErrors(): void;
  56171. }
  56172. }
  56173. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56174. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56175. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56176. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56177. /**
  56178. * Class used to store node based material build state
  56179. */
  56180. export class NodeMaterialBuildState {
  56181. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56182. supportUniformBuffers: boolean;
  56183. /**
  56184. * Gets the list of emitted attributes
  56185. */
  56186. attributes: string[];
  56187. /**
  56188. * Gets the list of emitted uniforms
  56189. */
  56190. uniforms: string[];
  56191. /**
  56192. * Gets the list of emitted constants
  56193. */
  56194. constants: string[];
  56195. /**
  56196. * Gets the list of emitted samplers
  56197. */
  56198. samplers: string[];
  56199. /**
  56200. * Gets the list of emitted functions
  56201. */
  56202. functions: {
  56203. [key: string]: string;
  56204. };
  56205. /**
  56206. * Gets the list of emitted extensions
  56207. */
  56208. extensions: {
  56209. [key: string]: string;
  56210. };
  56211. /**
  56212. * Gets the target of the compilation state
  56213. */
  56214. target: NodeMaterialBlockTargets;
  56215. /**
  56216. * Gets the list of emitted counters
  56217. */
  56218. counters: {
  56219. [key: string]: number;
  56220. };
  56221. /**
  56222. * Shared data between multiple NodeMaterialBuildState instances
  56223. */
  56224. sharedData: NodeMaterialBuildStateSharedData;
  56225. /** @hidden */
  56226. _vertexState: NodeMaterialBuildState;
  56227. /** @hidden */
  56228. _attributeDeclaration: string;
  56229. /** @hidden */
  56230. _uniformDeclaration: string;
  56231. /** @hidden */
  56232. _constantDeclaration: string;
  56233. /** @hidden */
  56234. _samplerDeclaration: string;
  56235. /** @hidden */
  56236. _varyingTransfer: string;
  56237. private _repeatableContentAnchorIndex;
  56238. /** @hidden */
  56239. _builtCompilationString: string;
  56240. /**
  56241. * Gets the emitted compilation strings
  56242. */
  56243. compilationString: string;
  56244. /**
  56245. * Finalize the compilation strings
  56246. * @param state defines the current compilation state
  56247. */
  56248. finalize(state: NodeMaterialBuildState): void;
  56249. /** @hidden */
  56250. readonly _repeatableContentAnchor: string;
  56251. /** @hidden */
  56252. _getFreeVariableName(prefix: string): string;
  56253. /** @hidden */
  56254. _getFreeDefineName(prefix: string): string;
  56255. /** @hidden */
  56256. _excludeVariableName(name: string): void;
  56257. /** @hidden */
  56258. _emit2DSampler(name: string): void;
  56259. /** @hidden */
  56260. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56261. /** @hidden */
  56262. _emitExtension(name: string, extension: string): void;
  56263. /** @hidden */
  56264. _emitFunction(name: string, code: string, comments: string): void;
  56265. /** @hidden */
  56266. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56267. replaceStrings?: {
  56268. search: RegExp;
  56269. replace: string;
  56270. }[];
  56271. repeatKey?: string;
  56272. }): string;
  56273. /** @hidden */
  56274. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56275. repeatKey?: string;
  56276. removeAttributes?: boolean;
  56277. removeUniforms?: boolean;
  56278. removeVaryings?: boolean;
  56279. removeIfDef?: boolean;
  56280. replaceStrings?: {
  56281. search: RegExp;
  56282. replace: string;
  56283. }[];
  56284. }, storeKey?: string): void;
  56285. /** @hidden */
  56286. _registerTempVariable(name: string): boolean;
  56287. /** @hidden */
  56288. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56289. /** @hidden */
  56290. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56291. /** @hidden */
  56292. _emitFloat(value: number): string;
  56293. }
  56294. }
  56295. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56296. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56297. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56298. import { Nullable } from "babylonjs/types";
  56299. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56300. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56301. import { Effect } from "babylonjs/Materials/effect";
  56302. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56303. import { Mesh } from "babylonjs/Meshes/mesh";
  56304. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56305. import { Scene } from "babylonjs/scene";
  56306. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56307. /**
  56308. * Defines a block that can be used inside a node based material
  56309. */
  56310. export class NodeMaterialBlock {
  56311. private _buildId;
  56312. private _buildTarget;
  56313. private _target;
  56314. private _isFinalMerger;
  56315. private _isInput;
  56316. /** @hidden */
  56317. _codeVariableName: string;
  56318. /** @hidden */
  56319. _inputs: NodeMaterialConnectionPoint[];
  56320. /** @hidden */
  56321. _outputs: NodeMaterialConnectionPoint[];
  56322. /** @hidden */
  56323. _preparationId: number;
  56324. /**
  56325. * Gets or sets the name of the block
  56326. */
  56327. name: string;
  56328. /**
  56329. * Gets or sets the unique id of the node
  56330. */
  56331. uniqueId: number;
  56332. /**
  56333. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56334. */
  56335. readonly isFinalMerger: boolean;
  56336. /**
  56337. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56338. */
  56339. readonly isInput: boolean;
  56340. /**
  56341. * Gets or sets the build Id
  56342. */
  56343. buildId: number;
  56344. /**
  56345. * Gets or sets the target of the block
  56346. */
  56347. target: NodeMaterialBlockTargets;
  56348. /**
  56349. * Gets the list of input points
  56350. */
  56351. readonly inputs: NodeMaterialConnectionPoint[];
  56352. /** Gets the list of output points */
  56353. readonly outputs: NodeMaterialConnectionPoint[];
  56354. /**
  56355. * Find an input by its name
  56356. * @param name defines the name of the input to look for
  56357. * @returns the input or null if not found
  56358. */
  56359. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56360. /**
  56361. * Find an output by its name
  56362. * @param name defines the name of the outputto look for
  56363. * @returns the output or null if not found
  56364. */
  56365. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56366. /**
  56367. * Creates a new NodeMaterialBlock
  56368. * @param name defines the block name
  56369. * @param target defines the target of that block (Vertex by default)
  56370. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56371. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56372. */
  56373. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56374. /**
  56375. * Initialize the block and prepare the context for build
  56376. * @param state defines the state that will be used for the build
  56377. */
  56378. initialize(state: NodeMaterialBuildState): void;
  56379. /**
  56380. * Bind data to effect. Will only be called for blocks with isBindable === true
  56381. * @param effect defines the effect to bind data to
  56382. * @param nodeMaterial defines the hosting NodeMaterial
  56383. * @param mesh defines the mesh that will be rendered
  56384. */
  56385. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56386. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56387. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56388. protected _writeFloat(value: number): string;
  56389. /**
  56390. * Gets the current class name e.g. "NodeMaterialBlock"
  56391. * @returns the class name
  56392. */
  56393. getClassName(): string;
  56394. /**
  56395. * Register a new input. Must be called inside a block constructor
  56396. * @param name defines the connection point name
  56397. * @param type defines the connection point type
  56398. * @param isOptional defines a boolean indicating that this input can be omitted
  56399. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56400. * @returns the current block
  56401. */
  56402. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56403. /**
  56404. * Register a new output. Must be called inside a block constructor
  56405. * @param name defines the connection point name
  56406. * @param type defines the connection point type
  56407. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56408. * @returns the current block
  56409. */
  56410. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56411. /**
  56412. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56413. * @param forOutput defines an optional connection point to check compatibility with
  56414. * @returns the first available input or null
  56415. */
  56416. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56417. /**
  56418. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56419. * @param forBlock defines an optional block to check compatibility with
  56420. * @returns the first available input or null
  56421. */
  56422. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56423. /**
  56424. * Gets the sibling of the given output
  56425. * @param current defines the current output
  56426. * @returns the next output in the list or null
  56427. */
  56428. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56429. /**
  56430. * Connect current block with another block
  56431. * @param other defines the block to connect with
  56432. * @param options define the various options to help pick the right connections
  56433. * @returns the current block
  56434. */
  56435. connectTo(other: NodeMaterialBlock, options?: {
  56436. input?: string;
  56437. output?: string;
  56438. outputSwizzle?: string;
  56439. }): this | undefined;
  56440. protected _buildBlock(state: NodeMaterialBuildState): void;
  56441. /**
  56442. * Add uniforms, samplers and uniform buffers at compilation time
  56443. * @param state defines the state to update
  56444. * @param nodeMaterial defines the node material requesting the update
  56445. * @param defines defines the material defines to update
  56446. * @param uniformBuffers defines the list of uniform buffer names
  56447. */
  56448. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56449. /**
  56450. * Add potential fallbacks if shader compilation fails
  56451. * @param mesh defines the mesh to be rendered
  56452. * @param fallbacks defines the current prioritized list of fallbacks
  56453. */
  56454. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56455. /**
  56456. * Initialize defines for shader compilation
  56457. * @param mesh defines the mesh to be rendered
  56458. * @param nodeMaterial defines the node material requesting the update
  56459. * @param defines defines the material defines to update
  56460. * @param useInstances specifies that instances should be used
  56461. */
  56462. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56463. /**
  56464. * Update defines for shader compilation
  56465. * @param mesh defines the mesh to be rendered
  56466. * @param nodeMaterial defines the node material requesting the update
  56467. * @param defines defines the material defines to update
  56468. * @param useInstances specifies that instances should be used
  56469. */
  56470. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56471. /**
  56472. * Lets the block try to connect some inputs automatically
  56473. * @param material defines the hosting NodeMaterial
  56474. */
  56475. autoConfigure(material: NodeMaterial): void;
  56476. /**
  56477. * Function called when a block is declared as repeatable content generator
  56478. * @param vertexShaderState defines the current compilation state for the vertex shader
  56479. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56480. * @param mesh defines the mesh to be rendered
  56481. * @param defines defines the material defines to update
  56482. */
  56483. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56484. /**
  56485. * Checks if the block is ready
  56486. * @param mesh defines the mesh to be rendered
  56487. * @param nodeMaterial defines the node material requesting the update
  56488. * @param defines defines the material defines to update
  56489. * @param useInstances specifies that instances should be used
  56490. * @returns true if the block is ready
  56491. */
  56492. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56493. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56494. private _processBuild;
  56495. /**
  56496. * Compile the current node and generate the shader code
  56497. * @param state defines the current compilation state (uniforms, samplers, current string)
  56498. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56499. * @returns true if already built
  56500. */
  56501. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56502. protected _inputRename(name: string): string;
  56503. protected _outputRename(name: string): string;
  56504. protected _dumpPropertiesCode(): string;
  56505. /** @hidden */
  56506. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56507. /**
  56508. * Clone the current block to a new identical block
  56509. * @param scene defines the hosting scene
  56510. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56511. * @returns a copy of the current block
  56512. */
  56513. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56514. /**
  56515. * Serializes this block in a JSON representation
  56516. * @returns the serialized block object
  56517. */
  56518. serialize(): any;
  56519. /** @hidden */
  56520. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56521. /**
  56522. * Release resources
  56523. */
  56524. dispose(): void;
  56525. }
  56526. }
  56527. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56528. /**
  56529. * Enum defining the type of animations supported by InputBlock
  56530. */
  56531. export enum AnimatedInputBlockTypes {
  56532. /** No animation */
  56533. None = 0,
  56534. /** Time based animation. Will only work for floats */
  56535. Time = 1
  56536. }
  56537. }
  56538. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56539. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56540. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56541. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56542. import { Nullable } from "babylonjs/types";
  56543. import { Effect } from "babylonjs/Materials/effect";
  56544. import { Matrix } from "babylonjs/Maths/math.vector";
  56545. import { Scene } from "babylonjs/scene";
  56546. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56547. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56548. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56549. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56550. /**
  56551. * Block used to expose an input value
  56552. */
  56553. export class InputBlock extends NodeMaterialBlock {
  56554. private _mode;
  56555. private _associatedVariableName;
  56556. private _storedValue;
  56557. private _valueCallback;
  56558. private _type;
  56559. private _animationType;
  56560. /** Gets or set a value used to limit the range of float values */
  56561. min: number;
  56562. /** Gets or set a value used to limit the range of float values */
  56563. max: number;
  56564. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56565. matrixMode: number;
  56566. /** @hidden */
  56567. _systemValue: Nullable<NodeMaterialSystemValues>;
  56568. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56569. visibleInInspector: boolean;
  56570. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56571. isConstant: boolean;
  56572. /**
  56573. * Gets or sets the connection point type (default is float)
  56574. */
  56575. readonly type: NodeMaterialBlockConnectionPointTypes;
  56576. /**
  56577. * Creates a new InputBlock
  56578. * @param name defines the block name
  56579. * @param target defines the target of that block (Vertex by default)
  56580. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56581. */
  56582. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56583. /**
  56584. * Gets the output component
  56585. */
  56586. readonly output: NodeMaterialConnectionPoint;
  56587. /**
  56588. * Set the source of this connection point to a vertex attribute
  56589. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56590. * @returns the current connection point
  56591. */
  56592. setAsAttribute(attributeName?: string): InputBlock;
  56593. /**
  56594. * Set the source of this connection point to a system value
  56595. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56596. * @returns the current connection point
  56597. */
  56598. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56599. /**
  56600. * Gets or sets the value of that point.
  56601. * Please note that this value will be ignored if valueCallback is defined
  56602. */
  56603. value: any;
  56604. /**
  56605. * Gets or sets a callback used to get the value of that point.
  56606. * Please note that setting this value will force the connection point to ignore the value property
  56607. */
  56608. valueCallback: () => any;
  56609. /**
  56610. * Gets or sets the associated variable name in the shader
  56611. */
  56612. associatedVariableName: string;
  56613. /** Gets or sets the type of animation applied to the input */
  56614. animationType: AnimatedInputBlockTypes;
  56615. /**
  56616. * Gets a boolean indicating that this connection point not defined yet
  56617. */
  56618. readonly isUndefined: boolean;
  56619. /**
  56620. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56621. * In this case the connection point name must be the name of the uniform to use.
  56622. * Can only be set on inputs
  56623. */
  56624. isUniform: boolean;
  56625. /**
  56626. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56627. * In this case the connection point name must be the name of the attribute to use
  56628. * Can only be set on inputs
  56629. */
  56630. isAttribute: boolean;
  56631. /**
  56632. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56633. * Can only be set on exit points
  56634. */
  56635. isVarying: boolean;
  56636. /**
  56637. * Gets a boolean indicating that the current connection point is a system value
  56638. */
  56639. readonly isSystemValue: boolean;
  56640. /**
  56641. * Gets or sets the current well known value or null if not defined as a system value
  56642. */
  56643. systemValue: Nullable<NodeMaterialSystemValues>;
  56644. /**
  56645. * Gets the current class name
  56646. * @returns the class name
  56647. */
  56648. getClassName(): string;
  56649. /**
  56650. * Animate the input if animationType !== None
  56651. * @param scene defines the rendering scene
  56652. */
  56653. animate(scene: Scene): void;
  56654. private _emitDefine;
  56655. initialize(state: NodeMaterialBuildState): void;
  56656. /**
  56657. * Set the input block to its default value (based on its type)
  56658. */
  56659. setDefaultValue(): void;
  56660. private _emitConstant;
  56661. private _emit;
  56662. /** @hidden */
  56663. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56664. /** @hidden */
  56665. _transmit(effect: Effect, scene: Scene): void;
  56666. protected _buildBlock(state: NodeMaterialBuildState): void;
  56667. protected _dumpPropertiesCode(): string;
  56668. serialize(): any;
  56669. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56670. }
  56671. }
  56672. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56673. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56674. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56675. import { Nullable } from "babylonjs/types";
  56676. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56677. import { Observable } from "babylonjs/Misc/observable";
  56678. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56679. /**
  56680. * Defines a connection point for a block
  56681. */
  56682. export class NodeMaterialConnectionPoint {
  56683. /** @hidden */
  56684. _ownerBlock: NodeMaterialBlock;
  56685. /** @hidden */
  56686. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56687. private _endpoints;
  56688. private _associatedVariableName;
  56689. /** @hidden */
  56690. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56691. /** @hidden */
  56692. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56693. private _type;
  56694. /** @hidden */
  56695. _enforceAssociatedVariableName: boolean;
  56696. /**
  56697. * Gets or sets the additional types supported by this connection point
  56698. */
  56699. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56700. /**
  56701. * Gets or sets the additional types excluded by this connection point
  56702. */
  56703. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56704. /**
  56705. * Observable triggered when this point is connected
  56706. */
  56707. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  56708. /**
  56709. * Gets or sets the associated variable name in the shader
  56710. */
  56711. associatedVariableName: string;
  56712. /**
  56713. * Gets or sets the connection point type (default is float)
  56714. */
  56715. type: NodeMaterialBlockConnectionPointTypes;
  56716. /**
  56717. * Gets or sets the connection point name
  56718. */
  56719. name: string;
  56720. /**
  56721. * Gets or sets a boolean indicating that this connection point can be omitted
  56722. */
  56723. isOptional: boolean;
  56724. /**
  56725. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  56726. */
  56727. define: string;
  56728. /** @hidden */
  56729. _prioritizeVertex: boolean;
  56730. private _target;
  56731. /** Gets or sets the target of that connection point */
  56732. target: NodeMaterialBlockTargets;
  56733. /**
  56734. * Gets a boolean indicating that the current point is connected
  56735. */
  56736. readonly isConnected: boolean;
  56737. /**
  56738. * Gets a boolean indicating that the current point is connected to an input block
  56739. */
  56740. readonly isConnectedToInputBlock: boolean;
  56741. /**
  56742. * Gets a the connected input block (if any)
  56743. */
  56744. readonly connectInputBlock: Nullable<InputBlock>;
  56745. /** Get the other side of the connection (if any) */
  56746. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56747. /** Get the block that owns this connection point */
  56748. readonly ownerBlock: NodeMaterialBlock;
  56749. /** Get the block connected on the other side of this connection (if any) */
  56750. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  56751. /** Get the block connected on the endpoints of this connection (if any) */
  56752. readonly connectedBlocks: Array<NodeMaterialBlock>;
  56753. /** Gets the list of connected endpoints */
  56754. readonly endpoints: NodeMaterialConnectionPoint[];
  56755. /** Gets a boolean indicating if that output point is connected to at least one input */
  56756. readonly hasEndpoints: boolean;
  56757. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  56758. readonly isConnectedInVertexShader: boolean;
  56759. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  56760. readonly isConnectedInFragmentShader: boolean;
  56761. /**
  56762. * Creates a new connection point
  56763. * @param name defines the connection point name
  56764. * @param ownerBlock defines the block hosting this connection point
  56765. */
  56766. constructor(name: string, ownerBlock: NodeMaterialBlock);
  56767. /**
  56768. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  56769. * @returns the class name
  56770. */
  56771. getClassName(): string;
  56772. /**
  56773. * Gets an boolean indicating if the current point can be connected to another point
  56774. * @param connectionPoint defines the other connection point
  56775. * @returns true if the connection is possible
  56776. */
  56777. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  56778. /**
  56779. * Connect this point to another connection point
  56780. * @param connectionPoint defines the other connection point
  56781. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  56782. * @returns the current connection point
  56783. */
  56784. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  56785. /**
  56786. * Disconnect this point from one of his endpoint
  56787. * @param endpoint defines the other connection point
  56788. * @returns the current connection point
  56789. */
  56790. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  56791. /**
  56792. * Serializes this point in a JSON representation
  56793. * @returns the serialized point object
  56794. */
  56795. serialize(): any;
  56796. /**
  56797. * Release resources
  56798. */
  56799. dispose(): void;
  56800. }
  56801. }
  56802. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  56803. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56804. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56805. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56806. import { Mesh } from "babylonjs/Meshes/mesh";
  56807. import { Effect } from "babylonjs/Materials/effect";
  56808. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56809. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56810. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56811. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56812. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56813. /**
  56814. * Block used to add support for vertex skinning (bones)
  56815. */
  56816. export class BonesBlock extends NodeMaterialBlock {
  56817. /**
  56818. * Creates a new BonesBlock
  56819. * @param name defines the block name
  56820. */
  56821. constructor(name: string);
  56822. /**
  56823. * Initialize the block and prepare the context for build
  56824. * @param state defines the state that will be used for the build
  56825. */
  56826. initialize(state: NodeMaterialBuildState): void;
  56827. /**
  56828. * Gets the current class name
  56829. * @returns the class name
  56830. */
  56831. getClassName(): string;
  56832. /**
  56833. * Gets the matrix indices input component
  56834. */
  56835. readonly matricesIndices: NodeMaterialConnectionPoint;
  56836. /**
  56837. * Gets the matrix weights input component
  56838. */
  56839. readonly matricesWeights: NodeMaterialConnectionPoint;
  56840. /**
  56841. * Gets the extra matrix indices input component
  56842. */
  56843. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  56844. /**
  56845. * Gets the extra matrix weights input component
  56846. */
  56847. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  56848. /**
  56849. * Gets the world input component
  56850. */
  56851. readonly world: NodeMaterialConnectionPoint;
  56852. /**
  56853. * Gets the output component
  56854. */
  56855. readonly output: NodeMaterialConnectionPoint;
  56856. autoConfigure(material: NodeMaterial): void;
  56857. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56858. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56859. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56860. protected _buildBlock(state: NodeMaterialBuildState): this;
  56861. }
  56862. }
  56863. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  56864. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56865. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56866. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56867. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56868. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56869. /**
  56870. * Block used to add support for instances
  56871. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  56872. */
  56873. export class InstancesBlock extends NodeMaterialBlock {
  56874. /**
  56875. * Creates a new InstancesBlock
  56876. * @param name defines the block name
  56877. */
  56878. constructor(name: string);
  56879. /**
  56880. * Gets the current class name
  56881. * @returns the class name
  56882. */
  56883. getClassName(): string;
  56884. /**
  56885. * Gets the first world row input component
  56886. */
  56887. readonly world0: NodeMaterialConnectionPoint;
  56888. /**
  56889. * Gets the second world row input component
  56890. */
  56891. readonly world1: NodeMaterialConnectionPoint;
  56892. /**
  56893. * Gets the third world row input component
  56894. */
  56895. readonly world2: NodeMaterialConnectionPoint;
  56896. /**
  56897. * Gets the forth world row input component
  56898. */
  56899. readonly world3: NodeMaterialConnectionPoint;
  56900. /**
  56901. * Gets the world input component
  56902. */
  56903. readonly world: NodeMaterialConnectionPoint;
  56904. /**
  56905. * Gets the output component
  56906. */
  56907. readonly output: NodeMaterialConnectionPoint;
  56908. autoConfigure(material: NodeMaterial): void;
  56909. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56910. protected _buildBlock(state: NodeMaterialBuildState): this;
  56911. }
  56912. }
  56913. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  56914. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56915. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56916. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56917. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56918. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56919. import { Effect } from "babylonjs/Materials/effect";
  56920. import { Mesh } from "babylonjs/Meshes/mesh";
  56921. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56922. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56923. /**
  56924. * Block used to add morph targets support to vertex shader
  56925. */
  56926. export class MorphTargetsBlock extends NodeMaterialBlock {
  56927. private _repeatableContentAnchor;
  56928. private _repeatebleContentGenerated;
  56929. /**
  56930. * Create a new MorphTargetsBlock
  56931. * @param name defines the block name
  56932. */
  56933. constructor(name: string);
  56934. /**
  56935. * Gets the current class name
  56936. * @returns the class name
  56937. */
  56938. getClassName(): string;
  56939. /**
  56940. * Gets the position input component
  56941. */
  56942. readonly position: NodeMaterialConnectionPoint;
  56943. /**
  56944. * Gets the normal input component
  56945. */
  56946. readonly normal: NodeMaterialConnectionPoint;
  56947. /**
  56948. * Gets the tangent input component
  56949. */
  56950. readonly tangent: NodeMaterialConnectionPoint;
  56951. /**
  56952. * Gets the tangent input component
  56953. */
  56954. readonly uv: NodeMaterialConnectionPoint;
  56955. /**
  56956. * Gets the position output component
  56957. */
  56958. readonly positionOutput: NodeMaterialConnectionPoint;
  56959. /**
  56960. * Gets the normal output component
  56961. */
  56962. readonly normalOutput: NodeMaterialConnectionPoint;
  56963. /**
  56964. * Gets the tangent output component
  56965. */
  56966. readonly tangentOutput: NodeMaterialConnectionPoint;
  56967. /**
  56968. * Gets the tangent output component
  56969. */
  56970. readonly uvOutput: NodeMaterialConnectionPoint;
  56971. initialize(state: NodeMaterialBuildState): void;
  56972. autoConfigure(material: NodeMaterial): void;
  56973. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56974. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56975. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56976. protected _buildBlock(state: NodeMaterialBuildState): this;
  56977. }
  56978. }
  56979. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  56980. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56981. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56982. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56983. import { Nullable } from "babylonjs/types";
  56984. import { Scene } from "babylonjs/scene";
  56985. import { Effect } from "babylonjs/Materials/effect";
  56986. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56987. import { Mesh } from "babylonjs/Meshes/mesh";
  56988. import { Light } from "babylonjs/Lights/light";
  56989. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56990. /**
  56991. * Block used to get data information from a light
  56992. */
  56993. export class LightInformationBlock extends NodeMaterialBlock {
  56994. private _lightDataUniformName;
  56995. private _lightColorUniformName;
  56996. private _lightTypeDefineName;
  56997. /**
  56998. * Gets or sets the light associated with this block
  56999. */
  57000. light: Nullable<Light>;
  57001. /**
  57002. * Creates a new LightInformationBlock
  57003. * @param name defines the block name
  57004. */
  57005. constructor(name: string);
  57006. /**
  57007. * Gets the current class name
  57008. * @returns the class name
  57009. */
  57010. getClassName(): string;
  57011. /**
  57012. * Gets the world position input component
  57013. */
  57014. readonly worldPosition: NodeMaterialConnectionPoint;
  57015. /**
  57016. * Gets the direction output component
  57017. */
  57018. readonly direction: NodeMaterialConnectionPoint;
  57019. /**
  57020. * Gets the direction output component
  57021. */
  57022. readonly color: NodeMaterialConnectionPoint;
  57023. /**
  57024. * Gets the direction output component
  57025. */
  57026. readonly intensity: NodeMaterialConnectionPoint;
  57027. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57028. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57029. protected _buildBlock(state: NodeMaterialBuildState): this;
  57030. serialize(): any;
  57031. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57032. }
  57033. }
  57034. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57035. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57036. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57037. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57038. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57039. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57040. }
  57041. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57042. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57043. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57044. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57045. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57046. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57047. import { Effect } from "babylonjs/Materials/effect";
  57048. import { Mesh } from "babylonjs/Meshes/mesh";
  57049. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57050. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57051. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57052. /**
  57053. * Block used to add image processing support to fragment shader
  57054. */
  57055. export class ImageProcessingBlock extends NodeMaterialBlock {
  57056. /**
  57057. * Create a new ImageProcessingBlock
  57058. * @param name defines the block name
  57059. */
  57060. constructor(name: string);
  57061. /**
  57062. * Gets the current class name
  57063. * @returns the class name
  57064. */
  57065. getClassName(): string;
  57066. /**
  57067. * Gets the color input component
  57068. */
  57069. readonly color: NodeMaterialConnectionPoint;
  57070. /**
  57071. * Gets the output component
  57072. */
  57073. readonly output: NodeMaterialConnectionPoint;
  57074. /**
  57075. * Initialize the block and prepare the context for build
  57076. * @param state defines the state that will be used for the build
  57077. */
  57078. initialize(state: NodeMaterialBuildState): void;
  57079. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57080. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57081. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57082. protected _buildBlock(state: NodeMaterialBuildState): this;
  57083. }
  57084. }
  57085. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57086. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57087. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57088. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57089. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57091. import { Effect } from "babylonjs/Materials/effect";
  57092. import { Mesh } from "babylonjs/Meshes/mesh";
  57093. import { Scene } from "babylonjs/scene";
  57094. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57095. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57096. /**
  57097. * Block used to pertub normals based on a normal map
  57098. */
  57099. export class PerturbNormalBlock extends NodeMaterialBlock {
  57100. private _tangentSpaceParameterName;
  57101. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57102. invertX: boolean;
  57103. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57104. invertY: boolean;
  57105. /**
  57106. * Create a new PerturbNormalBlock
  57107. * @param name defines the block name
  57108. */
  57109. constructor(name: string);
  57110. /**
  57111. * Gets the current class name
  57112. * @returns the class name
  57113. */
  57114. getClassName(): string;
  57115. /**
  57116. * Gets the world position input component
  57117. */
  57118. readonly worldPosition: NodeMaterialConnectionPoint;
  57119. /**
  57120. * Gets the world normal input component
  57121. */
  57122. readonly worldNormal: NodeMaterialConnectionPoint;
  57123. /**
  57124. * Gets the uv input component
  57125. */
  57126. readonly uv: NodeMaterialConnectionPoint;
  57127. /**
  57128. * Gets the normal map color input component
  57129. */
  57130. readonly normalMapColor: NodeMaterialConnectionPoint;
  57131. /**
  57132. * Gets the strength input component
  57133. */
  57134. readonly strength: NodeMaterialConnectionPoint;
  57135. /**
  57136. * Gets the output component
  57137. */
  57138. readonly output: NodeMaterialConnectionPoint;
  57139. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57140. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57141. autoConfigure(material: NodeMaterial): void;
  57142. protected _buildBlock(state: NodeMaterialBuildState): this;
  57143. protected _dumpPropertiesCode(): string;
  57144. serialize(): any;
  57145. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57146. }
  57147. }
  57148. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57149. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57150. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57151. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57152. /**
  57153. * Block used to discard a pixel if a value is smaller than a cutoff
  57154. */
  57155. export class DiscardBlock extends NodeMaterialBlock {
  57156. /**
  57157. * Create a new DiscardBlock
  57158. * @param name defines the block name
  57159. */
  57160. constructor(name: string);
  57161. /**
  57162. * Gets the current class name
  57163. * @returns the class name
  57164. */
  57165. getClassName(): string;
  57166. /**
  57167. * Gets the color input component
  57168. */
  57169. readonly value: NodeMaterialConnectionPoint;
  57170. /**
  57171. * Gets the cutoff input component
  57172. */
  57173. readonly cutoff: NodeMaterialConnectionPoint;
  57174. protected _buildBlock(state: NodeMaterialBuildState): this;
  57175. }
  57176. }
  57177. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57178. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57179. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57180. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57181. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57182. }
  57183. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57184. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57185. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57186. import { Mesh } from "babylonjs/Meshes/mesh";
  57187. import { Effect } from "babylonjs/Materials/effect";
  57188. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57190. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57191. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57192. /**
  57193. * Block used to add support for scene fog
  57194. */
  57195. export class FogBlock extends NodeMaterialBlock {
  57196. private _fogDistanceName;
  57197. private _fogParameters;
  57198. /**
  57199. * Create a new FogBlock
  57200. * @param name defines the block name
  57201. */
  57202. constructor(name: string);
  57203. /**
  57204. * Gets the current class name
  57205. * @returns the class name
  57206. */
  57207. getClassName(): string;
  57208. /**
  57209. * Gets the world position input component
  57210. */
  57211. readonly worldPosition: NodeMaterialConnectionPoint;
  57212. /**
  57213. * Gets the view input component
  57214. */
  57215. readonly view: NodeMaterialConnectionPoint;
  57216. /**
  57217. * Gets the color input component
  57218. */
  57219. readonly input: NodeMaterialConnectionPoint;
  57220. /**
  57221. * Gets the fog color input component
  57222. */
  57223. readonly fogColor: NodeMaterialConnectionPoint;
  57224. /**
  57225. * Gets the output component
  57226. */
  57227. readonly output: NodeMaterialConnectionPoint;
  57228. autoConfigure(material: NodeMaterial): void;
  57229. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57230. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57231. protected _buildBlock(state: NodeMaterialBuildState): this;
  57232. }
  57233. }
  57234. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57235. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57236. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57237. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57238. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57239. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57240. import { Effect } from "babylonjs/Materials/effect";
  57241. import { Mesh } from "babylonjs/Meshes/mesh";
  57242. import { Light } from "babylonjs/Lights/light";
  57243. import { Nullable } from "babylonjs/types";
  57244. import { Scene } from "babylonjs/scene";
  57245. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57246. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57247. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57248. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57249. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57250. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57251. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57252. /**
  57253. * Block used to add light in the fragment shader
  57254. */
  57255. export class LightBlock extends NodeMaterialBlock {
  57256. private _lightId;
  57257. /**
  57258. * Gets or sets the light associated with this block
  57259. */
  57260. light: Nullable<Light>;
  57261. /**
  57262. * Create a new LightBlock
  57263. * @param name defines the block name
  57264. */
  57265. constructor(name: string);
  57266. /**
  57267. * Gets the current class name
  57268. * @returns the class name
  57269. */
  57270. getClassName(): string;
  57271. /**
  57272. * Gets the world position input component
  57273. */
  57274. readonly worldPosition: NodeMaterialConnectionPoint;
  57275. /**
  57276. * Gets the world normal input component
  57277. */
  57278. readonly worldNormal: NodeMaterialConnectionPoint;
  57279. /**
  57280. * Gets the camera (or eye) position component
  57281. */
  57282. readonly cameraPosition: NodeMaterialConnectionPoint;
  57283. /**
  57284. * Gets the glossiness component
  57285. */
  57286. readonly glossiness: NodeMaterialConnectionPoint;
  57287. /**
  57288. * Gets the glossinness power component
  57289. */
  57290. readonly glossPower: NodeMaterialConnectionPoint;
  57291. /**
  57292. * Gets the diffuse color component
  57293. */
  57294. readonly diffuseColor: NodeMaterialConnectionPoint;
  57295. /**
  57296. * Gets the specular color component
  57297. */
  57298. readonly specularColor: NodeMaterialConnectionPoint;
  57299. /**
  57300. * Gets the diffuse output component
  57301. */
  57302. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57303. /**
  57304. * Gets the specular output component
  57305. */
  57306. readonly specularOutput: NodeMaterialConnectionPoint;
  57307. autoConfigure(material: NodeMaterial): void;
  57308. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57309. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57310. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57311. private _injectVertexCode;
  57312. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57313. serialize(): any;
  57314. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57315. }
  57316. }
  57317. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57318. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57319. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57320. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57321. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57322. }
  57323. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57324. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57325. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57326. }
  57327. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57328. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57329. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57330. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57331. /**
  57332. * Block used to multiply 2 values
  57333. */
  57334. export class MultiplyBlock extends NodeMaterialBlock {
  57335. /**
  57336. * Creates a new MultiplyBlock
  57337. * @param name defines the block name
  57338. */
  57339. constructor(name: string);
  57340. /**
  57341. * Gets the current class name
  57342. * @returns the class name
  57343. */
  57344. getClassName(): string;
  57345. /**
  57346. * Gets the left operand input component
  57347. */
  57348. readonly left: NodeMaterialConnectionPoint;
  57349. /**
  57350. * Gets the right operand input component
  57351. */
  57352. readonly right: NodeMaterialConnectionPoint;
  57353. /**
  57354. * Gets the output component
  57355. */
  57356. readonly output: NodeMaterialConnectionPoint;
  57357. protected _buildBlock(state: NodeMaterialBuildState): this;
  57358. }
  57359. }
  57360. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57361. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57362. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57363. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57364. /**
  57365. * Block used to add 2 vectors
  57366. */
  57367. export class AddBlock extends NodeMaterialBlock {
  57368. /**
  57369. * Creates a new AddBlock
  57370. * @param name defines the block name
  57371. */
  57372. constructor(name: string);
  57373. /**
  57374. * Gets the current class name
  57375. * @returns the class name
  57376. */
  57377. getClassName(): string;
  57378. /**
  57379. * Gets the left operand input component
  57380. */
  57381. readonly left: NodeMaterialConnectionPoint;
  57382. /**
  57383. * Gets the right operand input component
  57384. */
  57385. readonly right: NodeMaterialConnectionPoint;
  57386. /**
  57387. * Gets the output component
  57388. */
  57389. readonly output: NodeMaterialConnectionPoint;
  57390. protected _buildBlock(state: NodeMaterialBuildState): this;
  57391. }
  57392. }
  57393. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57394. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57395. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57396. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57397. /**
  57398. * Block used to scale a vector by a float
  57399. */
  57400. export class ScaleBlock extends NodeMaterialBlock {
  57401. /**
  57402. * Creates a new ScaleBlock
  57403. * @param name defines the block name
  57404. */
  57405. constructor(name: string);
  57406. /**
  57407. * Gets the current class name
  57408. * @returns the class name
  57409. */
  57410. getClassName(): string;
  57411. /**
  57412. * Gets the input component
  57413. */
  57414. readonly input: NodeMaterialConnectionPoint;
  57415. /**
  57416. * Gets the factor input component
  57417. */
  57418. readonly factor: NodeMaterialConnectionPoint;
  57419. /**
  57420. * Gets the output component
  57421. */
  57422. readonly output: NodeMaterialConnectionPoint;
  57423. protected _buildBlock(state: NodeMaterialBuildState): this;
  57424. }
  57425. }
  57426. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57427. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57428. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57429. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57430. import { Scene } from "babylonjs/scene";
  57431. /**
  57432. * Block used to clamp a float
  57433. */
  57434. export class ClampBlock extends NodeMaterialBlock {
  57435. /** Gets or sets the minimum range */
  57436. minimum: number;
  57437. /** Gets or sets the maximum range */
  57438. maximum: number;
  57439. /**
  57440. * Creates a new ClampBlock
  57441. * @param name defines the block name
  57442. */
  57443. constructor(name: string);
  57444. /**
  57445. * Gets the current class name
  57446. * @returns the class name
  57447. */
  57448. getClassName(): string;
  57449. /**
  57450. * Gets the value input component
  57451. */
  57452. readonly value: NodeMaterialConnectionPoint;
  57453. /**
  57454. * Gets the output component
  57455. */
  57456. readonly output: NodeMaterialConnectionPoint;
  57457. protected _buildBlock(state: NodeMaterialBuildState): this;
  57458. protected _dumpPropertiesCode(): string;
  57459. serialize(): any;
  57460. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57461. }
  57462. }
  57463. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57464. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57465. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57466. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57467. /**
  57468. * Block used to apply a cross product between 2 vectors
  57469. */
  57470. export class CrossBlock extends NodeMaterialBlock {
  57471. /**
  57472. * Creates a new CrossBlock
  57473. * @param name defines the block name
  57474. */
  57475. constructor(name: string);
  57476. /**
  57477. * Gets the current class name
  57478. * @returns the class name
  57479. */
  57480. getClassName(): string;
  57481. /**
  57482. * Gets the left operand input component
  57483. */
  57484. readonly left: NodeMaterialConnectionPoint;
  57485. /**
  57486. * Gets the right operand input component
  57487. */
  57488. readonly right: NodeMaterialConnectionPoint;
  57489. /**
  57490. * Gets the output component
  57491. */
  57492. readonly output: NodeMaterialConnectionPoint;
  57493. protected _buildBlock(state: NodeMaterialBuildState): this;
  57494. }
  57495. }
  57496. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57497. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57498. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57499. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57500. /**
  57501. * Block used to apply a dot product between 2 vectors
  57502. */
  57503. export class DotBlock extends NodeMaterialBlock {
  57504. /**
  57505. * Creates a new DotBlock
  57506. * @param name defines the block name
  57507. */
  57508. constructor(name: string);
  57509. /**
  57510. * Gets the current class name
  57511. * @returns the class name
  57512. */
  57513. getClassName(): string;
  57514. /**
  57515. * Gets the left operand input component
  57516. */
  57517. readonly left: NodeMaterialConnectionPoint;
  57518. /**
  57519. * Gets the right operand input component
  57520. */
  57521. readonly right: NodeMaterialConnectionPoint;
  57522. /**
  57523. * Gets the output component
  57524. */
  57525. readonly output: NodeMaterialConnectionPoint;
  57526. protected _buildBlock(state: NodeMaterialBuildState): this;
  57527. }
  57528. }
  57529. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57530. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57531. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57532. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57533. import { Vector2 } from "babylonjs/Maths/math.vector";
  57534. import { Scene } from "babylonjs/scene";
  57535. /**
  57536. * Block used to remap a float from a range to a new one
  57537. */
  57538. export class RemapBlock extends NodeMaterialBlock {
  57539. /**
  57540. * Gets or sets the source range
  57541. */
  57542. sourceRange: Vector2;
  57543. /**
  57544. * Gets or sets the target range
  57545. */
  57546. targetRange: Vector2;
  57547. /**
  57548. * Creates a new RemapBlock
  57549. * @param name defines the block name
  57550. */
  57551. constructor(name: string);
  57552. /**
  57553. * Gets the current class name
  57554. * @returns the class name
  57555. */
  57556. getClassName(): string;
  57557. /**
  57558. * Gets the input component
  57559. */
  57560. readonly input: NodeMaterialConnectionPoint;
  57561. /**
  57562. * Gets the source min input component
  57563. */
  57564. readonly sourceMin: NodeMaterialConnectionPoint;
  57565. /**
  57566. * Gets the source max input component
  57567. */
  57568. readonly sourceMax: NodeMaterialConnectionPoint;
  57569. /**
  57570. * Gets the target min input component
  57571. */
  57572. readonly targetMin: NodeMaterialConnectionPoint;
  57573. /**
  57574. * Gets the target max input component
  57575. */
  57576. readonly targetMax: NodeMaterialConnectionPoint;
  57577. /**
  57578. * Gets the output component
  57579. */
  57580. readonly output: NodeMaterialConnectionPoint;
  57581. protected _buildBlock(state: NodeMaterialBuildState): this;
  57582. protected _dumpPropertiesCode(): string;
  57583. serialize(): any;
  57584. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57585. }
  57586. }
  57587. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57588. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57589. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57590. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57591. /**
  57592. * Block used to normalize a vector
  57593. */
  57594. export class NormalizeBlock extends NodeMaterialBlock {
  57595. /**
  57596. * Creates a new NormalizeBlock
  57597. * @param name defines the block name
  57598. */
  57599. constructor(name: string);
  57600. /**
  57601. * Gets the current class name
  57602. * @returns the class name
  57603. */
  57604. getClassName(): string;
  57605. /**
  57606. * Gets the input component
  57607. */
  57608. readonly input: NodeMaterialConnectionPoint;
  57609. /**
  57610. * Gets the output component
  57611. */
  57612. readonly output: NodeMaterialConnectionPoint;
  57613. protected _buildBlock(state: NodeMaterialBuildState): this;
  57614. }
  57615. }
  57616. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57617. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57618. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57619. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57620. import { Scene } from "babylonjs/scene";
  57621. /**
  57622. * Operations supported by the Trigonometry block
  57623. */
  57624. export enum TrigonometryBlockOperations {
  57625. /** Cos */
  57626. Cos = 0,
  57627. /** Sin */
  57628. Sin = 1,
  57629. /** Abs */
  57630. Abs = 2,
  57631. /** Exp */
  57632. Exp = 3,
  57633. /** Exp2 */
  57634. Exp2 = 4,
  57635. /** Round */
  57636. Round = 5,
  57637. /** Floor */
  57638. Floor = 6,
  57639. /** Ceiling */
  57640. Ceiling = 7,
  57641. /** Square root */
  57642. Sqrt = 8,
  57643. /** Log */
  57644. Log = 9,
  57645. /** Tangent */
  57646. Tan = 10,
  57647. /** Arc tangent */
  57648. ArcTan = 11,
  57649. /** Arc cosinus */
  57650. ArcCos = 12,
  57651. /** Arc sinus */
  57652. ArcSin = 13,
  57653. /** Fraction */
  57654. Fract = 14,
  57655. /** Sign */
  57656. Sign = 15,
  57657. /** To radians (from degrees) */
  57658. Radians = 16,
  57659. /** To degrees (from radians) */
  57660. Degrees = 17
  57661. }
  57662. /**
  57663. * Block used to apply trigonometry operation to floats
  57664. */
  57665. export class TrigonometryBlock extends NodeMaterialBlock {
  57666. /**
  57667. * Gets or sets the operation applied by the block
  57668. */
  57669. operation: TrigonometryBlockOperations;
  57670. /**
  57671. * Creates a new TrigonometryBlock
  57672. * @param name defines the block name
  57673. */
  57674. constructor(name: string);
  57675. /**
  57676. * Gets the current class name
  57677. * @returns the class name
  57678. */
  57679. getClassName(): string;
  57680. /**
  57681. * Gets the input component
  57682. */
  57683. readonly input: NodeMaterialConnectionPoint;
  57684. /**
  57685. * Gets the output component
  57686. */
  57687. readonly output: NodeMaterialConnectionPoint;
  57688. protected _buildBlock(state: NodeMaterialBuildState): this;
  57689. serialize(): any;
  57690. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57691. }
  57692. }
  57693. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  57694. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57695. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57696. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57697. /**
  57698. * Block used to create a Color3/4 out of individual inputs (one for each component)
  57699. */
  57700. export class ColorMergerBlock extends NodeMaterialBlock {
  57701. /**
  57702. * Create a new ColorMergerBlock
  57703. * @param name defines the block name
  57704. */
  57705. constructor(name: string);
  57706. /**
  57707. * Gets the current class name
  57708. * @returns the class name
  57709. */
  57710. getClassName(): string;
  57711. /**
  57712. * Gets the r component (input)
  57713. */
  57714. readonly r: NodeMaterialConnectionPoint;
  57715. /**
  57716. * Gets the g component (input)
  57717. */
  57718. readonly g: NodeMaterialConnectionPoint;
  57719. /**
  57720. * Gets the b component (input)
  57721. */
  57722. readonly b: NodeMaterialConnectionPoint;
  57723. /**
  57724. * Gets the a component (input)
  57725. */
  57726. readonly a: NodeMaterialConnectionPoint;
  57727. /**
  57728. * Gets the rgba component (output)
  57729. */
  57730. readonly rgba: NodeMaterialConnectionPoint;
  57731. /**
  57732. * Gets the rgb component (output)
  57733. */
  57734. readonly rgb: NodeMaterialConnectionPoint;
  57735. protected _buildBlock(state: NodeMaterialBuildState): this;
  57736. }
  57737. }
  57738. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  57739. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57740. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57741. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57742. /**
  57743. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  57744. */
  57745. export class VectorMergerBlock extends NodeMaterialBlock {
  57746. /**
  57747. * Create a new VectorMergerBlock
  57748. * @param name defines the block name
  57749. */
  57750. constructor(name: string);
  57751. /**
  57752. * Gets the current class name
  57753. * @returns the class name
  57754. */
  57755. getClassName(): string;
  57756. /**
  57757. * Gets the x component (input)
  57758. */
  57759. readonly x: NodeMaterialConnectionPoint;
  57760. /**
  57761. * Gets the y component (input)
  57762. */
  57763. readonly y: NodeMaterialConnectionPoint;
  57764. /**
  57765. * Gets the z component (input)
  57766. */
  57767. readonly z: NodeMaterialConnectionPoint;
  57768. /**
  57769. * Gets the w component (input)
  57770. */
  57771. readonly w: NodeMaterialConnectionPoint;
  57772. /**
  57773. * Gets the xyzw component (output)
  57774. */
  57775. readonly xyzw: NodeMaterialConnectionPoint;
  57776. /**
  57777. * Gets the xyz component (output)
  57778. */
  57779. readonly xyz: NodeMaterialConnectionPoint;
  57780. /**
  57781. * Gets the xy component (output)
  57782. */
  57783. readonly xy: NodeMaterialConnectionPoint;
  57784. protected _buildBlock(state: NodeMaterialBuildState): this;
  57785. }
  57786. }
  57787. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  57788. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57789. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57790. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57791. /**
  57792. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  57793. */
  57794. export class ColorSplitterBlock extends NodeMaterialBlock {
  57795. /**
  57796. * Create a new ColorSplitterBlock
  57797. * @param name defines the block name
  57798. */
  57799. constructor(name: string);
  57800. /**
  57801. * Gets the current class name
  57802. * @returns the class name
  57803. */
  57804. getClassName(): string;
  57805. /**
  57806. * Gets the rgba component (input)
  57807. */
  57808. readonly rgba: NodeMaterialConnectionPoint;
  57809. /**
  57810. * Gets the rgb component (input)
  57811. */
  57812. readonly rgbIn: NodeMaterialConnectionPoint;
  57813. /**
  57814. * Gets the rgb component (output)
  57815. */
  57816. readonly rgbOut: NodeMaterialConnectionPoint;
  57817. /**
  57818. * Gets the r component (output)
  57819. */
  57820. readonly r: NodeMaterialConnectionPoint;
  57821. /**
  57822. * Gets the g component (output)
  57823. */
  57824. readonly g: NodeMaterialConnectionPoint;
  57825. /**
  57826. * Gets the b component (output)
  57827. */
  57828. readonly b: NodeMaterialConnectionPoint;
  57829. /**
  57830. * Gets the a component (output)
  57831. */
  57832. readonly a: NodeMaterialConnectionPoint;
  57833. protected _inputRename(name: string): string;
  57834. protected _outputRename(name: string): string;
  57835. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57836. }
  57837. }
  57838. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  57839. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57840. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57841. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57842. /**
  57843. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  57844. */
  57845. export class VectorSplitterBlock extends NodeMaterialBlock {
  57846. /**
  57847. * Create a new VectorSplitterBlock
  57848. * @param name defines the block name
  57849. */
  57850. constructor(name: string);
  57851. /**
  57852. * Gets the current class name
  57853. * @returns the class name
  57854. */
  57855. getClassName(): string;
  57856. /**
  57857. * Gets the xyzw component (input)
  57858. */
  57859. readonly xyzw: NodeMaterialConnectionPoint;
  57860. /**
  57861. * Gets the xyz component (input)
  57862. */
  57863. readonly xyzIn: NodeMaterialConnectionPoint;
  57864. /**
  57865. * Gets the xy component (input)
  57866. */
  57867. readonly xyIn: NodeMaterialConnectionPoint;
  57868. /**
  57869. * Gets the xyz component (output)
  57870. */
  57871. readonly xyzOut: NodeMaterialConnectionPoint;
  57872. /**
  57873. * Gets the xy component (output)
  57874. */
  57875. readonly xyOut: NodeMaterialConnectionPoint;
  57876. /**
  57877. * Gets the x component (output)
  57878. */
  57879. readonly x: NodeMaterialConnectionPoint;
  57880. /**
  57881. * Gets the y component (output)
  57882. */
  57883. readonly y: NodeMaterialConnectionPoint;
  57884. /**
  57885. * Gets the z component (output)
  57886. */
  57887. readonly z: NodeMaterialConnectionPoint;
  57888. /**
  57889. * Gets the w component (output)
  57890. */
  57891. readonly w: NodeMaterialConnectionPoint;
  57892. protected _inputRename(name: string): string;
  57893. protected _outputRename(name: string): string;
  57894. protected _buildBlock(state: NodeMaterialBuildState): this;
  57895. }
  57896. }
  57897. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  57898. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57899. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57900. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57901. /**
  57902. * Block used to lerp between 2 values
  57903. */
  57904. export class LerpBlock extends NodeMaterialBlock {
  57905. /**
  57906. * Creates a new LerpBlock
  57907. * @param name defines the block name
  57908. */
  57909. constructor(name: string);
  57910. /**
  57911. * Gets the current class name
  57912. * @returns the class name
  57913. */
  57914. getClassName(): string;
  57915. /**
  57916. * Gets the left operand input component
  57917. */
  57918. readonly left: NodeMaterialConnectionPoint;
  57919. /**
  57920. * Gets the right operand input component
  57921. */
  57922. readonly right: NodeMaterialConnectionPoint;
  57923. /**
  57924. * Gets the gradient operand input component
  57925. */
  57926. readonly gradient: NodeMaterialConnectionPoint;
  57927. /**
  57928. * Gets the output component
  57929. */
  57930. readonly output: NodeMaterialConnectionPoint;
  57931. protected _buildBlock(state: NodeMaterialBuildState): this;
  57932. }
  57933. }
  57934. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  57935. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57936. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57937. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57938. /**
  57939. * Block used to divide 2 vectors
  57940. */
  57941. export class DivideBlock extends NodeMaterialBlock {
  57942. /**
  57943. * Creates a new DivideBlock
  57944. * @param name defines the block name
  57945. */
  57946. constructor(name: string);
  57947. /**
  57948. * Gets the current class name
  57949. * @returns the class name
  57950. */
  57951. getClassName(): string;
  57952. /**
  57953. * Gets the left operand input component
  57954. */
  57955. readonly left: NodeMaterialConnectionPoint;
  57956. /**
  57957. * Gets the right operand input component
  57958. */
  57959. readonly right: NodeMaterialConnectionPoint;
  57960. /**
  57961. * Gets the output component
  57962. */
  57963. readonly output: NodeMaterialConnectionPoint;
  57964. protected _buildBlock(state: NodeMaterialBuildState): this;
  57965. }
  57966. }
  57967. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  57968. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57969. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57970. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57971. /**
  57972. * Block used to subtract 2 vectors
  57973. */
  57974. export class SubtractBlock extends NodeMaterialBlock {
  57975. /**
  57976. * Creates a new SubtractBlock
  57977. * @param name defines the block name
  57978. */
  57979. constructor(name: string);
  57980. /**
  57981. * Gets the current class name
  57982. * @returns the class name
  57983. */
  57984. getClassName(): string;
  57985. /**
  57986. * Gets the left operand input component
  57987. */
  57988. readonly left: NodeMaterialConnectionPoint;
  57989. /**
  57990. * Gets the right operand input component
  57991. */
  57992. readonly right: NodeMaterialConnectionPoint;
  57993. /**
  57994. * Gets the output component
  57995. */
  57996. readonly output: NodeMaterialConnectionPoint;
  57997. protected _buildBlock(state: NodeMaterialBuildState): this;
  57998. }
  57999. }
  58000. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58001. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58002. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58003. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58004. /**
  58005. * Block used to step a value
  58006. */
  58007. export class StepBlock extends NodeMaterialBlock {
  58008. /**
  58009. * Creates a new StepBlock
  58010. * @param name defines the block name
  58011. */
  58012. constructor(name: string);
  58013. /**
  58014. * Gets the current class name
  58015. * @returns the class name
  58016. */
  58017. getClassName(): string;
  58018. /**
  58019. * Gets the value operand input component
  58020. */
  58021. readonly value: NodeMaterialConnectionPoint;
  58022. /**
  58023. * Gets the edge operand input component
  58024. */
  58025. readonly edge: NodeMaterialConnectionPoint;
  58026. /**
  58027. * Gets the output component
  58028. */
  58029. readonly output: NodeMaterialConnectionPoint;
  58030. protected _buildBlock(state: NodeMaterialBuildState): this;
  58031. }
  58032. }
  58033. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58034. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58035. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58036. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58037. /**
  58038. * Block used to get the opposite (1 - x) of a value
  58039. */
  58040. export class OneMinusBlock extends NodeMaterialBlock {
  58041. /**
  58042. * Creates a new OneMinusBlock
  58043. * @param name defines the block name
  58044. */
  58045. constructor(name: string);
  58046. /**
  58047. * Gets the current class name
  58048. * @returns the class name
  58049. */
  58050. getClassName(): string;
  58051. /**
  58052. * Gets the input component
  58053. */
  58054. readonly input: NodeMaterialConnectionPoint;
  58055. /**
  58056. * Gets the output component
  58057. */
  58058. readonly output: NodeMaterialConnectionPoint;
  58059. protected _buildBlock(state: NodeMaterialBuildState): this;
  58060. }
  58061. }
  58062. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58063. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58064. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58065. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58066. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58067. /**
  58068. * Block used to get the view direction
  58069. */
  58070. export class ViewDirectionBlock extends NodeMaterialBlock {
  58071. /**
  58072. * Creates a new ViewDirectionBlock
  58073. * @param name defines the block name
  58074. */
  58075. constructor(name: string);
  58076. /**
  58077. * Gets the current class name
  58078. * @returns the class name
  58079. */
  58080. getClassName(): string;
  58081. /**
  58082. * Gets the world position component
  58083. */
  58084. readonly worldPosition: NodeMaterialConnectionPoint;
  58085. /**
  58086. * Gets the camera position component
  58087. */
  58088. readonly cameraPosition: NodeMaterialConnectionPoint;
  58089. /**
  58090. * Gets the output component
  58091. */
  58092. readonly output: NodeMaterialConnectionPoint;
  58093. autoConfigure(material: NodeMaterial): void;
  58094. protected _buildBlock(state: NodeMaterialBuildState): this;
  58095. }
  58096. }
  58097. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58098. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58099. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58100. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58101. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58102. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58103. /**
  58104. * Block used to compute fresnel value
  58105. */
  58106. export class FresnelBlock extends NodeMaterialBlock {
  58107. /**
  58108. * Create a new FresnelBlock
  58109. * @param name defines the block name
  58110. */
  58111. constructor(name: string);
  58112. /**
  58113. * Gets the current class name
  58114. * @returns the class name
  58115. */
  58116. getClassName(): string;
  58117. /**
  58118. * Gets the world normal input component
  58119. */
  58120. readonly worldNormal: NodeMaterialConnectionPoint;
  58121. /**
  58122. * Gets the view direction input component
  58123. */
  58124. readonly viewDirection: NodeMaterialConnectionPoint;
  58125. /**
  58126. * Gets the bias input component
  58127. */
  58128. readonly bias: NodeMaterialConnectionPoint;
  58129. /**
  58130. * Gets the camera (or eye) position component
  58131. */
  58132. readonly power: NodeMaterialConnectionPoint;
  58133. /**
  58134. * Gets the fresnel output component
  58135. */
  58136. readonly fresnel: NodeMaterialConnectionPoint;
  58137. autoConfigure(material: NodeMaterial): void;
  58138. protected _buildBlock(state: NodeMaterialBuildState): this;
  58139. }
  58140. }
  58141. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58142. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58143. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58144. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58145. /**
  58146. * Block used to get the max of 2 values
  58147. */
  58148. export class MaxBlock extends NodeMaterialBlock {
  58149. /**
  58150. * Creates a new MaxBlock
  58151. * @param name defines the block name
  58152. */
  58153. constructor(name: string);
  58154. /**
  58155. * Gets the current class name
  58156. * @returns the class name
  58157. */
  58158. getClassName(): string;
  58159. /**
  58160. * Gets the left operand input component
  58161. */
  58162. readonly left: NodeMaterialConnectionPoint;
  58163. /**
  58164. * Gets the right operand input component
  58165. */
  58166. readonly right: NodeMaterialConnectionPoint;
  58167. /**
  58168. * Gets the output component
  58169. */
  58170. readonly output: NodeMaterialConnectionPoint;
  58171. protected _buildBlock(state: NodeMaterialBuildState): this;
  58172. }
  58173. }
  58174. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58175. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58176. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58177. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58178. /**
  58179. * Block used to get the min of 2 values
  58180. */
  58181. export class MinBlock extends NodeMaterialBlock {
  58182. /**
  58183. * Creates a new MinBlock
  58184. * @param name defines the block name
  58185. */
  58186. constructor(name: string);
  58187. /**
  58188. * Gets the current class name
  58189. * @returns the class name
  58190. */
  58191. getClassName(): string;
  58192. /**
  58193. * Gets the left operand input component
  58194. */
  58195. readonly left: NodeMaterialConnectionPoint;
  58196. /**
  58197. * Gets the right operand input component
  58198. */
  58199. readonly right: NodeMaterialConnectionPoint;
  58200. /**
  58201. * Gets the output component
  58202. */
  58203. readonly output: NodeMaterialConnectionPoint;
  58204. protected _buildBlock(state: NodeMaterialBuildState): this;
  58205. }
  58206. }
  58207. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58208. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58209. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58210. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58211. /**
  58212. * Block used to get the distance between 2 values
  58213. */
  58214. export class DistanceBlock extends NodeMaterialBlock {
  58215. /**
  58216. * Creates a new DistanceBlock
  58217. * @param name defines the block name
  58218. */
  58219. constructor(name: string);
  58220. /**
  58221. * Gets the current class name
  58222. * @returns the class name
  58223. */
  58224. getClassName(): string;
  58225. /**
  58226. * Gets the left operand input component
  58227. */
  58228. readonly left: NodeMaterialConnectionPoint;
  58229. /**
  58230. * Gets the right operand input component
  58231. */
  58232. readonly right: NodeMaterialConnectionPoint;
  58233. /**
  58234. * Gets the output component
  58235. */
  58236. readonly output: NodeMaterialConnectionPoint;
  58237. protected _buildBlock(state: NodeMaterialBuildState): this;
  58238. }
  58239. }
  58240. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58241. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58242. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58243. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58244. /**
  58245. * Block used to get the length of a vector
  58246. */
  58247. export class LengthBlock extends NodeMaterialBlock {
  58248. /**
  58249. * Creates a new LengthBlock
  58250. * @param name defines the block name
  58251. */
  58252. constructor(name: string);
  58253. /**
  58254. * Gets the current class name
  58255. * @returns the class name
  58256. */
  58257. getClassName(): string;
  58258. /**
  58259. * Gets the value input component
  58260. */
  58261. readonly value: NodeMaterialConnectionPoint;
  58262. /**
  58263. * Gets the output component
  58264. */
  58265. readonly output: NodeMaterialConnectionPoint;
  58266. protected _buildBlock(state: NodeMaterialBuildState): this;
  58267. }
  58268. }
  58269. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58270. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58271. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58272. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58273. /**
  58274. * Block used to get negative version of a value (i.e. x * -1)
  58275. */
  58276. export class NegateBlock extends NodeMaterialBlock {
  58277. /**
  58278. * Creates a new NegateBlock
  58279. * @param name defines the block name
  58280. */
  58281. constructor(name: string);
  58282. /**
  58283. * Gets the current class name
  58284. * @returns the class name
  58285. */
  58286. getClassName(): string;
  58287. /**
  58288. * Gets the value input component
  58289. */
  58290. readonly value: NodeMaterialConnectionPoint;
  58291. /**
  58292. * Gets the output component
  58293. */
  58294. readonly output: NodeMaterialConnectionPoint;
  58295. protected _buildBlock(state: NodeMaterialBuildState): this;
  58296. }
  58297. }
  58298. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58299. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58300. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58301. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58302. /**
  58303. * Block used to get the value of the first parameter raised to the power of the second
  58304. */
  58305. export class PowBlock extends NodeMaterialBlock {
  58306. /**
  58307. * Creates a new PowBlock
  58308. * @param name defines the block name
  58309. */
  58310. constructor(name: string);
  58311. /**
  58312. * Gets the current class name
  58313. * @returns the class name
  58314. */
  58315. getClassName(): string;
  58316. /**
  58317. * Gets the value operand input component
  58318. */
  58319. readonly value: NodeMaterialConnectionPoint;
  58320. /**
  58321. * Gets the power operand input component
  58322. */
  58323. readonly power: NodeMaterialConnectionPoint;
  58324. /**
  58325. * Gets the output component
  58326. */
  58327. readonly output: NodeMaterialConnectionPoint;
  58328. protected _buildBlock(state: NodeMaterialBuildState): this;
  58329. }
  58330. }
  58331. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58332. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58333. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58334. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58335. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58336. /**
  58337. * Block used to get a random number
  58338. */
  58339. export class RandomNumberBlock extends NodeMaterialBlock {
  58340. /**
  58341. * Creates a new RandomNumberBlock
  58342. * @param name defines the block name
  58343. */
  58344. constructor(name: string);
  58345. /**
  58346. * Gets the current class name
  58347. * @returns the class name
  58348. */
  58349. getClassName(): string;
  58350. /**
  58351. * Gets the seed input component
  58352. */
  58353. readonly seed: NodeMaterialConnectionPoint;
  58354. /**
  58355. * Gets the output component
  58356. */
  58357. readonly output: NodeMaterialConnectionPoint;
  58358. protected _buildBlock(state: NodeMaterialBuildState): this;
  58359. }
  58360. }
  58361. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58362. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58363. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58364. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58365. /**
  58366. * Block used to compute arc tangent of 2 values
  58367. */
  58368. export class ArcTan2Block extends NodeMaterialBlock {
  58369. /**
  58370. * Creates a new ArcTan2Block
  58371. * @param name defines the block name
  58372. */
  58373. constructor(name: string);
  58374. /**
  58375. * Gets the current class name
  58376. * @returns the class name
  58377. */
  58378. getClassName(): string;
  58379. /**
  58380. * Gets the x operand input component
  58381. */
  58382. readonly x: NodeMaterialConnectionPoint;
  58383. /**
  58384. * Gets the y operand input component
  58385. */
  58386. readonly y: NodeMaterialConnectionPoint;
  58387. /**
  58388. * Gets the output component
  58389. */
  58390. readonly output: NodeMaterialConnectionPoint;
  58391. protected _buildBlock(state: NodeMaterialBuildState): this;
  58392. }
  58393. }
  58394. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58395. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58396. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58397. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58398. /**
  58399. * Block used to smooth step a value
  58400. */
  58401. export class SmoothStepBlock extends NodeMaterialBlock {
  58402. /**
  58403. * Creates a new SmoothStepBlock
  58404. * @param name defines the block name
  58405. */
  58406. constructor(name: string);
  58407. /**
  58408. * Gets the current class name
  58409. * @returns the class name
  58410. */
  58411. getClassName(): string;
  58412. /**
  58413. * Gets the value operand input component
  58414. */
  58415. readonly value: NodeMaterialConnectionPoint;
  58416. /**
  58417. * Gets the first edge operand input component
  58418. */
  58419. readonly edge0: NodeMaterialConnectionPoint;
  58420. /**
  58421. * Gets the second edge operand input component
  58422. */
  58423. readonly edge1: NodeMaterialConnectionPoint;
  58424. /**
  58425. * Gets the output component
  58426. */
  58427. readonly output: NodeMaterialConnectionPoint;
  58428. protected _buildBlock(state: NodeMaterialBuildState): this;
  58429. }
  58430. }
  58431. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58432. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58433. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58434. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58435. /**
  58436. * Block used to get the reciprocal (1 / x) of a value
  58437. */
  58438. export class ReciprocalBlock extends NodeMaterialBlock {
  58439. /**
  58440. * Creates a new ReciprocalBlock
  58441. * @param name defines the block name
  58442. */
  58443. constructor(name: string);
  58444. /**
  58445. * Gets the current class name
  58446. * @returns the class name
  58447. */
  58448. getClassName(): string;
  58449. /**
  58450. * Gets the input component
  58451. */
  58452. readonly input: NodeMaterialConnectionPoint;
  58453. /**
  58454. * Gets the output component
  58455. */
  58456. readonly output: NodeMaterialConnectionPoint;
  58457. protected _buildBlock(state: NodeMaterialBuildState): this;
  58458. }
  58459. }
  58460. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58461. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58462. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58463. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58464. /**
  58465. * Block used to replace a color by another one
  58466. */
  58467. export class ReplaceColorBlock extends NodeMaterialBlock {
  58468. /**
  58469. * Creates a new ReplaceColorBlock
  58470. * @param name defines the block name
  58471. */
  58472. constructor(name: string);
  58473. /**
  58474. * Gets the current class name
  58475. * @returns the class name
  58476. */
  58477. getClassName(): string;
  58478. /**
  58479. * Gets the value input component
  58480. */
  58481. readonly value: NodeMaterialConnectionPoint;
  58482. /**
  58483. * Gets the reference input component
  58484. */
  58485. readonly reference: NodeMaterialConnectionPoint;
  58486. /**
  58487. * Gets the distance input component
  58488. */
  58489. readonly distance: NodeMaterialConnectionPoint;
  58490. /**
  58491. * Gets the replacement input component
  58492. */
  58493. readonly replacement: NodeMaterialConnectionPoint;
  58494. /**
  58495. * Gets the output component
  58496. */
  58497. readonly output: NodeMaterialConnectionPoint;
  58498. protected _buildBlock(state: NodeMaterialBuildState): this;
  58499. }
  58500. }
  58501. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58502. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58503. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58504. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58505. /**
  58506. * Block used to posterize a value
  58507. * @see https://en.wikipedia.org/wiki/Posterization
  58508. */
  58509. export class PosterizeBlock extends NodeMaterialBlock {
  58510. /**
  58511. * Creates a new PosterizeBlock
  58512. * @param name defines the block name
  58513. */
  58514. constructor(name: string);
  58515. /**
  58516. * Gets the current class name
  58517. * @returns the class name
  58518. */
  58519. getClassName(): string;
  58520. /**
  58521. * Gets the value input component
  58522. */
  58523. readonly value: NodeMaterialConnectionPoint;
  58524. /**
  58525. * Gets the steps input component
  58526. */
  58527. readonly steps: NodeMaterialConnectionPoint;
  58528. /**
  58529. * Gets the output component
  58530. */
  58531. readonly output: NodeMaterialConnectionPoint;
  58532. protected _buildBlock(state: NodeMaterialBuildState): this;
  58533. }
  58534. }
  58535. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58536. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58537. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58538. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58539. import { Scene } from "babylonjs/scene";
  58540. /**
  58541. * Operations supported by the Wave block
  58542. */
  58543. export enum WaveBlockKind {
  58544. /** SawTooth */
  58545. SawTooth = 0,
  58546. /** Square */
  58547. Square = 1,
  58548. /** Triangle */
  58549. Triangle = 2
  58550. }
  58551. /**
  58552. * Block used to apply wave operation to floats
  58553. */
  58554. export class WaveBlock extends NodeMaterialBlock {
  58555. /**
  58556. * Gets or sets the kibnd of wave to be applied by the block
  58557. */
  58558. kind: WaveBlockKind;
  58559. /**
  58560. * Creates a new WaveBlock
  58561. * @param name defines the block name
  58562. */
  58563. constructor(name: string);
  58564. /**
  58565. * Gets the current class name
  58566. * @returns the class name
  58567. */
  58568. getClassName(): string;
  58569. /**
  58570. * Gets the input component
  58571. */
  58572. readonly input: NodeMaterialConnectionPoint;
  58573. /**
  58574. * Gets the output component
  58575. */
  58576. readonly output: NodeMaterialConnectionPoint;
  58577. protected _buildBlock(state: NodeMaterialBuildState): this;
  58578. serialize(): any;
  58579. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58580. }
  58581. }
  58582. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58583. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58584. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58585. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58586. import { Color3 } from "babylonjs/Maths/math.color";
  58587. import { Scene } from "babylonjs/scene";
  58588. /**
  58589. * Class used to store a color step for the GradientBlock
  58590. */
  58591. export class GradientBlockColorStep {
  58592. /**
  58593. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58594. */
  58595. step: number;
  58596. /**
  58597. * Gets or sets the color associated with this step
  58598. */
  58599. color: Color3;
  58600. /**
  58601. * Creates a new GradientBlockColorStep
  58602. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58603. * @param color defines the color associated with this step
  58604. */
  58605. constructor(
  58606. /**
  58607. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58608. */
  58609. step: number,
  58610. /**
  58611. * Gets or sets the color associated with this step
  58612. */
  58613. color: Color3);
  58614. }
  58615. /**
  58616. * Block used to return a color from a gradient based on an input value between 0 and 1
  58617. */
  58618. export class GradientBlock extends NodeMaterialBlock {
  58619. /**
  58620. * Gets or sets the list of color steps
  58621. */
  58622. colorSteps: GradientBlockColorStep[];
  58623. /**
  58624. * Creates a new GradientBlock
  58625. * @param name defines the block name
  58626. */
  58627. constructor(name: string);
  58628. /**
  58629. * Gets the current class name
  58630. * @returns the class name
  58631. */
  58632. getClassName(): string;
  58633. /**
  58634. * Gets the gradient input component
  58635. */
  58636. readonly gradient: NodeMaterialConnectionPoint;
  58637. /**
  58638. * Gets the output component
  58639. */
  58640. readonly output: NodeMaterialConnectionPoint;
  58641. private _writeColorConstant;
  58642. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58643. serialize(): any;
  58644. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58645. protected _dumpPropertiesCode(): string;
  58646. }
  58647. }
  58648. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58649. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58650. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58651. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58652. /**
  58653. * Block used to normalize lerp between 2 values
  58654. */
  58655. export class NLerpBlock extends NodeMaterialBlock {
  58656. /**
  58657. * Creates a new NLerpBlock
  58658. * @param name defines the block name
  58659. */
  58660. constructor(name: string);
  58661. /**
  58662. * Gets the current class name
  58663. * @returns the class name
  58664. */
  58665. getClassName(): string;
  58666. /**
  58667. * Gets the left operand input component
  58668. */
  58669. readonly left: NodeMaterialConnectionPoint;
  58670. /**
  58671. * Gets the right operand input component
  58672. */
  58673. readonly right: NodeMaterialConnectionPoint;
  58674. /**
  58675. * Gets the gradient operand input component
  58676. */
  58677. readonly gradient: NodeMaterialConnectionPoint;
  58678. /**
  58679. * Gets the output component
  58680. */
  58681. readonly output: NodeMaterialConnectionPoint;
  58682. protected _buildBlock(state: NodeMaterialBuildState): this;
  58683. }
  58684. }
  58685. declare module "babylonjs/Materials/Node/Blocks/frontFacingBlock" {
  58686. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58687. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58688. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58689. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58690. /**
  58691. * Block used to test if the fragment shader is front facing
  58692. */
  58693. export class FrontFacingBlock extends NodeMaterialBlock {
  58694. /**
  58695. * Creates a new FrontFacingBlock
  58696. * @param name defines the block name
  58697. */
  58698. constructor(name: string);
  58699. /**
  58700. * Gets the current class name
  58701. * @returns the class name
  58702. */
  58703. getClassName(): string;
  58704. /**
  58705. * Gets the world normal component
  58706. */
  58707. readonly worldNormal: NodeMaterialConnectionPoint;
  58708. /**
  58709. * Gets the view direction input component
  58710. */
  58711. readonly viewDirection: NodeMaterialConnectionPoint;
  58712. /**
  58713. * Gets the output component
  58714. */
  58715. readonly output: NodeMaterialConnectionPoint;
  58716. autoConfigure(material: NodeMaterial): void;
  58717. protected _buildBlock(state: NodeMaterialBuildState): this;
  58718. }
  58719. }
  58720. declare module "babylonjs/Materials/Node/Blocks/index" {
  58721. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  58722. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  58723. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  58724. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  58725. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  58726. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  58727. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  58728. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  58729. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  58730. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  58731. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  58732. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  58733. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  58734. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  58735. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  58736. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  58737. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  58738. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  58739. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  58740. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  58741. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  58742. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  58743. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  58744. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  58745. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  58746. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  58747. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  58748. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  58749. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  58750. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  58751. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  58752. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  58753. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  58754. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  58755. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  58756. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  58757. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  58758. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  58759. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  58760. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  58761. export * from "babylonjs/Materials/Node/Blocks/frontFacingBlock";
  58762. }
  58763. declare module "babylonjs/Materials/Node/Optimizers/index" {
  58764. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  58765. }
  58766. declare module "babylonjs/Materials/Node/index" {
  58767. export * from "babylonjs/Materials/Node/Enums/index";
  58768. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58769. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  58770. export * from "babylonjs/Materials/Node/nodeMaterial";
  58771. export * from "babylonjs/Materials/Node/Blocks/index";
  58772. export * from "babylonjs/Materials/Node/Optimizers/index";
  58773. }
  58774. declare module "babylonjs/Materials/effectRenderer" {
  58775. import { Nullable } from "babylonjs/types";
  58776. import { Texture } from "babylonjs/Materials/Textures/texture";
  58777. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  58778. import { Viewport } from "babylonjs/Maths/math.viewport";
  58779. import { Observable } from "babylonjs/Misc/observable";
  58780. import { Effect } from "babylonjs/Materials/effect";
  58781. import "babylonjs/Engines/Extensions/engine.renderTarget";
  58782. import "babylonjs/Shaders/postprocess.vertex";
  58783. /**
  58784. * Effect Render Options
  58785. */
  58786. export interface IEffectRendererOptions {
  58787. /**
  58788. * Defines the vertices positions.
  58789. */
  58790. positions?: number[];
  58791. /**
  58792. * Defines the indices.
  58793. */
  58794. indices?: number[];
  58795. }
  58796. /**
  58797. * Helper class to render one or more effects
  58798. */
  58799. export class EffectRenderer {
  58800. private engine;
  58801. private static _DefaultOptions;
  58802. private _vertexBuffers;
  58803. private _indexBuffer;
  58804. private _ringBufferIndex;
  58805. private _ringScreenBuffer;
  58806. private _fullscreenViewport;
  58807. private _getNextFrameBuffer;
  58808. /**
  58809. * Creates an effect renderer
  58810. * @param engine the engine to use for rendering
  58811. * @param options defines the options of the effect renderer
  58812. */
  58813. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  58814. /**
  58815. * Sets the current viewport in normalized coordinates 0-1
  58816. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  58817. */
  58818. setViewport(viewport?: Viewport): void;
  58819. /**
  58820. * Binds the embedded attributes buffer to the effect.
  58821. * @param effect Defines the effect to bind the attributes for
  58822. */
  58823. bindBuffers(effect: Effect): void;
  58824. /**
  58825. * Sets the current effect wrapper to use during draw.
  58826. * The effect needs to be ready before calling this api.
  58827. * This also sets the default full screen position attribute.
  58828. * @param effectWrapper Defines the effect to draw with
  58829. */
  58830. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  58831. /**
  58832. * Draws a full screen quad.
  58833. */
  58834. draw(): void;
  58835. /**
  58836. * renders one or more effects to a specified texture
  58837. * @param effectWrappers list of effects to renderer
  58838. * @param outputTexture texture to draw to, if null it will render to the screen
  58839. */
  58840. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  58841. /**
  58842. * Disposes of the effect renderer
  58843. */
  58844. dispose(): void;
  58845. }
  58846. /**
  58847. * Options to create an EffectWrapper
  58848. */
  58849. interface EffectWrapperCreationOptions {
  58850. /**
  58851. * Engine to use to create the effect
  58852. */
  58853. engine: ThinEngine;
  58854. /**
  58855. * Fragment shader for the effect
  58856. */
  58857. fragmentShader: string;
  58858. /**
  58859. * Vertex shader for the effect
  58860. */
  58861. vertexShader?: string;
  58862. /**
  58863. * Attributes to use in the shader
  58864. */
  58865. attributeNames?: Array<string>;
  58866. /**
  58867. * Uniforms to use in the shader
  58868. */
  58869. uniformNames?: Array<string>;
  58870. /**
  58871. * Texture sampler names to use in the shader
  58872. */
  58873. samplerNames?: Array<string>;
  58874. /**
  58875. * The friendly name of the effect displayed in Spector.
  58876. */
  58877. name?: string;
  58878. }
  58879. /**
  58880. * Wraps an effect to be used for rendering
  58881. */
  58882. export class EffectWrapper {
  58883. /**
  58884. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  58885. */
  58886. onApplyObservable: Observable<{}>;
  58887. /**
  58888. * The underlying effect
  58889. */
  58890. effect: Effect;
  58891. /**
  58892. * Creates an effect to be renderer
  58893. * @param creationOptions options to create the effect
  58894. */
  58895. constructor(creationOptions: EffectWrapperCreationOptions);
  58896. /**
  58897. * Disposes of the effect wrapper
  58898. */
  58899. dispose(): void;
  58900. }
  58901. }
  58902. declare module "babylonjs/Materials/index" {
  58903. export * from "babylonjs/Materials/Background/index";
  58904. export * from "babylonjs/Materials/colorCurves";
  58905. export * from "babylonjs/Materials/iEffectFallbacks";
  58906. export * from "babylonjs/Materials/effectFallbacks";
  58907. export * from "babylonjs/Materials/effect";
  58908. export * from "babylonjs/Materials/fresnelParameters";
  58909. export * from "babylonjs/Materials/imageProcessingConfiguration";
  58910. export * from "babylonjs/Materials/material";
  58911. export * from "babylonjs/Materials/materialDefines";
  58912. export * from "babylonjs/Materials/materialHelper";
  58913. export * from "babylonjs/Materials/multiMaterial";
  58914. export * from "babylonjs/Materials/PBR/index";
  58915. export * from "babylonjs/Materials/pushMaterial";
  58916. export * from "babylonjs/Materials/shaderMaterial";
  58917. export * from "babylonjs/Materials/standardMaterial";
  58918. export * from "babylonjs/Materials/Textures/index";
  58919. export * from "babylonjs/Materials/uniformBuffer";
  58920. export * from "babylonjs/Materials/materialFlags";
  58921. export * from "babylonjs/Materials/Node/index";
  58922. export * from "babylonjs/Materials/effectRenderer";
  58923. }
  58924. declare module "babylonjs/Maths/index" {
  58925. export * from "babylonjs/Maths/math.scalar";
  58926. export * from "babylonjs/Maths/math";
  58927. export * from "babylonjs/Maths/sphericalPolynomial";
  58928. }
  58929. declare module "babylonjs/Misc/workerPool" {
  58930. import { IDisposable } from "babylonjs/scene";
  58931. /**
  58932. * Helper class to push actions to a pool of workers.
  58933. */
  58934. export class WorkerPool implements IDisposable {
  58935. private _workerInfos;
  58936. private _pendingActions;
  58937. /**
  58938. * Constructor
  58939. * @param workers Array of workers to use for actions
  58940. */
  58941. constructor(workers: Array<Worker>);
  58942. /**
  58943. * Terminates all workers and clears any pending actions.
  58944. */
  58945. dispose(): void;
  58946. /**
  58947. * Pushes an action to the worker pool. If all the workers are active, the action will be
  58948. * pended until a worker has completed its action.
  58949. * @param action The action to perform. Call onComplete when the action is complete.
  58950. */
  58951. push(action: (worker: Worker, onComplete: () => void) => void): void;
  58952. private _execute;
  58953. }
  58954. }
  58955. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  58956. import { IDisposable } from "babylonjs/scene";
  58957. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  58958. /**
  58959. * Configuration for Draco compression
  58960. */
  58961. export interface IDracoCompressionConfiguration {
  58962. /**
  58963. * Configuration for the decoder.
  58964. */
  58965. decoder: {
  58966. /**
  58967. * The url to the WebAssembly module.
  58968. */
  58969. wasmUrl?: string;
  58970. /**
  58971. * The url to the WebAssembly binary.
  58972. */
  58973. wasmBinaryUrl?: string;
  58974. /**
  58975. * The url to the fallback JavaScript module.
  58976. */
  58977. fallbackUrl?: string;
  58978. };
  58979. }
  58980. /**
  58981. * Draco compression (https://google.github.io/draco/)
  58982. *
  58983. * This class wraps the Draco module.
  58984. *
  58985. * **Encoder**
  58986. *
  58987. * The encoder is not currently implemented.
  58988. *
  58989. * **Decoder**
  58990. *
  58991. * 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.
  58992. *
  58993. * To update the configuration, use the following code:
  58994. * ```javascript
  58995. * DracoCompression.Configuration = {
  58996. * decoder: {
  58997. * wasmUrl: "<url to the WebAssembly library>",
  58998. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  58999. * fallbackUrl: "<url to the fallback JavaScript library>",
  59000. * }
  59001. * };
  59002. * ```
  59003. *
  59004. * 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.
  59005. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59006. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59007. *
  59008. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59009. * ```javascript
  59010. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59011. * ```
  59012. *
  59013. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59014. */
  59015. export class DracoCompression implements IDisposable {
  59016. private _workerPoolPromise?;
  59017. private _decoderModulePromise?;
  59018. /**
  59019. * The configuration. Defaults to the following urls:
  59020. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59021. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59022. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59023. */
  59024. static Configuration: IDracoCompressionConfiguration;
  59025. /**
  59026. * Returns true if the decoder configuration is available.
  59027. */
  59028. static readonly DecoderAvailable: boolean;
  59029. /**
  59030. * Default number of workers to create when creating the draco compression object.
  59031. */
  59032. static DefaultNumWorkers: number;
  59033. private static GetDefaultNumWorkers;
  59034. private static _Default;
  59035. /**
  59036. * Default instance for the draco compression object.
  59037. */
  59038. static readonly Default: DracoCompression;
  59039. /**
  59040. * Constructor
  59041. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59042. */
  59043. constructor(numWorkers?: number);
  59044. /**
  59045. * Stop all async operations and release resources.
  59046. */
  59047. dispose(): void;
  59048. /**
  59049. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59050. * @returns a promise that resolves when ready
  59051. */
  59052. whenReadyAsync(): Promise<void>;
  59053. /**
  59054. * Decode Draco compressed mesh data to vertex data.
  59055. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59056. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59057. * @returns A promise that resolves with the decoded vertex data
  59058. */
  59059. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59060. [kind: string]: number;
  59061. }): Promise<VertexData>;
  59062. }
  59063. }
  59064. declare module "babylonjs/Meshes/Compression/index" {
  59065. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59066. }
  59067. declare module "babylonjs/Meshes/csg" {
  59068. import { Nullable } from "babylonjs/types";
  59069. import { Scene } from "babylonjs/scene";
  59070. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59071. import { Mesh } from "babylonjs/Meshes/mesh";
  59072. import { Material } from "babylonjs/Materials/material";
  59073. /**
  59074. * Class for building Constructive Solid Geometry
  59075. */
  59076. export class CSG {
  59077. private polygons;
  59078. /**
  59079. * The world matrix
  59080. */
  59081. matrix: Matrix;
  59082. /**
  59083. * Stores the position
  59084. */
  59085. position: Vector3;
  59086. /**
  59087. * Stores the rotation
  59088. */
  59089. rotation: Vector3;
  59090. /**
  59091. * Stores the rotation quaternion
  59092. */
  59093. rotationQuaternion: Nullable<Quaternion>;
  59094. /**
  59095. * Stores the scaling vector
  59096. */
  59097. scaling: Vector3;
  59098. /**
  59099. * Convert the Mesh to CSG
  59100. * @param mesh The Mesh to convert to CSG
  59101. * @returns A new CSG from the Mesh
  59102. */
  59103. static FromMesh(mesh: Mesh): CSG;
  59104. /**
  59105. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59106. * @param polygons Polygons used to construct a CSG solid
  59107. */
  59108. private static FromPolygons;
  59109. /**
  59110. * Clones, or makes a deep copy, of the CSG
  59111. * @returns A new CSG
  59112. */
  59113. clone(): CSG;
  59114. /**
  59115. * Unions this CSG with another CSG
  59116. * @param csg The CSG to union against this CSG
  59117. * @returns The unioned CSG
  59118. */
  59119. union(csg: CSG): CSG;
  59120. /**
  59121. * Unions this CSG with another CSG in place
  59122. * @param csg The CSG to union against this CSG
  59123. */
  59124. unionInPlace(csg: CSG): void;
  59125. /**
  59126. * Subtracts this CSG with another CSG
  59127. * @param csg The CSG to subtract against this CSG
  59128. * @returns A new CSG
  59129. */
  59130. subtract(csg: CSG): CSG;
  59131. /**
  59132. * Subtracts this CSG with another CSG in place
  59133. * @param csg The CSG to subtact against this CSG
  59134. */
  59135. subtractInPlace(csg: CSG): void;
  59136. /**
  59137. * Intersect this CSG with another CSG
  59138. * @param csg The CSG to intersect against this CSG
  59139. * @returns A new CSG
  59140. */
  59141. intersect(csg: CSG): CSG;
  59142. /**
  59143. * Intersects this CSG with another CSG in place
  59144. * @param csg The CSG to intersect against this CSG
  59145. */
  59146. intersectInPlace(csg: CSG): void;
  59147. /**
  59148. * Return a new CSG solid with solid and empty space switched. This solid is
  59149. * not modified.
  59150. * @returns A new CSG solid with solid and empty space switched
  59151. */
  59152. inverse(): CSG;
  59153. /**
  59154. * Inverses the CSG in place
  59155. */
  59156. inverseInPlace(): void;
  59157. /**
  59158. * This is used to keep meshes transformations so they can be restored
  59159. * when we build back a Babylon Mesh
  59160. * NB : All CSG operations are performed in world coordinates
  59161. * @param csg The CSG to copy the transform attributes from
  59162. * @returns This CSG
  59163. */
  59164. copyTransformAttributes(csg: CSG): CSG;
  59165. /**
  59166. * Build Raw mesh from CSG
  59167. * Coordinates here are in world space
  59168. * @param name The name of the mesh geometry
  59169. * @param scene The Scene
  59170. * @param keepSubMeshes Specifies if the submeshes should be kept
  59171. * @returns A new Mesh
  59172. */
  59173. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59174. /**
  59175. * Build Mesh from CSG taking material and transforms into account
  59176. * @param name The name of the Mesh
  59177. * @param material The material of the Mesh
  59178. * @param scene The Scene
  59179. * @param keepSubMeshes Specifies if submeshes should be kept
  59180. * @returns The new Mesh
  59181. */
  59182. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59183. }
  59184. }
  59185. declare module "babylonjs/Meshes/trailMesh" {
  59186. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59187. import { Mesh } from "babylonjs/Meshes/mesh";
  59188. import { Scene } from "babylonjs/scene";
  59189. /**
  59190. * Class used to create a trail following a mesh
  59191. */
  59192. export class TrailMesh extends Mesh {
  59193. private _generator;
  59194. private _autoStart;
  59195. private _running;
  59196. private _diameter;
  59197. private _length;
  59198. private _sectionPolygonPointsCount;
  59199. private _sectionVectors;
  59200. private _sectionNormalVectors;
  59201. private _beforeRenderObserver;
  59202. /**
  59203. * @constructor
  59204. * @param name The value used by scene.getMeshByName() to do a lookup.
  59205. * @param generator The mesh to generate a trail.
  59206. * @param scene The scene to add this mesh to.
  59207. * @param diameter Diameter of trailing mesh. Default is 1.
  59208. * @param length Length of trailing mesh. Default is 60.
  59209. * @param autoStart Automatically start trailing mesh. Default true.
  59210. */
  59211. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59212. /**
  59213. * "TrailMesh"
  59214. * @returns "TrailMesh"
  59215. */
  59216. getClassName(): string;
  59217. private _createMesh;
  59218. /**
  59219. * Start trailing mesh.
  59220. */
  59221. start(): void;
  59222. /**
  59223. * Stop trailing mesh.
  59224. */
  59225. stop(): void;
  59226. /**
  59227. * Update trailing mesh geometry.
  59228. */
  59229. update(): void;
  59230. /**
  59231. * Returns a new TrailMesh object.
  59232. * @param name is a string, the name given to the new mesh
  59233. * @param newGenerator use new generator object for cloned trail mesh
  59234. * @returns a new mesh
  59235. */
  59236. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59237. /**
  59238. * Serializes this trail mesh
  59239. * @param serializationObject object to write serialization to
  59240. */
  59241. serialize(serializationObject: any): void;
  59242. /**
  59243. * Parses a serialized trail mesh
  59244. * @param parsedMesh the serialized mesh
  59245. * @param scene the scene to create the trail mesh in
  59246. * @returns the created trail mesh
  59247. */
  59248. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59249. }
  59250. }
  59251. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59252. import { Nullable } from "babylonjs/types";
  59253. import { Scene } from "babylonjs/scene";
  59254. import { Vector4 } from "babylonjs/Maths/math.vector";
  59255. import { Color4 } from "babylonjs/Maths/math.color";
  59256. import { Mesh } from "babylonjs/Meshes/mesh";
  59257. /**
  59258. * Class containing static functions to help procedurally build meshes
  59259. */
  59260. export class TiledBoxBuilder {
  59261. /**
  59262. * Creates a box mesh
  59263. * 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)
  59264. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59265. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59266. * * If you create a double-sided mesh, you can choose what parts of 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
  59267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59268. * @param name defines the name of the mesh
  59269. * @param options defines the options used to create the mesh
  59270. * @param scene defines the hosting scene
  59271. * @returns the box mesh
  59272. */
  59273. static CreateTiledBox(name: string, options: {
  59274. pattern?: number;
  59275. width?: number;
  59276. height?: number;
  59277. depth?: number;
  59278. tileSize?: number;
  59279. tileWidth?: number;
  59280. tileHeight?: number;
  59281. alignHorizontal?: number;
  59282. alignVertical?: number;
  59283. faceUV?: Vector4[];
  59284. faceColors?: Color4[];
  59285. sideOrientation?: number;
  59286. updatable?: boolean;
  59287. }, scene?: Nullable<Scene>): Mesh;
  59288. }
  59289. }
  59290. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59291. import { Vector4 } from "babylonjs/Maths/math.vector";
  59292. import { Mesh } from "babylonjs/Meshes/mesh";
  59293. /**
  59294. * Class containing static functions to help procedurally build meshes
  59295. */
  59296. export class TorusKnotBuilder {
  59297. /**
  59298. * Creates a torus knot mesh
  59299. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59300. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59301. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59302. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59303. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59304. * * If you create a double-sided mesh, you can choose what parts of 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
  59305. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59306. * @param name defines the name of the mesh
  59307. * @param options defines the options used to create the mesh
  59308. * @param scene defines the hosting scene
  59309. * @returns the torus knot mesh
  59310. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59311. */
  59312. static CreateTorusKnot(name: string, options: {
  59313. radius?: number;
  59314. tube?: number;
  59315. radialSegments?: number;
  59316. tubularSegments?: number;
  59317. p?: number;
  59318. q?: number;
  59319. updatable?: boolean;
  59320. sideOrientation?: number;
  59321. frontUVs?: Vector4;
  59322. backUVs?: Vector4;
  59323. }, scene: any): Mesh;
  59324. }
  59325. }
  59326. declare module "babylonjs/Meshes/polygonMesh" {
  59327. import { Scene } from "babylonjs/scene";
  59328. import { Vector2 } from "babylonjs/Maths/math.vector";
  59329. import { Mesh } from "babylonjs/Meshes/mesh";
  59330. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59331. import { Path2 } from "babylonjs/Maths/math.path";
  59332. /**
  59333. * Polygon
  59334. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59335. */
  59336. export class Polygon {
  59337. /**
  59338. * Creates a rectangle
  59339. * @param xmin bottom X coord
  59340. * @param ymin bottom Y coord
  59341. * @param xmax top X coord
  59342. * @param ymax top Y coord
  59343. * @returns points that make the resulting rectation
  59344. */
  59345. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59346. /**
  59347. * Creates a circle
  59348. * @param radius radius of circle
  59349. * @param cx scale in x
  59350. * @param cy scale in y
  59351. * @param numberOfSides number of sides that make up the circle
  59352. * @returns points that make the resulting circle
  59353. */
  59354. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59355. /**
  59356. * Creates a polygon from input string
  59357. * @param input Input polygon data
  59358. * @returns the parsed points
  59359. */
  59360. static Parse(input: string): Vector2[];
  59361. /**
  59362. * Starts building a polygon from x and y coordinates
  59363. * @param x x coordinate
  59364. * @param y y coordinate
  59365. * @returns the started path2
  59366. */
  59367. static StartingAt(x: number, y: number): Path2;
  59368. }
  59369. /**
  59370. * Builds a polygon
  59371. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59372. */
  59373. export class PolygonMeshBuilder {
  59374. private _points;
  59375. private _outlinepoints;
  59376. private _holes;
  59377. private _name;
  59378. private _scene;
  59379. private _epoints;
  59380. private _eholes;
  59381. private _addToepoint;
  59382. /**
  59383. * Babylon reference to the earcut plugin.
  59384. */
  59385. bjsEarcut: any;
  59386. /**
  59387. * Creates a PolygonMeshBuilder
  59388. * @param name name of the builder
  59389. * @param contours Path of the polygon
  59390. * @param scene scene to add to when creating the mesh
  59391. * @param earcutInjection can be used to inject your own earcut reference
  59392. */
  59393. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59394. /**
  59395. * Adds a whole within the polygon
  59396. * @param hole Array of points defining the hole
  59397. * @returns this
  59398. */
  59399. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59400. /**
  59401. * Creates the polygon
  59402. * @param updatable If the mesh should be updatable
  59403. * @param depth The depth of the mesh created
  59404. * @returns the created mesh
  59405. */
  59406. build(updatable?: boolean, depth?: number): Mesh;
  59407. /**
  59408. * Creates the polygon
  59409. * @param depth The depth of the mesh created
  59410. * @returns the created VertexData
  59411. */
  59412. buildVertexData(depth?: number): VertexData;
  59413. /**
  59414. * Adds a side to the polygon
  59415. * @param positions points that make the polygon
  59416. * @param normals normals of the polygon
  59417. * @param uvs uvs of the polygon
  59418. * @param indices indices of the polygon
  59419. * @param bounds bounds of the polygon
  59420. * @param points points of the polygon
  59421. * @param depth depth of the polygon
  59422. * @param flip flip of the polygon
  59423. */
  59424. private addSide;
  59425. }
  59426. }
  59427. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59428. import { Scene } from "babylonjs/scene";
  59429. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59430. import { Color4 } from "babylonjs/Maths/math.color";
  59431. import { Mesh } from "babylonjs/Meshes/mesh";
  59432. import { Nullable } from "babylonjs/types";
  59433. /**
  59434. * Class containing static functions to help procedurally build meshes
  59435. */
  59436. export class PolygonBuilder {
  59437. /**
  59438. * Creates a polygon mesh
  59439. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59440. * * 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
  59441. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59442. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59443. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  59444. * * Remember you can only change the shape positions, not their number when updating a polygon
  59445. * @param name defines the name of the mesh
  59446. * @param options defines the options used to create the mesh
  59447. * @param scene defines the hosting scene
  59448. * @param earcutInjection can be used to inject your own earcut reference
  59449. * @returns the polygon mesh
  59450. */
  59451. static CreatePolygon(name: string, options: {
  59452. shape: Vector3[];
  59453. holes?: Vector3[][];
  59454. depth?: number;
  59455. faceUV?: Vector4[];
  59456. faceColors?: Color4[];
  59457. updatable?: boolean;
  59458. sideOrientation?: number;
  59459. frontUVs?: Vector4;
  59460. backUVs?: Vector4;
  59461. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59462. /**
  59463. * Creates an extruded polygon mesh, with depth in the Y direction.
  59464. * * 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)
  59465. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59466. * @param name defines the name of the mesh
  59467. * @param options defines the options used to create the mesh
  59468. * @param scene defines the hosting scene
  59469. * @param earcutInjection can be used to inject your own earcut reference
  59470. * @returns the polygon mesh
  59471. */
  59472. static ExtrudePolygon(name: string, options: {
  59473. shape: Vector3[];
  59474. holes?: Vector3[][];
  59475. depth?: number;
  59476. faceUV?: Vector4[];
  59477. faceColors?: Color4[];
  59478. updatable?: boolean;
  59479. sideOrientation?: number;
  59480. frontUVs?: Vector4;
  59481. backUVs?: Vector4;
  59482. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59483. }
  59484. }
  59485. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59486. import { Scene } from "babylonjs/scene";
  59487. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59488. import { Mesh } from "babylonjs/Meshes/mesh";
  59489. import { Nullable } from "babylonjs/types";
  59490. /**
  59491. * Class containing static functions to help procedurally build meshes
  59492. */
  59493. export class LatheBuilder {
  59494. /**
  59495. * Creates lathe mesh.
  59496. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59497. * * 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
  59498. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59499. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59500. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59501. * * 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
  59502. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59503. * * 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
  59504. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59505. * * If you create a double-sided mesh, you can choose what parts of 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
  59506. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59507. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59508. * @param name defines the name of the mesh
  59509. * @param options defines the options used to create the mesh
  59510. * @param scene defines the hosting scene
  59511. * @returns the lathe mesh
  59512. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59513. */
  59514. static CreateLathe(name: string, options: {
  59515. shape: Vector3[];
  59516. radius?: number;
  59517. tessellation?: number;
  59518. clip?: number;
  59519. arc?: number;
  59520. closed?: boolean;
  59521. updatable?: boolean;
  59522. sideOrientation?: number;
  59523. frontUVs?: Vector4;
  59524. backUVs?: Vector4;
  59525. cap?: number;
  59526. invertUV?: boolean;
  59527. }, scene?: Nullable<Scene>): Mesh;
  59528. }
  59529. }
  59530. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59531. import { Nullable } from "babylonjs/types";
  59532. import { Scene } from "babylonjs/scene";
  59533. import { Vector4 } from "babylonjs/Maths/math.vector";
  59534. import { Mesh } from "babylonjs/Meshes/mesh";
  59535. /**
  59536. * Class containing static functions to help procedurally build meshes
  59537. */
  59538. export class TiledPlaneBuilder {
  59539. /**
  59540. * Creates a tiled plane mesh
  59541. * * The parameter `pattern` will, depending on value, do nothing or
  59542. * * * flip (reflect about central vertical) alternate tiles across and up
  59543. * * * flip every tile on alternate rows
  59544. * * * rotate (180 degs) alternate tiles across and up
  59545. * * * rotate every tile on alternate rows
  59546. * * * flip and rotate alternate tiles across and up
  59547. * * * flip and rotate every tile on alternate rows
  59548. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59549. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59550. * * If you create a double-sided mesh, you can choose what parts of 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
  59551. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59552. * * 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)
  59553. * * 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)
  59554. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59555. * @param name defines the name of the mesh
  59556. * @param options defines the options used to create the mesh
  59557. * @param scene defines the hosting scene
  59558. * @returns the box mesh
  59559. */
  59560. static CreateTiledPlane(name: string, options: {
  59561. pattern?: number;
  59562. tileSize?: number;
  59563. tileWidth?: number;
  59564. tileHeight?: number;
  59565. size?: number;
  59566. width?: number;
  59567. height?: number;
  59568. alignHorizontal?: number;
  59569. alignVertical?: number;
  59570. sideOrientation?: number;
  59571. frontUVs?: Vector4;
  59572. backUVs?: Vector4;
  59573. updatable?: boolean;
  59574. }, scene?: Nullable<Scene>): Mesh;
  59575. }
  59576. }
  59577. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59578. import { Nullable } from "babylonjs/types";
  59579. import { Scene } from "babylonjs/scene";
  59580. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59581. import { Mesh } from "babylonjs/Meshes/mesh";
  59582. /**
  59583. * Class containing static functions to help procedurally build meshes
  59584. */
  59585. export class TubeBuilder {
  59586. /**
  59587. * Creates a tube mesh.
  59588. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59589. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59590. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59591. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59592. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59593. * * 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)
  59594. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59595. * * 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
  59596. * * 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
  59597. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59598. * * If you create a double-sided mesh, you can choose what parts of 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
  59599. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59600. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59601. * @param name defines the name of the mesh
  59602. * @param options defines the options used to create the mesh
  59603. * @param scene defines the hosting scene
  59604. * @returns the tube mesh
  59605. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59606. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59607. */
  59608. static CreateTube(name: string, options: {
  59609. path: Vector3[];
  59610. radius?: number;
  59611. tessellation?: number;
  59612. radiusFunction?: {
  59613. (i: number, distance: number): number;
  59614. };
  59615. cap?: number;
  59616. arc?: number;
  59617. updatable?: boolean;
  59618. sideOrientation?: number;
  59619. frontUVs?: Vector4;
  59620. backUVs?: Vector4;
  59621. instance?: Mesh;
  59622. invertUV?: boolean;
  59623. }, scene?: Nullable<Scene>): Mesh;
  59624. }
  59625. }
  59626. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59627. import { Scene } from "babylonjs/scene";
  59628. import { Vector4 } from "babylonjs/Maths/math.vector";
  59629. import { Mesh } from "babylonjs/Meshes/mesh";
  59630. import { Nullable } from "babylonjs/types";
  59631. /**
  59632. * Class containing static functions to help procedurally build meshes
  59633. */
  59634. export class IcoSphereBuilder {
  59635. /**
  59636. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59637. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59638. * * 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`)
  59639. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59640. * * 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
  59641. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59642. * * If you create a double-sided mesh, you can choose what parts of 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
  59643. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59644. * @param name defines the name of the mesh
  59645. * @param options defines the options used to create the mesh
  59646. * @param scene defines the hosting scene
  59647. * @returns the icosahedron mesh
  59648. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59649. */
  59650. static CreateIcoSphere(name: string, options: {
  59651. radius?: number;
  59652. radiusX?: number;
  59653. radiusY?: number;
  59654. radiusZ?: number;
  59655. flat?: boolean;
  59656. subdivisions?: number;
  59657. sideOrientation?: number;
  59658. frontUVs?: Vector4;
  59659. backUVs?: Vector4;
  59660. updatable?: boolean;
  59661. }, scene?: Nullable<Scene>): Mesh;
  59662. }
  59663. }
  59664. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59665. import { Vector3 } from "babylonjs/Maths/math.vector";
  59666. import { Mesh } from "babylonjs/Meshes/mesh";
  59667. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59668. /**
  59669. * Class containing static functions to help procedurally build meshes
  59670. */
  59671. export class DecalBuilder {
  59672. /**
  59673. * Creates a decal mesh.
  59674. * 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
  59675. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59676. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59677. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59678. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59679. * @param name defines the name of the mesh
  59680. * @param sourceMesh defines the mesh where the decal must be applied
  59681. * @param options defines the options used to create the mesh
  59682. * @param scene defines the hosting scene
  59683. * @returns the decal mesh
  59684. * @see https://doc.babylonjs.com/how_to/decals
  59685. */
  59686. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59687. position?: Vector3;
  59688. normal?: Vector3;
  59689. size?: Vector3;
  59690. angle?: number;
  59691. }): Mesh;
  59692. }
  59693. }
  59694. declare module "babylonjs/Meshes/meshBuilder" {
  59695. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  59696. import { Nullable } from "babylonjs/types";
  59697. import { Scene } from "babylonjs/scene";
  59698. import { Mesh } from "babylonjs/Meshes/mesh";
  59699. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  59700. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  59701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59702. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59703. import { Plane } from "babylonjs/Maths/math.plane";
  59704. /**
  59705. * Class containing static functions to help procedurally build meshes
  59706. */
  59707. export class MeshBuilder {
  59708. /**
  59709. * Creates a box mesh
  59710. * * The parameter `size` sets the size (float) of each box side (default 1)
  59711. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  59712. * * 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)
  59713. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59714. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59715. * * If you create a double-sided mesh, you can choose what parts of 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
  59716. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59717. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59718. * @param name defines the name of the mesh
  59719. * @param options defines the options used to create the mesh
  59720. * @param scene defines the hosting scene
  59721. * @returns the box mesh
  59722. */
  59723. static CreateBox(name: string, options: {
  59724. size?: number;
  59725. width?: number;
  59726. height?: number;
  59727. depth?: number;
  59728. faceUV?: Vector4[];
  59729. faceColors?: Color4[];
  59730. sideOrientation?: number;
  59731. frontUVs?: Vector4;
  59732. backUVs?: Vector4;
  59733. updatable?: boolean;
  59734. }, scene?: Nullable<Scene>): Mesh;
  59735. /**
  59736. * Creates a tiled box mesh
  59737. * * faceTiles sets the pattern, tile size and number of tiles for a face
  59738. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59739. * @param name defines the name of the mesh
  59740. * @param options defines the options used to create the mesh
  59741. * @param scene defines the hosting scene
  59742. * @returns the tiled box mesh
  59743. */
  59744. static CreateTiledBox(name: string, options: {
  59745. pattern?: number;
  59746. size?: number;
  59747. width?: number;
  59748. height?: number;
  59749. depth: number;
  59750. tileSize?: number;
  59751. tileWidth?: number;
  59752. tileHeight?: number;
  59753. faceUV?: Vector4[];
  59754. faceColors?: Color4[];
  59755. alignHorizontal?: number;
  59756. alignVertical?: number;
  59757. sideOrientation?: number;
  59758. updatable?: boolean;
  59759. }, scene?: Nullable<Scene>): Mesh;
  59760. /**
  59761. * Creates a sphere mesh
  59762. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  59763. * * 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`)
  59764. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  59765. * * 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
  59766. * * 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)
  59767. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59768. * * If you create a double-sided mesh, you can choose what parts of 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
  59769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59770. * @param name defines the name of the mesh
  59771. * @param options defines the options used to create the mesh
  59772. * @param scene defines the hosting scene
  59773. * @returns the sphere mesh
  59774. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  59775. */
  59776. static CreateSphere(name: string, options: {
  59777. segments?: number;
  59778. diameter?: number;
  59779. diameterX?: number;
  59780. diameterY?: number;
  59781. diameterZ?: number;
  59782. arc?: number;
  59783. slice?: number;
  59784. sideOrientation?: number;
  59785. frontUVs?: Vector4;
  59786. backUVs?: Vector4;
  59787. updatable?: boolean;
  59788. }, scene?: Nullable<Scene>): Mesh;
  59789. /**
  59790. * Creates a plane polygonal mesh. By default, this is a disc
  59791. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  59792. * * 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
  59793. * * 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
  59794. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59795. * * If you create a double-sided mesh, you can choose what parts of 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
  59796. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59797. * @param name defines the name of the mesh
  59798. * @param options defines the options used to create the mesh
  59799. * @param scene defines the hosting scene
  59800. * @returns the plane polygonal mesh
  59801. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  59802. */
  59803. static CreateDisc(name: string, options: {
  59804. radius?: number;
  59805. tessellation?: number;
  59806. arc?: number;
  59807. updatable?: boolean;
  59808. sideOrientation?: number;
  59809. frontUVs?: Vector4;
  59810. backUVs?: Vector4;
  59811. }, scene?: Nullable<Scene>): Mesh;
  59812. /**
  59813. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59814. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59815. * * 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`)
  59816. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59817. * * 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
  59818. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59819. * * If you create a double-sided mesh, you can choose what parts of 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
  59820. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59821. * @param name defines the name of the mesh
  59822. * @param options defines the options used to create the mesh
  59823. * @param scene defines the hosting scene
  59824. * @returns the icosahedron mesh
  59825. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59826. */
  59827. static CreateIcoSphere(name: string, options: {
  59828. radius?: number;
  59829. radiusX?: number;
  59830. radiusY?: number;
  59831. radiusZ?: number;
  59832. flat?: boolean;
  59833. subdivisions?: number;
  59834. sideOrientation?: number;
  59835. frontUVs?: Vector4;
  59836. backUVs?: Vector4;
  59837. updatable?: boolean;
  59838. }, scene?: Nullable<Scene>): Mesh;
  59839. /**
  59840. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59841. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  59842. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  59843. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  59844. * * 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
  59845. * * 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
  59846. * * 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
  59847. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59848. * * If you create a double-sided mesh, you can choose what parts of 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
  59849. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59850. * * 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
  59851. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  59852. * * 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
  59853. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  59854. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59855. * @param name defines the name of the mesh
  59856. * @param options defines the options used to create the mesh
  59857. * @param scene defines the hosting scene
  59858. * @returns the ribbon mesh
  59859. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  59860. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59861. */
  59862. static CreateRibbon(name: string, options: {
  59863. pathArray: Vector3[][];
  59864. closeArray?: boolean;
  59865. closePath?: boolean;
  59866. offset?: number;
  59867. updatable?: boolean;
  59868. sideOrientation?: number;
  59869. frontUVs?: Vector4;
  59870. backUVs?: Vector4;
  59871. instance?: Mesh;
  59872. invertUV?: boolean;
  59873. uvs?: Vector2[];
  59874. colors?: Color4[];
  59875. }, scene?: Nullable<Scene>): Mesh;
  59876. /**
  59877. * Creates a cylinder or a cone mesh
  59878. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  59879. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  59880. * * 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.
  59881. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  59882. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  59883. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  59884. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  59885. * * 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).
  59886. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  59887. * * 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).
  59888. * * 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
  59889. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  59890. * * 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
  59891. * * 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.
  59892. * * If `enclose` is false, a ring surface is one element.
  59893. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  59894. * * 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
  59895. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59896. * * If you create a double-sided mesh, you can choose what parts of 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
  59897. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59898. * @param name defines the name of the mesh
  59899. * @param options defines the options used to create the mesh
  59900. * @param scene defines the hosting scene
  59901. * @returns the cylinder mesh
  59902. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  59903. */
  59904. static CreateCylinder(name: string, options: {
  59905. height?: number;
  59906. diameterTop?: number;
  59907. diameterBottom?: number;
  59908. diameter?: number;
  59909. tessellation?: number;
  59910. subdivisions?: number;
  59911. arc?: number;
  59912. faceColors?: Color4[];
  59913. faceUV?: Vector4[];
  59914. updatable?: boolean;
  59915. hasRings?: boolean;
  59916. enclose?: boolean;
  59917. cap?: number;
  59918. sideOrientation?: number;
  59919. frontUVs?: Vector4;
  59920. backUVs?: Vector4;
  59921. }, scene?: Nullable<Scene>): Mesh;
  59922. /**
  59923. * Creates a torus mesh
  59924. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  59925. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  59926. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  59927. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59928. * * If you create a double-sided mesh, you can choose what parts of 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
  59929. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59930. * @param name defines the name of the mesh
  59931. * @param options defines the options used to create the mesh
  59932. * @param scene defines the hosting scene
  59933. * @returns the torus mesh
  59934. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  59935. */
  59936. static CreateTorus(name: string, options: {
  59937. diameter?: number;
  59938. thickness?: number;
  59939. tessellation?: number;
  59940. updatable?: boolean;
  59941. sideOrientation?: number;
  59942. frontUVs?: Vector4;
  59943. backUVs?: Vector4;
  59944. }, scene?: Nullable<Scene>): Mesh;
  59945. /**
  59946. * Creates a torus knot mesh
  59947. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59948. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59949. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59950. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59951. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59952. * * If you create a double-sided mesh, you can choose what parts of 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
  59953. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59954. * @param name defines the name of the mesh
  59955. * @param options defines the options used to create the mesh
  59956. * @param scene defines the hosting scene
  59957. * @returns the torus knot mesh
  59958. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59959. */
  59960. static CreateTorusKnot(name: string, options: {
  59961. radius?: number;
  59962. tube?: number;
  59963. radialSegments?: number;
  59964. tubularSegments?: number;
  59965. p?: number;
  59966. q?: number;
  59967. updatable?: boolean;
  59968. sideOrientation?: number;
  59969. frontUVs?: Vector4;
  59970. backUVs?: Vector4;
  59971. }, scene?: Nullable<Scene>): Mesh;
  59972. /**
  59973. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  59974. * * 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
  59975. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  59976. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  59977. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  59978. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  59979. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  59980. * * 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
  59981. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  59982. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59983. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  59984. * @param name defines the name of the new line system
  59985. * @param options defines the options used to create the line system
  59986. * @param scene defines the hosting scene
  59987. * @returns a new line system mesh
  59988. */
  59989. static CreateLineSystem(name: string, options: {
  59990. lines: Vector3[][];
  59991. updatable?: boolean;
  59992. instance?: Nullable<LinesMesh>;
  59993. colors?: Nullable<Color4[][]>;
  59994. useVertexAlpha?: boolean;
  59995. }, scene: Nullable<Scene>): LinesMesh;
  59996. /**
  59997. * Creates a line mesh
  59998. * 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
  59999. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60000. * * The parameter `points` is an array successive Vector3
  60001. * * 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
  60002. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60003. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60004. * * When updating an instance, remember that only point positions can change, not the number of points
  60005. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60006. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60007. * @param name defines the name of the new line system
  60008. * @param options defines the options used to create the line system
  60009. * @param scene defines the hosting scene
  60010. * @returns a new line mesh
  60011. */
  60012. static CreateLines(name: string, options: {
  60013. points: Vector3[];
  60014. updatable?: boolean;
  60015. instance?: Nullable<LinesMesh>;
  60016. colors?: Color4[];
  60017. useVertexAlpha?: boolean;
  60018. }, scene?: Nullable<Scene>): LinesMesh;
  60019. /**
  60020. * Creates a dashed line mesh
  60021. * * 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
  60022. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60023. * * The parameter `points` is an array successive Vector3
  60024. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60025. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60026. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60027. * * 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
  60028. * * When updating an instance, remember that only point positions can change, not the number of points
  60029. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60030. * @param name defines the name of the mesh
  60031. * @param options defines the options used to create the mesh
  60032. * @param scene defines the hosting scene
  60033. * @returns the dashed line mesh
  60034. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60035. */
  60036. static CreateDashedLines(name: string, options: {
  60037. points: Vector3[];
  60038. dashSize?: number;
  60039. gapSize?: number;
  60040. dashNb?: number;
  60041. updatable?: boolean;
  60042. instance?: LinesMesh;
  60043. }, scene?: Nullable<Scene>): LinesMesh;
  60044. /**
  60045. * 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.
  60046. * * 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.
  60047. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60048. * * 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.
  60049. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60050. * * 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
  60051. * * 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
  60052. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60053. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60054. * * If you create a double-sided mesh, you can choose what parts of 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
  60055. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60057. * @param name defines the name of the mesh
  60058. * @param options defines the options used to create the mesh
  60059. * @param scene defines the hosting scene
  60060. * @returns the extruded shape mesh
  60061. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60062. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60063. */
  60064. static ExtrudeShape(name: string, options: {
  60065. shape: Vector3[];
  60066. path: Vector3[];
  60067. scale?: number;
  60068. rotation?: number;
  60069. cap?: number;
  60070. updatable?: boolean;
  60071. sideOrientation?: number;
  60072. frontUVs?: Vector4;
  60073. backUVs?: Vector4;
  60074. instance?: Mesh;
  60075. invertUV?: boolean;
  60076. }, scene?: Nullable<Scene>): Mesh;
  60077. /**
  60078. * Creates an custom extruded shape mesh.
  60079. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60080. * * 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.
  60081. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60082. * * 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
  60083. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60084. * * 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
  60085. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60086. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60087. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60088. * * 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
  60089. * * 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
  60090. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60092. * * If you create a double-sided mesh, you can choose what parts of 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
  60093. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60094. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60095. * @param name defines the name of the mesh
  60096. * @param options defines the options used to create the mesh
  60097. * @param scene defines the hosting scene
  60098. * @returns the custom extruded shape mesh
  60099. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60100. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60101. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60102. */
  60103. static ExtrudeShapeCustom(name: string, options: {
  60104. shape: Vector3[];
  60105. path: Vector3[];
  60106. scaleFunction?: any;
  60107. rotationFunction?: any;
  60108. ribbonCloseArray?: boolean;
  60109. ribbonClosePath?: boolean;
  60110. cap?: number;
  60111. updatable?: boolean;
  60112. sideOrientation?: number;
  60113. frontUVs?: Vector4;
  60114. backUVs?: Vector4;
  60115. instance?: Mesh;
  60116. invertUV?: boolean;
  60117. }, scene?: Nullable<Scene>): Mesh;
  60118. /**
  60119. * Creates lathe mesh.
  60120. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60121. * * 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
  60122. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60123. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60124. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60125. * * 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
  60126. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60127. * * 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
  60128. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60129. * * If you create a double-sided mesh, you can choose what parts of 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
  60130. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60131. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60132. * @param name defines the name of the mesh
  60133. * @param options defines the options used to create the mesh
  60134. * @param scene defines the hosting scene
  60135. * @returns the lathe mesh
  60136. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60137. */
  60138. static CreateLathe(name: string, options: {
  60139. shape: Vector3[];
  60140. radius?: number;
  60141. tessellation?: number;
  60142. clip?: number;
  60143. arc?: number;
  60144. closed?: boolean;
  60145. updatable?: boolean;
  60146. sideOrientation?: number;
  60147. frontUVs?: Vector4;
  60148. backUVs?: Vector4;
  60149. cap?: number;
  60150. invertUV?: boolean;
  60151. }, scene?: Nullable<Scene>): Mesh;
  60152. /**
  60153. * Creates a tiled plane mesh
  60154. * * You can set a limited pattern arrangement with the tiles
  60155. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60156. * * If you create a double-sided mesh, you can choose what parts of 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
  60157. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60158. * @param name defines the name of the mesh
  60159. * @param options defines the options used to create the mesh
  60160. * @param scene defines the hosting scene
  60161. * @returns the plane mesh
  60162. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60163. */
  60164. static CreateTiledPlane(name: string, options: {
  60165. pattern?: number;
  60166. tileSize?: number;
  60167. tileWidth?: number;
  60168. tileHeight?: number;
  60169. size?: number;
  60170. width?: number;
  60171. height?: number;
  60172. alignHorizontal?: number;
  60173. alignVertical?: number;
  60174. sideOrientation?: number;
  60175. frontUVs?: Vector4;
  60176. backUVs?: Vector4;
  60177. updatable?: boolean;
  60178. }, scene?: Nullable<Scene>): Mesh;
  60179. /**
  60180. * Creates a plane mesh
  60181. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60182. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60183. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60184. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60185. * * If you create a double-sided mesh, you can choose what parts of 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
  60186. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60187. * @param name defines the name of the mesh
  60188. * @param options defines the options used to create the mesh
  60189. * @param scene defines the hosting scene
  60190. * @returns the plane mesh
  60191. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60192. */
  60193. static CreatePlane(name: string, options: {
  60194. size?: number;
  60195. width?: number;
  60196. height?: number;
  60197. sideOrientation?: number;
  60198. frontUVs?: Vector4;
  60199. backUVs?: Vector4;
  60200. updatable?: boolean;
  60201. sourcePlane?: Plane;
  60202. }, scene?: Nullable<Scene>): Mesh;
  60203. /**
  60204. * Creates a ground mesh
  60205. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60206. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60207. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60208. * @param name defines the name of the mesh
  60209. * @param options defines the options used to create the mesh
  60210. * @param scene defines the hosting scene
  60211. * @returns the ground mesh
  60212. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60213. */
  60214. static CreateGround(name: string, options: {
  60215. width?: number;
  60216. height?: number;
  60217. subdivisions?: number;
  60218. subdivisionsX?: number;
  60219. subdivisionsY?: number;
  60220. updatable?: boolean;
  60221. }, scene?: Nullable<Scene>): Mesh;
  60222. /**
  60223. * Creates a tiled ground mesh
  60224. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60225. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60226. * * 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
  60227. * * 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
  60228. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60229. * @param name defines the name of the mesh
  60230. * @param options defines the options used to create the mesh
  60231. * @param scene defines the hosting scene
  60232. * @returns the tiled ground mesh
  60233. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60234. */
  60235. static CreateTiledGround(name: string, options: {
  60236. xmin: number;
  60237. zmin: number;
  60238. xmax: number;
  60239. zmax: number;
  60240. subdivisions?: {
  60241. w: number;
  60242. h: number;
  60243. };
  60244. precision?: {
  60245. w: number;
  60246. h: number;
  60247. };
  60248. updatable?: boolean;
  60249. }, scene?: Nullable<Scene>): Mesh;
  60250. /**
  60251. * Creates a ground mesh from a height map
  60252. * * The parameter `url` sets the URL of the height map image resource.
  60253. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60254. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60255. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60256. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60257. * * 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.
  60258. * * 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).
  60259. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60260. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60261. * @param name defines the name of the mesh
  60262. * @param url defines the url to the height map
  60263. * @param options defines the options used to create the mesh
  60264. * @param scene defines the hosting scene
  60265. * @returns the ground mesh
  60266. * @see https://doc.babylonjs.com/babylon101/height_map
  60267. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60268. */
  60269. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60270. width?: number;
  60271. height?: number;
  60272. subdivisions?: number;
  60273. minHeight?: number;
  60274. maxHeight?: number;
  60275. colorFilter?: Color3;
  60276. alphaFilter?: number;
  60277. updatable?: boolean;
  60278. onReady?: (mesh: GroundMesh) => void;
  60279. }, scene?: Nullable<Scene>): GroundMesh;
  60280. /**
  60281. * Creates a polygon mesh
  60282. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60283. * * 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
  60284. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60285. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60286. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60287. * * Remember you can only change the shape positions, not their number when updating a polygon
  60288. * @param name defines the name of the mesh
  60289. * @param options defines the options used to create the mesh
  60290. * @param scene defines the hosting scene
  60291. * @param earcutInjection can be used to inject your own earcut reference
  60292. * @returns the polygon mesh
  60293. */
  60294. static CreatePolygon(name: string, options: {
  60295. shape: Vector3[];
  60296. holes?: Vector3[][];
  60297. depth?: number;
  60298. faceUV?: Vector4[];
  60299. faceColors?: Color4[];
  60300. updatable?: boolean;
  60301. sideOrientation?: number;
  60302. frontUVs?: Vector4;
  60303. backUVs?: Vector4;
  60304. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60305. /**
  60306. * Creates an extruded polygon mesh, with depth in the Y direction.
  60307. * * 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)
  60308. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60309. * @param name defines the name of the mesh
  60310. * @param options defines the options used to create the mesh
  60311. * @param scene defines the hosting scene
  60312. * @param earcutInjection can be used to inject your own earcut reference
  60313. * @returns the polygon mesh
  60314. */
  60315. static ExtrudePolygon(name: string, options: {
  60316. shape: Vector3[];
  60317. holes?: Vector3[][];
  60318. depth?: number;
  60319. faceUV?: Vector4[];
  60320. faceColors?: Color4[];
  60321. updatable?: boolean;
  60322. sideOrientation?: number;
  60323. frontUVs?: Vector4;
  60324. backUVs?: Vector4;
  60325. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60326. /**
  60327. * Creates a tube mesh.
  60328. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60329. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60330. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60331. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60332. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60333. * * 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)
  60334. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60335. * * 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
  60336. * * 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
  60337. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60338. * * If you create a double-sided mesh, you can choose what parts of 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
  60339. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60340. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60341. * @param name defines the name of the mesh
  60342. * @param options defines the options used to create the mesh
  60343. * @param scene defines the hosting scene
  60344. * @returns the tube mesh
  60345. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60346. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60347. */
  60348. static CreateTube(name: string, options: {
  60349. path: Vector3[];
  60350. radius?: number;
  60351. tessellation?: number;
  60352. radiusFunction?: {
  60353. (i: number, distance: number): number;
  60354. };
  60355. cap?: number;
  60356. arc?: number;
  60357. updatable?: boolean;
  60358. sideOrientation?: number;
  60359. frontUVs?: Vector4;
  60360. backUVs?: Vector4;
  60361. instance?: Mesh;
  60362. invertUV?: boolean;
  60363. }, scene?: Nullable<Scene>): Mesh;
  60364. /**
  60365. * Creates a polyhedron mesh
  60366. * * 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
  60367. * * The parameter `size` (positive float, default 1) sets the polygon size
  60368. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60369. * * 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`
  60370. * * 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
  60371. * * 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)`)
  60372. * * 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
  60373. * * 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
  60374. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60375. * * If you create a double-sided mesh, you can choose what parts of 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
  60376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60377. * @param name defines the name of the mesh
  60378. * @param options defines the options used to create the mesh
  60379. * @param scene defines the hosting scene
  60380. * @returns the polyhedron mesh
  60381. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60382. */
  60383. static CreatePolyhedron(name: string, options: {
  60384. type?: number;
  60385. size?: number;
  60386. sizeX?: number;
  60387. sizeY?: number;
  60388. sizeZ?: number;
  60389. custom?: any;
  60390. faceUV?: Vector4[];
  60391. faceColors?: Color4[];
  60392. flat?: boolean;
  60393. updatable?: boolean;
  60394. sideOrientation?: number;
  60395. frontUVs?: Vector4;
  60396. backUVs?: Vector4;
  60397. }, scene?: Nullable<Scene>): Mesh;
  60398. /**
  60399. * Creates a decal mesh.
  60400. * 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
  60401. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60402. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60403. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60404. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60405. * @param name defines the name of the mesh
  60406. * @param sourceMesh defines the mesh where the decal must be applied
  60407. * @param options defines the options used to create the mesh
  60408. * @param scene defines the hosting scene
  60409. * @returns the decal mesh
  60410. * @see https://doc.babylonjs.com/how_to/decals
  60411. */
  60412. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60413. position?: Vector3;
  60414. normal?: Vector3;
  60415. size?: Vector3;
  60416. angle?: number;
  60417. }): Mesh;
  60418. }
  60419. }
  60420. declare module "babylonjs/Meshes/meshSimplification" {
  60421. import { Mesh } from "babylonjs/Meshes/mesh";
  60422. /**
  60423. * A simplifier interface for future simplification implementations
  60424. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60425. */
  60426. export interface ISimplifier {
  60427. /**
  60428. * Simplification of a given mesh according to the given settings.
  60429. * Since this requires computation, it is assumed that the function runs async.
  60430. * @param settings The settings of the simplification, including quality and distance
  60431. * @param successCallback A callback that will be called after the mesh was simplified.
  60432. * @param errorCallback in case of an error, this callback will be called. optional.
  60433. */
  60434. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60435. }
  60436. /**
  60437. * Expected simplification settings.
  60438. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60439. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60440. */
  60441. export interface ISimplificationSettings {
  60442. /**
  60443. * Gets or sets the expected quality
  60444. */
  60445. quality: number;
  60446. /**
  60447. * Gets or sets the distance when this optimized version should be used
  60448. */
  60449. distance: number;
  60450. /**
  60451. * Gets an already optimized mesh
  60452. */
  60453. optimizeMesh?: boolean;
  60454. }
  60455. /**
  60456. * Class used to specify simplification options
  60457. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60458. */
  60459. export class SimplificationSettings implements ISimplificationSettings {
  60460. /** expected quality */
  60461. quality: number;
  60462. /** distance when this optimized version should be used */
  60463. distance: number;
  60464. /** already optimized mesh */
  60465. optimizeMesh?: boolean | undefined;
  60466. /**
  60467. * Creates a SimplificationSettings
  60468. * @param quality expected quality
  60469. * @param distance distance when this optimized version should be used
  60470. * @param optimizeMesh already optimized mesh
  60471. */
  60472. constructor(
  60473. /** expected quality */
  60474. quality: number,
  60475. /** distance when this optimized version should be used */
  60476. distance: number,
  60477. /** already optimized mesh */
  60478. optimizeMesh?: boolean | undefined);
  60479. }
  60480. /**
  60481. * Interface used to define a simplification task
  60482. */
  60483. export interface ISimplificationTask {
  60484. /**
  60485. * Array of settings
  60486. */
  60487. settings: Array<ISimplificationSettings>;
  60488. /**
  60489. * Simplification type
  60490. */
  60491. simplificationType: SimplificationType;
  60492. /**
  60493. * Mesh to simplify
  60494. */
  60495. mesh: Mesh;
  60496. /**
  60497. * Callback called on success
  60498. */
  60499. successCallback?: () => void;
  60500. /**
  60501. * Defines if parallel processing can be used
  60502. */
  60503. parallelProcessing: boolean;
  60504. }
  60505. /**
  60506. * Queue used to order the simplification tasks
  60507. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60508. */
  60509. export class SimplificationQueue {
  60510. private _simplificationArray;
  60511. /**
  60512. * Gets a boolean indicating that the process is still running
  60513. */
  60514. running: boolean;
  60515. /**
  60516. * Creates a new queue
  60517. */
  60518. constructor();
  60519. /**
  60520. * Adds a new simplification task
  60521. * @param task defines a task to add
  60522. */
  60523. addTask(task: ISimplificationTask): void;
  60524. /**
  60525. * Execute next task
  60526. */
  60527. executeNext(): void;
  60528. /**
  60529. * Execute a simplification task
  60530. * @param task defines the task to run
  60531. */
  60532. runSimplification(task: ISimplificationTask): void;
  60533. private getSimplifier;
  60534. }
  60535. /**
  60536. * The implemented types of simplification
  60537. * At the moment only Quadratic Error Decimation is implemented
  60538. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60539. */
  60540. export enum SimplificationType {
  60541. /** Quadratic error decimation */
  60542. QUADRATIC = 0
  60543. }
  60544. }
  60545. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60546. import { Scene } from "babylonjs/scene";
  60547. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60548. import { ISceneComponent } from "babylonjs/sceneComponent";
  60549. module "babylonjs/scene" {
  60550. interface Scene {
  60551. /** @hidden (Backing field) */
  60552. _simplificationQueue: SimplificationQueue;
  60553. /**
  60554. * Gets or sets the simplification queue attached to the scene
  60555. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60556. */
  60557. simplificationQueue: SimplificationQueue;
  60558. }
  60559. }
  60560. module "babylonjs/Meshes/mesh" {
  60561. interface Mesh {
  60562. /**
  60563. * Simplify the mesh according to the given array of settings.
  60564. * Function will return immediately and will simplify async
  60565. * @param settings a collection of simplification settings
  60566. * @param parallelProcessing should all levels calculate parallel or one after the other
  60567. * @param simplificationType the type of simplification to run
  60568. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60569. * @returns the current mesh
  60570. */
  60571. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60572. }
  60573. }
  60574. /**
  60575. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60576. * created in a scene
  60577. */
  60578. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60579. /**
  60580. * The component name helpfull to identify the component in the list of scene components.
  60581. */
  60582. readonly name: string;
  60583. /**
  60584. * The scene the component belongs to.
  60585. */
  60586. scene: Scene;
  60587. /**
  60588. * Creates a new instance of the component for the given scene
  60589. * @param scene Defines the scene to register the component in
  60590. */
  60591. constructor(scene: Scene);
  60592. /**
  60593. * Registers the component in a given scene
  60594. */
  60595. register(): void;
  60596. /**
  60597. * Rebuilds the elements related to this component in case of
  60598. * context lost for instance.
  60599. */
  60600. rebuild(): void;
  60601. /**
  60602. * Disposes the component and the associated ressources
  60603. */
  60604. dispose(): void;
  60605. private _beforeCameraUpdate;
  60606. }
  60607. }
  60608. declare module "babylonjs/Meshes/Builders/index" {
  60609. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60610. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60611. export * from "babylonjs/Meshes/Builders/discBuilder";
  60612. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60613. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60614. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60615. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60616. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60617. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60618. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60619. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60620. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60621. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60622. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60623. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60624. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60625. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60626. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60627. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60628. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60629. }
  60630. declare module "babylonjs/Meshes/index" {
  60631. export * from "babylonjs/Meshes/abstractMesh";
  60632. export * from "babylonjs/Meshes/buffer";
  60633. export * from "babylonjs/Meshes/Compression/index";
  60634. export * from "babylonjs/Meshes/csg";
  60635. export * from "babylonjs/Meshes/geometry";
  60636. export * from "babylonjs/Meshes/groundMesh";
  60637. export * from "babylonjs/Meshes/trailMesh";
  60638. export * from "babylonjs/Meshes/instancedMesh";
  60639. export * from "babylonjs/Meshes/linesMesh";
  60640. export * from "babylonjs/Meshes/mesh";
  60641. export * from "babylonjs/Meshes/mesh.vertexData";
  60642. export * from "babylonjs/Meshes/meshBuilder";
  60643. export * from "babylonjs/Meshes/meshSimplification";
  60644. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60645. export * from "babylonjs/Meshes/polygonMesh";
  60646. export * from "babylonjs/Meshes/subMesh";
  60647. export * from "babylonjs/Meshes/meshLODLevel";
  60648. export * from "babylonjs/Meshes/transformNode";
  60649. export * from "babylonjs/Meshes/Builders/index";
  60650. export * from "babylonjs/Meshes/dataBuffer";
  60651. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60652. }
  60653. declare module "babylonjs/Morph/index" {
  60654. export * from "babylonjs/Morph/morphTarget";
  60655. export * from "babylonjs/Morph/morphTargetManager";
  60656. }
  60657. declare module "babylonjs/Navigation/INavigationEngine" {
  60658. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60659. import { Vector3 } from "babylonjs/Maths/math";
  60660. import { Mesh } from "babylonjs/Meshes/mesh";
  60661. import { Scene } from "babylonjs/scene";
  60662. /**
  60663. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60664. */
  60665. export interface INavigationEnginePlugin {
  60666. /**
  60667. * plugin name
  60668. */
  60669. name: string;
  60670. /**
  60671. * Creates a navigation mesh
  60672. * @param meshes array of all the geometry used to compute the navigatio mesh
  60673. * @param parameters bunch of parameters used to filter geometry
  60674. */
  60675. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60676. /**
  60677. * Create a navigation mesh debug mesh
  60678. * @param scene is where the mesh will be added
  60679. * @returns debug display mesh
  60680. */
  60681. createDebugNavMesh(scene: Scene): Mesh;
  60682. /**
  60683. * Get a navigation mesh constrained position, closest to the parameter position
  60684. * @param position world position
  60685. * @returns the closest point to position constrained by the navigation mesh
  60686. */
  60687. getClosestPoint(position: Vector3): Vector3;
  60688. /**
  60689. * Get a navigation mesh constrained position, within a particular radius
  60690. * @param position world position
  60691. * @param maxRadius the maximum distance to the constrained world position
  60692. * @returns the closest point to position constrained by the navigation mesh
  60693. */
  60694. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60695. /**
  60696. * Compute the final position from a segment made of destination-position
  60697. * @param position world position
  60698. * @param destination world position
  60699. * @returns the resulting point along the navmesh
  60700. */
  60701. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60702. /**
  60703. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60704. * @param start world position
  60705. * @param end world position
  60706. * @returns array containing world position composing the path
  60707. */
  60708. computePath(start: Vector3, end: Vector3): Vector3[];
  60709. /**
  60710. * If this plugin is supported
  60711. * @returns true if plugin is supported
  60712. */
  60713. isSupported(): boolean;
  60714. /**
  60715. * Create a new Crowd so you can add agents
  60716. * @param maxAgents the maximum agent count in the crowd
  60717. * @param maxAgentRadius the maximum radius an agent can have
  60718. * @param scene to attach the crowd to
  60719. * @returns the crowd you can add agents to
  60720. */
  60721. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60722. /**
  60723. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60724. * The queries will try to find a solution within those bounds
  60725. * default is (1,1,1)
  60726. * @param extent x,y,z value that define the extent around the queries point of reference
  60727. */
  60728. setDefaultQueryExtent(extent: Vector3): void;
  60729. /**
  60730. * Get the Bounding box extent specified by setDefaultQueryExtent
  60731. * @returns the box extent values
  60732. */
  60733. getDefaultQueryExtent(): Vector3;
  60734. /**
  60735. * Release all resources
  60736. */
  60737. dispose(): void;
  60738. }
  60739. /**
  60740. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  60741. */
  60742. export interface ICrowd {
  60743. /**
  60744. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60745. * You can attach anything to that node. The node position is updated in the scene update tick.
  60746. * @param pos world position that will be constrained by the navigation mesh
  60747. * @param parameters agent parameters
  60748. * @param transform hooked to the agent that will be update by the scene
  60749. * @returns agent index
  60750. */
  60751. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60752. /**
  60753. * Returns the agent position in world space
  60754. * @param index agent index returned by addAgent
  60755. * @returns world space position
  60756. */
  60757. getAgentPosition(index: number): Vector3;
  60758. /**
  60759. * Gets the agent velocity in world space
  60760. * @param index agent index returned by addAgent
  60761. * @returns world space velocity
  60762. */
  60763. getAgentVelocity(index: number): Vector3;
  60764. /**
  60765. * remove a particular agent previously created
  60766. * @param index agent index returned by addAgent
  60767. */
  60768. removeAgent(index: number): void;
  60769. /**
  60770. * get the list of all agents attached to this crowd
  60771. * @returns list of agent indices
  60772. */
  60773. getAgents(): number[];
  60774. /**
  60775. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60776. * @param deltaTime in seconds
  60777. */
  60778. update(deltaTime: number): void;
  60779. /**
  60780. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60781. * @param index agent index returned by addAgent
  60782. * @param destination targeted world position
  60783. */
  60784. agentGoto(index: number, destination: Vector3): void;
  60785. /**
  60786. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60787. * The queries will try to find a solution within those bounds
  60788. * default is (1,1,1)
  60789. * @param extent x,y,z value that define the extent around the queries point of reference
  60790. */
  60791. setDefaultQueryExtent(extent: Vector3): void;
  60792. /**
  60793. * Get the Bounding box extent specified by setDefaultQueryExtent
  60794. * @returns the box extent values
  60795. */
  60796. getDefaultQueryExtent(): Vector3;
  60797. /**
  60798. * Release all resources
  60799. */
  60800. dispose(): void;
  60801. }
  60802. /**
  60803. * Configures an agent
  60804. */
  60805. export interface IAgentParameters {
  60806. /**
  60807. * Agent radius. [Limit: >= 0]
  60808. */
  60809. radius: number;
  60810. /**
  60811. * Agent height. [Limit: > 0]
  60812. */
  60813. height: number;
  60814. /**
  60815. * Maximum allowed acceleration. [Limit: >= 0]
  60816. */
  60817. maxAcceleration: number;
  60818. /**
  60819. * Maximum allowed speed. [Limit: >= 0]
  60820. */
  60821. maxSpeed: number;
  60822. /**
  60823. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  60824. */
  60825. collisionQueryRange: number;
  60826. /**
  60827. * The path visibility optimization range. [Limit: > 0]
  60828. */
  60829. pathOptimizationRange: number;
  60830. /**
  60831. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  60832. */
  60833. separationWeight: number;
  60834. }
  60835. /**
  60836. * Configures the navigation mesh creation
  60837. */
  60838. export interface INavMeshParameters {
  60839. /**
  60840. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  60841. */
  60842. cs: number;
  60843. /**
  60844. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  60845. */
  60846. ch: number;
  60847. /**
  60848. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  60849. */
  60850. walkableSlopeAngle: number;
  60851. /**
  60852. * Minimum floor to 'ceiling' height that will still allow the floor area to
  60853. * be considered walkable. [Limit: >= 3] [Units: vx]
  60854. */
  60855. walkableHeight: number;
  60856. /**
  60857. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  60858. */
  60859. walkableClimb: number;
  60860. /**
  60861. * The distance to erode/shrink the walkable area of the heightfield away from
  60862. * obstructions. [Limit: >=0] [Units: vx]
  60863. */
  60864. walkableRadius: number;
  60865. /**
  60866. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  60867. */
  60868. maxEdgeLen: number;
  60869. /**
  60870. * The maximum distance a simplfied contour's border edges should deviate
  60871. * the original raw contour. [Limit: >=0] [Units: vx]
  60872. */
  60873. maxSimplificationError: number;
  60874. /**
  60875. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  60876. */
  60877. minRegionArea: number;
  60878. /**
  60879. * Any regions with a span count smaller than this value will, if possible,
  60880. * be merged with larger regions. [Limit: >=0] [Units: vx]
  60881. */
  60882. mergeRegionArea: number;
  60883. /**
  60884. * The maximum number of vertices allowed for polygons generated during the
  60885. * contour to polygon conversion process. [Limit: >= 3]
  60886. */
  60887. maxVertsPerPoly: number;
  60888. /**
  60889. * Sets the sampling distance to use when generating the detail mesh.
  60890. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  60891. */
  60892. detailSampleDist: number;
  60893. /**
  60894. * The maximum distance the detail mesh surface should deviate from heightfield
  60895. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  60896. */
  60897. detailSampleMaxError: number;
  60898. }
  60899. }
  60900. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  60901. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  60902. import { Mesh } from "babylonjs/Meshes/mesh";
  60903. import { Scene } from "babylonjs/scene";
  60904. import { Vector3 } from "babylonjs/Maths/math";
  60905. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60906. /**
  60907. * RecastJS navigation plugin
  60908. */
  60909. export class RecastJSPlugin implements INavigationEnginePlugin {
  60910. /**
  60911. * Reference to the Recast library
  60912. */
  60913. bjsRECAST: any;
  60914. /**
  60915. * plugin name
  60916. */
  60917. name: string;
  60918. /**
  60919. * the first navmesh created. We might extend this to support multiple navmeshes
  60920. */
  60921. navMesh: any;
  60922. /**
  60923. * Initializes the recastJS plugin
  60924. * @param recastInjection can be used to inject your own recast reference
  60925. */
  60926. constructor(recastInjection?: any);
  60927. /**
  60928. * Creates a navigation mesh
  60929. * @param meshes array of all the geometry used to compute the navigatio mesh
  60930. * @param parameters bunch of parameters used to filter geometry
  60931. */
  60932. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60933. /**
  60934. * Create a navigation mesh debug mesh
  60935. * @param scene is where the mesh will be added
  60936. * @returns debug display mesh
  60937. */
  60938. createDebugNavMesh(scene: Scene): Mesh;
  60939. /**
  60940. * Get a navigation mesh constrained position, closest to the parameter position
  60941. * @param position world position
  60942. * @returns the closest point to position constrained by the navigation mesh
  60943. */
  60944. getClosestPoint(position: Vector3): Vector3;
  60945. /**
  60946. * Get a navigation mesh constrained position, within a particular radius
  60947. * @param position world position
  60948. * @param maxRadius the maximum distance to the constrained world position
  60949. * @returns the closest point to position constrained by the navigation mesh
  60950. */
  60951. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60952. /**
  60953. * Compute the final position from a segment made of destination-position
  60954. * @param position world position
  60955. * @param destination world position
  60956. * @returns the resulting point along the navmesh
  60957. */
  60958. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60959. /**
  60960. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60961. * @param start world position
  60962. * @param end world position
  60963. * @returns array containing world position composing the path
  60964. */
  60965. computePath(start: Vector3, end: Vector3): Vector3[];
  60966. /**
  60967. * Create a new Crowd so you can add agents
  60968. * @param maxAgents the maximum agent count in the crowd
  60969. * @param maxAgentRadius the maximum radius an agent can have
  60970. * @param scene to attach the crowd to
  60971. * @returns the crowd you can add agents to
  60972. */
  60973. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60974. /**
  60975. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60976. * The queries will try to find a solution within those bounds
  60977. * default is (1,1,1)
  60978. * @param extent x,y,z value that define the extent around the queries point of reference
  60979. */
  60980. setDefaultQueryExtent(extent: Vector3): void;
  60981. /**
  60982. * Get the Bounding box extent specified by setDefaultQueryExtent
  60983. * @returns the box extent values
  60984. */
  60985. getDefaultQueryExtent(): Vector3;
  60986. /**
  60987. * Disposes
  60988. */
  60989. dispose(): void;
  60990. /**
  60991. * If this plugin is supported
  60992. * @returns true if plugin is supported
  60993. */
  60994. isSupported(): boolean;
  60995. }
  60996. /**
  60997. * Recast detour crowd implementation
  60998. */
  60999. export class RecastJSCrowd implements ICrowd {
  61000. /**
  61001. * Recast/detour plugin
  61002. */
  61003. bjsRECASTPlugin: RecastJSPlugin;
  61004. /**
  61005. * Link to the detour crowd
  61006. */
  61007. recastCrowd: any;
  61008. /**
  61009. * One transform per agent
  61010. */
  61011. transforms: TransformNode[];
  61012. /**
  61013. * All agents created
  61014. */
  61015. agents: number[];
  61016. /**
  61017. * Link to the scene is kept to unregister the crowd from the scene
  61018. */
  61019. private _scene;
  61020. /**
  61021. * Observer for crowd updates
  61022. */
  61023. private _onBeforeAnimationsObserver;
  61024. /**
  61025. * Constructor
  61026. * @param plugin recastJS plugin
  61027. * @param maxAgents the maximum agent count in the crowd
  61028. * @param maxAgentRadius the maximum radius an agent can have
  61029. * @param scene to attach the crowd to
  61030. * @returns the crowd you can add agents to
  61031. */
  61032. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61033. /**
  61034. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61035. * You can attach anything to that node. The node position is updated in the scene update tick.
  61036. * @param pos world position that will be constrained by the navigation mesh
  61037. * @param parameters agent parameters
  61038. * @param transform hooked to the agent that will be update by the scene
  61039. * @returns agent index
  61040. */
  61041. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61042. /**
  61043. * Returns the agent position in world space
  61044. * @param index agent index returned by addAgent
  61045. * @returns world space position
  61046. */
  61047. getAgentPosition(index: number): Vector3;
  61048. /**
  61049. * Returns the agent velocity in world space
  61050. * @param index agent index returned by addAgent
  61051. * @returns world space velocity
  61052. */
  61053. getAgentVelocity(index: number): Vector3;
  61054. /**
  61055. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61056. * @param index agent index returned by addAgent
  61057. * @param destination targeted world position
  61058. */
  61059. agentGoto(index: number, destination: Vector3): void;
  61060. /**
  61061. * remove a particular agent previously created
  61062. * @param index agent index returned by addAgent
  61063. */
  61064. removeAgent(index: number): void;
  61065. /**
  61066. * get the list of all agents attached to this crowd
  61067. * @returns list of agent indices
  61068. */
  61069. getAgents(): number[];
  61070. /**
  61071. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61072. * @param deltaTime in seconds
  61073. */
  61074. update(deltaTime: number): void;
  61075. /**
  61076. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61077. * The queries will try to find a solution within those bounds
  61078. * default is (1,1,1)
  61079. * @param extent x,y,z value that define the extent around the queries point of reference
  61080. */
  61081. setDefaultQueryExtent(extent: Vector3): void;
  61082. /**
  61083. * Get the Bounding box extent specified by setDefaultQueryExtent
  61084. * @returns the box extent values
  61085. */
  61086. getDefaultQueryExtent(): Vector3;
  61087. /**
  61088. * Release all resources
  61089. */
  61090. dispose(): void;
  61091. }
  61092. }
  61093. declare module "babylonjs/Navigation/Plugins/index" {
  61094. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61095. }
  61096. declare module "babylonjs/Navigation/index" {
  61097. export * from "babylonjs/Navigation/INavigationEngine";
  61098. export * from "babylonjs/Navigation/Plugins/index";
  61099. }
  61100. declare module "babylonjs/Offline/database" {
  61101. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61102. /**
  61103. * Class used to enable access to IndexedDB
  61104. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61105. */
  61106. export class Database implements IOfflineProvider {
  61107. private _callbackManifestChecked;
  61108. private _currentSceneUrl;
  61109. private _db;
  61110. private _enableSceneOffline;
  61111. private _enableTexturesOffline;
  61112. private _manifestVersionFound;
  61113. private _mustUpdateRessources;
  61114. private _hasReachedQuota;
  61115. private _isSupported;
  61116. private _idbFactory;
  61117. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61118. private static IsUASupportingBlobStorage;
  61119. /**
  61120. * Gets a boolean indicating if Database storate is enabled (off by default)
  61121. */
  61122. static IDBStorageEnabled: boolean;
  61123. /**
  61124. * Gets a boolean indicating if scene must be saved in the database
  61125. */
  61126. readonly enableSceneOffline: boolean;
  61127. /**
  61128. * Gets a boolean indicating if textures must be saved in the database
  61129. */
  61130. readonly enableTexturesOffline: boolean;
  61131. /**
  61132. * Creates a new Database
  61133. * @param urlToScene defines the url to load the scene
  61134. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61135. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61136. */
  61137. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61138. private static _ParseURL;
  61139. private static _ReturnFullUrlLocation;
  61140. private _checkManifestFile;
  61141. /**
  61142. * Open the database and make it available
  61143. * @param successCallback defines the callback to call on success
  61144. * @param errorCallback defines the callback to call on error
  61145. */
  61146. open(successCallback: () => void, errorCallback: () => void): void;
  61147. /**
  61148. * Loads an image from the database
  61149. * @param url defines the url to load from
  61150. * @param image defines the target DOM image
  61151. */
  61152. loadImage(url: string, image: HTMLImageElement): void;
  61153. private _loadImageFromDBAsync;
  61154. private _saveImageIntoDBAsync;
  61155. private _checkVersionFromDB;
  61156. private _loadVersionFromDBAsync;
  61157. private _saveVersionIntoDBAsync;
  61158. /**
  61159. * Loads a file from database
  61160. * @param url defines the URL to load from
  61161. * @param sceneLoaded defines a callback to call on success
  61162. * @param progressCallBack defines a callback to call when progress changed
  61163. * @param errorCallback defines a callback to call on error
  61164. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61165. */
  61166. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61167. private _loadFileAsync;
  61168. private _saveFileAsync;
  61169. /**
  61170. * Validates if xhr data is correct
  61171. * @param xhr defines the request to validate
  61172. * @param dataType defines the expected data type
  61173. * @returns true if data is correct
  61174. */
  61175. private static _ValidateXHRData;
  61176. }
  61177. }
  61178. declare module "babylonjs/Offline/index" {
  61179. export * from "babylonjs/Offline/database";
  61180. export * from "babylonjs/Offline/IOfflineProvider";
  61181. }
  61182. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61183. /** @hidden */
  61184. export var gpuUpdateParticlesPixelShader: {
  61185. name: string;
  61186. shader: string;
  61187. };
  61188. }
  61189. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61190. /** @hidden */
  61191. export var gpuUpdateParticlesVertexShader: {
  61192. name: string;
  61193. shader: string;
  61194. };
  61195. }
  61196. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61197. /** @hidden */
  61198. export var clipPlaneFragmentDeclaration2: {
  61199. name: string;
  61200. shader: string;
  61201. };
  61202. }
  61203. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61204. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61205. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61206. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61207. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61208. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61209. /** @hidden */
  61210. export var gpuRenderParticlesPixelShader: {
  61211. name: string;
  61212. shader: string;
  61213. };
  61214. }
  61215. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61216. /** @hidden */
  61217. export var clipPlaneVertexDeclaration2: {
  61218. name: string;
  61219. shader: string;
  61220. };
  61221. }
  61222. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61223. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61224. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61225. /** @hidden */
  61226. export var gpuRenderParticlesVertexShader: {
  61227. name: string;
  61228. shader: string;
  61229. };
  61230. }
  61231. declare module "babylonjs/Particles/gpuParticleSystem" {
  61232. import { Nullable } from "babylonjs/types";
  61233. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61234. import { Observable } from "babylonjs/Misc/observable";
  61235. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61236. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61237. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61238. import { Scene, IDisposable } from "babylonjs/scene";
  61239. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61240. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61241. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61242. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61243. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61244. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61245. /**
  61246. * This represents a GPU particle system in Babylon
  61247. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61248. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61249. */
  61250. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61251. /**
  61252. * The layer mask we are rendering the particles through.
  61253. */
  61254. layerMask: number;
  61255. private _capacity;
  61256. private _activeCount;
  61257. private _currentActiveCount;
  61258. private _accumulatedCount;
  61259. private _renderEffect;
  61260. private _updateEffect;
  61261. private _buffer0;
  61262. private _buffer1;
  61263. private _spriteBuffer;
  61264. private _updateVAO;
  61265. private _renderVAO;
  61266. private _targetIndex;
  61267. private _sourceBuffer;
  61268. private _targetBuffer;
  61269. private _engine;
  61270. private _currentRenderId;
  61271. private _started;
  61272. private _stopped;
  61273. private _timeDelta;
  61274. private _randomTexture;
  61275. private _randomTexture2;
  61276. private _attributesStrideSize;
  61277. private _updateEffectOptions;
  61278. private _randomTextureSize;
  61279. private _actualFrame;
  61280. private readonly _rawTextureWidth;
  61281. /**
  61282. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61283. */
  61284. static readonly IsSupported: boolean;
  61285. /**
  61286. * An event triggered when the system is disposed.
  61287. */
  61288. onDisposeObservable: Observable<GPUParticleSystem>;
  61289. /**
  61290. * Gets the maximum number of particles active at the same time.
  61291. * @returns The max number of active particles.
  61292. */
  61293. getCapacity(): number;
  61294. /**
  61295. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61296. * to override the particles.
  61297. */
  61298. forceDepthWrite: boolean;
  61299. /**
  61300. * Gets or set the number of active particles
  61301. */
  61302. activeParticleCount: number;
  61303. private _preWarmDone;
  61304. /**
  61305. * Is this system ready to be used/rendered
  61306. * @return true if the system is ready
  61307. */
  61308. isReady(): boolean;
  61309. /**
  61310. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61311. * @returns True if it has been started, otherwise false.
  61312. */
  61313. isStarted(): boolean;
  61314. /**
  61315. * Starts the particle system and begins to emit
  61316. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61317. */
  61318. start(delay?: number): void;
  61319. /**
  61320. * Stops the particle system.
  61321. */
  61322. stop(): void;
  61323. /**
  61324. * Remove all active particles
  61325. */
  61326. reset(): void;
  61327. /**
  61328. * Returns the string "GPUParticleSystem"
  61329. * @returns a string containing the class name
  61330. */
  61331. getClassName(): string;
  61332. private _colorGradientsTexture;
  61333. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61334. /**
  61335. * Adds a new color gradient
  61336. * @param gradient defines the gradient to use (between 0 and 1)
  61337. * @param color1 defines the color to affect to the specified gradient
  61338. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61339. * @returns the current particle system
  61340. */
  61341. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61342. /**
  61343. * Remove a specific color gradient
  61344. * @param gradient defines the gradient to remove
  61345. * @returns the current particle system
  61346. */
  61347. removeColorGradient(gradient: number): GPUParticleSystem;
  61348. private _angularSpeedGradientsTexture;
  61349. private _sizeGradientsTexture;
  61350. private _velocityGradientsTexture;
  61351. private _limitVelocityGradientsTexture;
  61352. private _dragGradientsTexture;
  61353. private _addFactorGradient;
  61354. /**
  61355. * Adds a new size gradient
  61356. * @param gradient defines the gradient to use (between 0 and 1)
  61357. * @param factor defines the size factor to affect to the specified gradient
  61358. * @returns the current particle system
  61359. */
  61360. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61361. /**
  61362. * Remove a specific size gradient
  61363. * @param gradient defines the gradient to remove
  61364. * @returns the current particle system
  61365. */
  61366. removeSizeGradient(gradient: number): GPUParticleSystem;
  61367. /**
  61368. * Adds a new angular speed gradient
  61369. * @param gradient defines the gradient to use (between 0 and 1)
  61370. * @param factor defines the angular speed to affect to the specified gradient
  61371. * @returns the current particle system
  61372. */
  61373. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61374. /**
  61375. * Remove a specific angular speed gradient
  61376. * @param gradient defines the gradient to remove
  61377. * @returns the current particle system
  61378. */
  61379. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61380. /**
  61381. * Adds a new velocity gradient
  61382. * @param gradient defines the gradient to use (between 0 and 1)
  61383. * @param factor defines the velocity to affect to the specified gradient
  61384. * @returns the current particle system
  61385. */
  61386. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61387. /**
  61388. * Remove a specific velocity gradient
  61389. * @param gradient defines the gradient to remove
  61390. * @returns the current particle system
  61391. */
  61392. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61393. /**
  61394. * Adds a new limit velocity gradient
  61395. * @param gradient defines the gradient to use (between 0 and 1)
  61396. * @param factor defines the limit velocity value to affect to the specified gradient
  61397. * @returns the current particle system
  61398. */
  61399. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61400. /**
  61401. * Remove a specific limit velocity gradient
  61402. * @param gradient defines the gradient to remove
  61403. * @returns the current particle system
  61404. */
  61405. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61406. /**
  61407. * Adds a new drag gradient
  61408. * @param gradient defines the gradient to use (between 0 and 1)
  61409. * @param factor defines the drag value to affect to the specified gradient
  61410. * @returns the current particle system
  61411. */
  61412. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61413. /**
  61414. * Remove a specific drag gradient
  61415. * @param gradient defines the gradient to remove
  61416. * @returns the current particle system
  61417. */
  61418. removeDragGradient(gradient: number): GPUParticleSystem;
  61419. /**
  61420. * Not supported by GPUParticleSystem
  61421. * @param gradient defines the gradient to use (between 0 and 1)
  61422. * @param factor defines the emit rate value to affect to the specified gradient
  61423. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61424. * @returns the current particle system
  61425. */
  61426. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61427. /**
  61428. * Not supported by GPUParticleSystem
  61429. * @param gradient defines the gradient to remove
  61430. * @returns the current particle system
  61431. */
  61432. removeEmitRateGradient(gradient: number): IParticleSystem;
  61433. /**
  61434. * Not supported by GPUParticleSystem
  61435. * @param gradient defines the gradient to use (between 0 and 1)
  61436. * @param factor defines the start size value to affect to the specified gradient
  61437. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61438. * @returns the current particle system
  61439. */
  61440. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61441. /**
  61442. * Not supported by GPUParticleSystem
  61443. * @param gradient defines the gradient to remove
  61444. * @returns the current particle system
  61445. */
  61446. removeStartSizeGradient(gradient: number): IParticleSystem;
  61447. /**
  61448. * Not supported by GPUParticleSystem
  61449. * @param gradient defines the gradient to use (between 0 and 1)
  61450. * @param min defines the color remap minimal range
  61451. * @param max defines the color remap maximal range
  61452. * @returns the current particle system
  61453. */
  61454. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61455. /**
  61456. * Not supported by GPUParticleSystem
  61457. * @param gradient defines the gradient to remove
  61458. * @returns the current particle system
  61459. */
  61460. removeColorRemapGradient(): IParticleSystem;
  61461. /**
  61462. * Not supported by GPUParticleSystem
  61463. * @param gradient defines the gradient to use (between 0 and 1)
  61464. * @param min defines the alpha remap minimal range
  61465. * @param max defines the alpha remap maximal range
  61466. * @returns the current particle system
  61467. */
  61468. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61469. /**
  61470. * Not supported by GPUParticleSystem
  61471. * @param gradient defines the gradient to remove
  61472. * @returns the current particle system
  61473. */
  61474. removeAlphaRemapGradient(): IParticleSystem;
  61475. /**
  61476. * Not supported by GPUParticleSystem
  61477. * @param gradient defines the gradient to use (between 0 and 1)
  61478. * @param color defines the color to affect to the specified gradient
  61479. * @returns the current particle system
  61480. */
  61481. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61482. /**
  61483. * Not supported by GPUParticleSystem
  61484. * @param gradient defines the gradient to remove
  61485. * @returns the current particle system
  61486. */
  61487. removeRampGradient(): IParticleSystem;
  61488. /**
  61489. * Not supported by GPUParticleSystem
  61490. * @returns the list of ramp gradients
  61491. */
  61492. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61493. /**
  61494. * Not supported by GPUParticleSystem
  61495. * Gets or sets a boolean indicating that ramp gradients must be used
  61496. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61497. */
  61498. useRampGradients: boolean;
  61499. /**
  61500. * Not supported by GPUParticleSystem
  61501. * @param gradient defines the gradient to use (between 0 and 1)
  61502. * @param factor defines the life time factor to affect to the specified gradient
  61503. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61504. * @returns the current particle system
  61505. */
  61506. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61507. /**
  61508. * Not supported by GPUParticleSystem
  61509. * @param gradient defines the gradient to remove
  61510. * @returns the current particle system
  61511. */
  61512. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61513. /**
  61514. * Instantiates a GPU particle system.
  61515. * 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.
  61516. * @param name The name of the particle system
  61517. * @param options The options used to create the system
  61518. * @param scene The scene the particle system belongs to
  61519. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61520. */
  61521. constructor(name: string, options: Partial<{
  61522. capacity: number;
  61523. randomTextureSize: number;
  61524. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61525. protected _reset(): void;
  61526. private _createUpdateVAO;
  61527. private _createRenderVAO;
  61528. private _initialize;
  61529. /** @hidden */
  61530. _recreateUpdateEffect(): void;
  61531. /** @hidden */
  61532. _recreateRenderEffect(): void;
  61533. /**
  61534. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61535. * @param preWarm defines if we are in the pre-warmimg phase
  61536. */
  61537. animate(preWarm?: boolean): void;
  61538. private _createFactorGradientTexture;
  61539. private _createSizeGradientTexture;
  61540. private _createAngularSpeedGradientTexture;
  61541. private _createVelocityGradientTexture;
  61542. private _createLimitVelocityGradientTexture;
  61543. private _createDragGradientTexture;
  61544. private _createColorGradientTexture;
  61545. /**
  61546. * Renders the particle system in its current state
  61547. * @param preWarm defines if the system should only update the particles but not render them
  61548. * @returns the current number of particles
  61549. */
  61550. render(preWarm?: boolean): number;
  61551. /**
  61552. * Rebuilds the particle system
  61553. */
  61554. rebuild(): void;
  61555. private _releaseBuffers;
  61556. private _releaseVAOs;
  61557. /**
  61558. * Disposes the particle system and free the associated resources
  61559. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61560. */
  61561. dispose(disposeTexture?: boolean): void;
  61562. /**
  61563. * Clones the particle system.
  61564. * @param name The name of the cloned object
  61565. * @param newEmitter The new emitter to use
  61566. * @returns the cloned particle system
  61567. */
  61568. clone(name: string, newEmitter: any): GPUParticleSystem;
  61569. /**
  61570. * Serializes the particle system to a JSON object.
  61571. * @returns the JSON object
  61572. */
  61573. serialize(): any;
  61574. /**
  61575. * Parses a JSON object to create a GPU particle system.
  61576. * @param parsedParticleSystem The JSON object to parse
  61577. * @param scene The scene to create the particle system in
  61578. * @param rootUrl The root url to use to load external dependencies like texture
  61579. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61580. * @returns the parsed GPU particle system
  61581. */
  61582. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61583. }
  61584. }
  61585. declare module "babylonjs/Particles/particleSystemSet" {
  61586. import { Nullable } from "babylonjs/types";
  61587. import { Color3 } from "babylonjs/Maths/math.color";
  61588. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61589. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61590. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61591. import { Scene, IDisposable } from "babylonjs/scene";
  61592. /**
  61593. * Represents a set of particle systems working together to create a specific effect
  61594. */
  61595. export class ParticleSystemSet implements IDisposable {
  61596. /**
  61597. * Gets or sets base Assets URL
  61598. */
  61599. static BaseAssetsUrl: string;
  61600. private _emitterCreationOptions;
  61601. private _emitterNode;
  61602. /**
  61603. * Gets the particle system list
  61604. */
  61605. systems: IParticleSystem[];
  61606. /**
  61607. * Gets the emitter node used with this set
  61608. */
  61609. readonly emitterNode: Nullable<TransformNode>;
  61610. /**
  61611. * Creates a new emitter mesh as a sphere
  61612. * @param options defines the options used to create the sphere
  61613. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61614. * @param scene defines the hosting scene
  61615. */
  61616. setEmitterAsSphere(options: {
  61617. diameter: number;
  61618. segments: number;
  61619. color: Color3;
  61620. }, renderingGroupId: number, scene: Scene): void;
  61621. /**
  61622. * Starts all particle systems of the set
  61623. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61624. */
  61625. start(emitter?: AbstractMesh): void;
  61626. /**
  61627. * Release all associated resources
  61628. */
  61629. dispose(): void;
  61630. /**
  61631. * Serialize the set into a JSON compatible object
  61632. * @returns a JSON compatible representation of the set
  61633. */
  61634. serialize(): any;
  61635. /**
  61636. * Parse a new ParticleSystemSet from a serialized source
  61637. * @param data defines a JSON compatible representation of the set
  61638. * @param scene defines the hosting scene
  61639. * @param gpu defines if we want GPU particles or CPU particles
  61640. * @returns a new ParticleSystemSet
  61641. */
  61642. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61643. }
  61644. }
  61645. declare module "babylonjs/Particles/particleHelper" {
  61646. import { Nullable } from "babylonjs/types";
  61647. import { Scene } from "babylonjs/scene";
  61648. import { Vector3 } from "babylonjs/Maths/math.vector";
  61649. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61650. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61651. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61652. /**
  61653. * This class is made for on one-liner static method to help creating particle system set.
  61654. */
  61655. export class ParticleHelper {
  61656. /**
  61657. * Gets or sets base Assets URL
  61658. */
  61659. static BaseAssetsUrl: string;
  61660. /**
  61661. * Create a default particle system that you can tweak
  61662. * @param emitter defines the emitter to use
  61663. * @param capacity defines the system capacity (default is 500 particles)
  61664. * @param scene defines the hosting scene
  61665. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61666. * @returns the new Particle system
  61667. */
  61668. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61669. /**
  61670. * This is the main static method (one-liner) of this helper to create different particle systems
  61671. * @param type This string represents the type to the particle system to create
  61672. * @param scene The scene where the particle system should live
  61673. * @param gpu If the system will use gpu
  61674. * @returns the ParticleSystemSet created
  61675. */
  61676. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61677. /**
  61678. * Static function used to export a particle system to a ParticleSystemSet variable.
  61679. * Please note that the emitter shape is not exported
  61680. * @param systems defines the particle systems to export
  61681. * @returns the created particle system set
  61682. */
  61683. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61684. }
  61685. }
  61686. declare module "babylonjs/Particles/particleSystemComponent" {
  61687. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61688. import { Effect } from "babylonjs/Materials/effect";
  61689. import "babylonjs/Shaders/particles.vertex";
  61690. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61691. module "babylonjs/Engines/engine" {
  61692. interface Engine {
  61693. /**
  61694. * Create an effect to use with particle systems.
  61695. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  61696. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  61697. * @param uniformsNames defines a list of attribute names
  61698. * @param samplers defines an array of string used to represent textures
  61699. * @param defines defines the string containing the defines to use to compile the shaders
  61700. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  61701. * @param onCompiled defines a function to call when the effect creation is successful
  61702. * @param onError defines a function to call when the effect creation has failed
  61703. * @returns the new Effect
  61704. */
  61705. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  61706. }
  61707. }
  61708. module "babylonjs/Meshes/mesh" {
  61709. interface Mesh {
  61710. /**
  61711. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  61712. * @returns an array of IParticleSystem
  61713. */
  61714. getEmittedParticleSystems(): IParticleSystem[];
  61715. /**
  61716. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  61717. * @returns an array of IParticleSystem
  61718. */
  61719. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  61720. }
  61721. }
  61722. /**
  61723. * @hidden
  61724. */
  61725. export var _IDoNeedToBeInTheBuild: number;
  61726. }
  61727. declare module "babylonjs/Particles/pointsCloudSystem" {
  61728. import { Color4 } from "babylonjs/Maths/math";
  61729. import { Mesh } from "babylonjs/Meshes/mesh";
  61730. import { Scene, IDisposable } from "babylonjs/scene";
  61731. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  61732. /** Defines the 4 color options */
  61733. export enum PointColor {
  61734. /** color value */
  61735. Color = 2,
  61736. /** uv value */
  61737. UV = 1,
  61738. /** random value */
  61739. Random = 0,
  61740. /** stated value */
  61741. Stated = 3
  61742. }
  61743. /**
  61744. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  61745. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  61746. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  61747. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  61748. *
  61749. * Full documentation here : TO BE ENTERED
  61750. */
  61751. export class PointsCloudSystem implements IDisposable {
  61752. /**
  61753. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  61754. * Example : var p = SPS.particles[i];
  61755. */
  61756. particles: CloudPoint[];
  61757. /**
  61758. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  61759. */
  61760. nbParticles: number;
  61761. /**
  61762. * This a counter for your own usage. It's not set by any SPS functions.
  61763. */
  61764. counter: number;
  61765. /**
  61766. * The PCS name. This name is also given to the underlying mesh.
  61767. */
  61768. name: string;
  61769. /**
  61770. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  61771. */
  61772. mesh: Mesh;
  61773. /**
  61774. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  61775. * Please read :
  61776. */
  61777. vars: any;
  61778. /**
  61779. * @hidden
  61780. */
  61781. _size: number;
  61782. private _scene;
  61783. private _promises;
  61784. private _positions;
  61785. private _indices;
  61786. private _normals;
  61787. private _colors;
  61788. private _uvs;
  61789. private _indices32;
  61790. private _positions32;
  61791. private _colors32;
  61792. private _uvs32;
  61793. private _updatable;
  61794. private _isVisibilityBoxLocked;
  61795. private _alwaysVisible;
  61796. private _groups;
  61797. private _groupCounter;
  61798. private _computeParticleColor;
  61799. private _computeParticleTexture;
  61800. private _computeParticleRotation;
  61801. private _computeBoundingBox;
  61802. private _isReady;
  61803. /**
  61804. * Creates a PCS (Points Cloud System) object
  61805. * @param name (String) is the PCS name, this will be the underlying mesh name
  61806. * @param pointSize (number) is the size for each point
  61807. * @param scene (Scene) is the scene in which the PCS is added
  61808. * @param options defines the options of the PCS e.g.
  61809. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  61810. */
  61811. constructor(name: string, pointSize: number, scene: Scene, options?: {
  61812. updatable?: boolean;
  61813. });
  61814. /**
  61815. * Builds the PCS underlying mesh. Returns a standard Mesh.
  61816. * If no points were added to the PCS, the returned mesh is just a single point.
  61817. * @returns a promise for the created mesh
  61818. */
  61819. buildMeshAsync(): Promise<Mesh>;
  61820. /**
  61821. * @hidden
  61822. */
  61823. private _buildMesh;
  61824. private _addParticle;
  61825. private _randomUnitVector;
  61826. private _getColorIndicesForCoord;
  61827. private _setPointsColorOrUV;
  61828. private _colorFromTexture;
  61829. private _calculateDensity;
  61830. /**
  61831. * Adds points to the PCS in random positions within a unit sphere
  61832. * @param nb (positive integer) the number of particles to be created from this model
  61833. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  61834. * @returns the number of groups in the system
  61835. */
  61836. addPoints(nb: number, pointFunction?: any): number;
  61837. /**
  61838. * Adds points to the PCS from the surface of the model shape
  61839. * @param mesh is any Mesh object that will be used as a surface model for the points
  61840. * @param nb (positive integer) the number of particles to be created from this model
  61841. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  61842. * @param color (color3) to be used when colorWith is stated
  61843. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61844. * @returns the number of groups in the system
  61845. */
  61846. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61847. /**
  61848. * Adds points to the PCS inside the model shape
  61849. * @param mesh is any Mesh object that will be used as a surface model for the points
  61850. * @param nb (positive integer) the number of particles to be created from this model
  61851. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  61852. * @param color (color4) to be used when colorWith is stated
  61853. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61854. * @returns the number of groups in the system
  61855. */
  61856. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61857. /**
  61858. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  61859. * This method calls `updateParticle()` for each particle of the SPS.
  61860. * For an animated SPS, it is usually called within the render loop.
  61861. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  61862. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  61863. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  61864. * @returns the PCS.
  61865. */
  61866. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  61867. /**
  61868. * Disposes the PCS.
  61869. */
  61870. dispose(): void;
  61871. /**
  61872. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  61873. * doc :
  61874. * @returns the PCS.
  61875. */
  61876. refreshVisibleSize(): PointsCloudSystem;
  61877. /**
  61878. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  61879. * @param size the size (float) of the visibility box
  61880. * note : this doesn't lock the PCS mesh bounding box.
  61881. * doc :
  61882. */
  61883. setVisibilityBox(size: number): void;
  61884. /**
  61885. * Gets whether the PCS is always visible or not
  61886. * doc :
  61887. */
  61888. /**
  61889. * Sets the PCS as always visible or not
  61890. * doc :
  61891. */
  61892. isAlwaysVisible: boolean;
  61893. /**
  61894. * Tells to `setParticles()` to compute the particle rotations or not
  61895. * Default value : false. The PCS is faster when it's set to false
  61896. * Note : particle rotations are only applied to parent particles
  61897. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  61898. */
  61899. computeParticleRotation: boolean;
  61900. /**
  61901. * Tells to `setParticles()` to compute the particle colors or not.
  61902. * Default value : true. The PCS is faster when it's set to false.
  61903. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61904. */
  61905. /**
  61906. * Gets if `setParticles()` computes the particle colors or not.
  61907. * Default value : false. The PCS is faster when it's set to false.
  61908. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61909. */
  61910. computeParticleColor: boolean;
  61911. /**
  61912. * Gets if `setParticles()` computes the particle textures or not.
  61913. * Default value : false. The PCS is faster when it's set to false.
  61914. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  61915. */
  61916. computeParticleTexture: boolean;
  61917. /**
  61918. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  61919. */
  61920. /**
  61921. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  61922. */
  61923. computeBoundingBox: boolean;
  61924. /**
  61925. * This function does nothing. It may be overwritten to set all the particle first values.
  61926. * The PCS doesn't call this function, you may have to call it by your own.
  61927. * doc :
  61928. */
  61929. initParticles(): void;
  61930. /**
  61931. * This function does nothing. It may be overwritten to recycle a particle
  61932. * The PCS doesn't call this function, you can to call it
  61933. * doc :
  61934. * @param particle The particle to recycle
  61935. * @returns the recycled particle
  61936. */
  61937. recycleParticle(particle: CloudPoint): CloudPoint;
  61938. /**
  61939. * Updates a particle : this function should be overwritten by the user.
  61940. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  61941. * doc :
  61942. * @example : just set a particle position or velocity and recycle conditions
  61943. * @param particle The particle to update
  61944. * @returns the updated particle
  61945. */
  61946. updateParticle(particle: CloudPoint): CloudPoint;
  61947. /**
  61948. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  61949. * This does nothing and may be overwritten by the user.
  61950. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61951. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61952. * @param update the boolean update value actually passed to setParticles()
  61953. */
  61954. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61955. /**
  61956. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  61957. * This will be passed three parameters.
  61958. * This does nothing and may be overwritten by the user.
  61959. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61960. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61961. * @param update the boolean update value actually passed to setParticles()
  61962. */
  61963. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61964. }
  61965. }
  61966. declare module "babylonjs/Particles/cloudPoint" {
  61967. import { Nullable } from "babylonjs/types";
  61968. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  61969. import { Mesh } from "babylonjs/Meshes/mesh";
  61970. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  61971. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  61972. /**
  61973. * Represents one particle of a points cloud system.
  61974. */
  61975. export class CloudPoint {
  61976. /**
  61977. * particle global index
  61978. */
  61979. idx: number;
  61980. /**
  61981. * The color of the particle
  61982. */
  61983. color: Nullable<Color4>;
  61984. /**
  61985. * The world space position of the particle.
  61986. */
  61987. position: Vector3;
  61988. /**
  61989. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  61990. */
  61991. rotation: Vector3;
  61992. /**
  61993. * The world space rotation quaternion of the particle.
  61994. */
  61995. rotationQuaternion: Nullable<Quaternion>;
  61996. /**
  61997. * The uv of the particle.
  61998. */
  61999. uv: Nullable<Vector2>;
  62000. /**
  62001. * The current speed of the particle.
  62002. */
  62003. velocity: Vector3;
  62004. /**
  62005. * The pivot point in the particle local space.
  62006. */
  62007. pivot: Vector3;
  62008. /**
  62009. * Must the particle be translated from its pivot point in its local space ?
  62010. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62011. * Default : false
  62012. */
  62013. translateFromPivot: boolean;
  62014. /**
  62015. * Index of this particle in the global "positions" array (Internal use)
  62016. * @hidden
  62017. */
  62018. _pos: number;
  62019. /**
  62020. * @hidden Index of this particle in the global "indices" array (Internal use)
  62021. */
  62022. _ind: number;
  62023. /**
  62024. * Group this particle belongs to
  62025. */
  62026. _group: PointsGroup;
  62027. /**
  62028. * Group id of this particle
  62029. */
  62030. groupId: number;
  62031. /**
  62032. * Index of the particle in its group id (Internal use)
  62033. */
  62034. idxInGroup: number;
  62035. /**
  62036. * @hidden Particle BoundingInfo object (Internal use)
  62037. */
  62038. _boundingInfo: BoundingInfo;
  62039. /**
  62040. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62041. */
  62042. _pcs: PointsCloudSystem;
  62043. /**
  62044. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62045. */
  62046. _stillInvisible: boolean;
  62047. /**
  62048. * @hidden Last computed particle rotation matrix
  62049. */
  62050. _rotationMatrix: number[];
  62051. /**
  62052. * Parent particle Id, if any.
  62053. * Default null.
  62054. */
  62055. parentId: Nullable<number>;
  62056. /**
  62057. * @hidden Internal global position in the PCS.
  62058. */
  62059. _globalPosition: Vector3;
  62060. /**
  62061. * Creates a Point Cloud object.
  62062. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62063. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62064. * @param group (PointsGroup) is the group the particle belongs to
  62065. * @param groupId (integer) is the group identifier in the PCS.
  62066. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62067. * @param pcs defines the PCS it is associated to
  62068. */
  62069. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62070. /**
  62071. * get point size
  62072. */
  62073. /**
  62074. * Set point size
  62075. */
  62076. size: Vector3;
  62077. /**
  62078. * Legacy support, changed quaternion to rotationQuaternion
  62079. */
  62080. /**
  62081. * Legacy support, changed quaternion to rotationQuaternion
  62082. */
  62083. quaternion: Nullable<Quaternion>;
  62084. /**
  62085. * Returns a boolean. True if the particle intersects a mesh, else false
  62086. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62087. * @param target is the object (point or mesh) what the intersection is computed against
  62088. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62089. * @returns true if it intersects
  62090. */
  62091. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62092. /**
  62093. * get the rotation matrix of the particle
  62094. * @hidden
  62095. */
  62096. getRotationMatrix(m: Matrix): void;
  62097. }
  62098. /**
  62099. * Represents a group of points in a points cloud system
  62100. * * PCS internal tool, don't use it manually.
  62101. */
  62102. export class PointsGroup {
  62103. /**
  62104. * The group id
  62105. * @hidden
  62106. */
  62107. groupID: number;
  62108. /**
  62109. * image data for group (internal use)
  62110. * @hidden
  62111. */
  62112. _groupImageData: Nullable<ArrayBufferView>;
  62113. /**
  62114. * Image Width (internal use)
  62115. * @hidden
  62116. */
  62117. _groupImgWidth: number;
  62118. /**
  62119. * Image Height (internal use)
  62120. * @hidden
  62121. */
  62122. _groupImgHeight: number;
  62123. /**
  62124. * Custom position function (internal use)
  62125. * @hidden
  62126. */
  62127. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62128. /**
  62129. * density per facet for surface points
  62130. * @hidden
  62131. */
  62132. _groupDensity: number[];
  62133. /**
  62134. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62135. * PCS internal tool, don't use it manually.
  62136. * @hidden
  62137. */
  62138. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62139. }
  62140. }
  62141. declare module "babylonjs/Particles/index" {
  62142. export * from "babylonjs/Particles/baseParticleSystem";
  62143. export * from "babylonjs/Particles/EmitterTypes/index";
  62144. export * from "babylonjs/Particles/gpuParticleSystem";
  62145. export * from "babylonjs/Particles/IParticleSystem";
  62146. export * from "babylonjs/Particles/particle";
  62147. export * from "babylonjs/Particles/particleHelper";
  62148. export * from "babylonjs/Particles/particleSystem";
  62149. export * from "babylonjs/Particles/particleSystemComponent";
  62150. export * from "babylonjs/Particles/particleSystemSet";
  62151. export * from "babylonjs/Particles/solidParticle";
  62152. export * from "babylonjs/Particles/solidParticleSystem";
  62153. export * from "babylonjs/Particles/cloudPoint";
  62154. export * from "babylonjs/Particles/pointsCloudSystem";
  62155. export * from "babylonjs/Particles/subEmitter";
  62156. }
  62157. declare module "babylonjs/Physics/physicsEngineComponent" {
  62158. import { Nullable } from "babylonjs/types";
  62159. import { Observable, Observer } from "babylonjs/Misc/observable";
  62160. import { Vector3 } from "babylonjs/Maths/math.vector";
  62161. import { Mesh } from "babylonjs/Meshes/mesh";
  62162. import { ISceneComponent } from "babylonjs/sceneComponent";
  62163. import { Scene } from "babylonjs/scene";
  62164. import { Node } from "babylonjs/node";
  62165. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62166. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62167. module "babylonjs/scene" {
  62168. interface Scene {
  62169. /** @hidden (Backing field) */
  62170. _physicsEngine: Nullable<IPhysicsEngine>;
  62171. /**
  62172. * Gets the current physics engine
  62173. * @returns a IPhysicsEngine or null if none attached
  62174. */
  62175. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62176. /**
  62177. * Enables physics to the current scene
  62178. * @param gravity defines the scene's gravity for the physics engine
  62179. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62180. * @return a boolean indicating if the physics engine was initialized
  62181. */
  62182. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62183. /**
  62184. * Disables and disposes the physics engine associated with the scene
  62185. */
  62186. disablePhysicsEngine(): void;
  62187. /**
  62188. * Gets a boolean indicating if there is an active physics engine
  62189. * @returns a boolean indicating if there is an active physics engine
  62190. */
  62191. isPhysicsEnabled(): boolean;
  62192. /**
  62193. * Deletes a physics compound impostor
  62194. * @param compound defines the compound to delete
  62195. */
  62196. deleteCompoundImpostor(compound: any): void;
  62197. /**
  62198. * An event triggered when physic simulation is about to be run
  62199. */
  62200. onBeforePhysicsObservable: Observable<Scene>;
  62201. /**
  62202. * An event triggered when physic simulation has been done
  62203. */
  62204. onAfterPhysicsObservable: Observable<Scene>;
  62205. }
  62206. }
  62207. module "babylonjs/Meshes/abstractMesh" {
  62208. interface AbstractMesh {
  62209. /** @hidden */
  62210. _physicsImpostor: Nullable<PhysicsImpostor>;
  62211. /**
  62212. * Gets or sets impostor used for physic simulation
  62213. * @see http://doc.babylonjs.com/features/physics_engine
  62214. */
  62215. physicsImpostor: Nullable<PhysicsImpostor>;
  62216. /**
  62217. * Gets the current physics impostor
  62218. * @see http://doc.babylonjs.com/features/physics_engine
  62219. * @returns a physics impostor or null
  62220. */
  62221. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62222. /** Apply a physic impulse to the mesh
  62223. * @param force defines the force to apply
  62224. * @param contactPoint defines where to apply the force
  62225. * @returns the current mesh
  62226. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62227. */
  62228. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62229. /**
  62230. * Creates a physic joint between two meshes
  62231. * @param otherMesh defines the other mesh to use
  62232. * @param pivot1 defines the pivot to use on this mesh
  62233. * @param pivot2 defines the pivot to use on the other mesh
  62234. * @param options defines additional options (can be plugin dependent)
  62235. * @returns the current mesh
  62236. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62237. */
  62238. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62239. /** @hidden */
  62240. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62241. }
  62242. }
  62243. /**
  62244. * Defines the physics engine scene component responsible to manage a physics engine
  62245. */
  62246. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62247. /**
  62248. * The component name helpful to identify the component in the list of scene components.
  62249. */
  62250. readonly name: string;
  62251. /**
  62252. * The scene the component belongs to.
  62253. */
  62254. scene: Scene;
  62255. /**
  62256. * Creates a new instance of the component for the given scene
  62257. * @param scene Defines the scene to register the component in
  62258. */
  62259. constructor(scene: Scene);
  62260. /**
  62261. * Registers the component in a given scene
  62262. */
  62263. register(): void;
  62264. /**
  62265. * Rebuilds the elements related to this component in case of
  62266. * context lost for instance.
  62267. */
  62268. rebuild(): void;
  62269. /**
  62270. * Disposes the component and the associated ressources
  62271. */
  62272. dispose(): void;
  62273. }
  62274. }
  62275. declare module "babylonjs/Physics/physicsHelper" {
  62276. import { Nullable } from "babylonjs/types";
  62277. import { Vector3 } from "babylonjs/Maths/math.vector";
  62278. import { Mesh } from "babylonjs/Meshes/mesh";
  62279. import { Scene } from "babylonjs/scene";
  62280. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62281. /**
  62282. * A helper for physics simulations
  62283. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62284. */
  62285. export class PhysicsHelper {
  62286. private _scene;
  62287. private _physicsEngine;
  62288. /**
  62289. * Initializes the Physics helper
  62290. * @param scene Babylon.js scene
  62291. */
  62292. constructor(scene: Scene);
  62293. /**
  62294. * Applies a radial explosion impulse
  62295. * @param origin the origin of the explosion
  62296. * @param radiusOrEventOptions the radius or the options of radial explosion
  62297. * @param strength the explosion strength
  62298. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62299. * @returns A physics radial explosion event, or null
  62300. */
  62301. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62302. /**
  62303. * Applies a radial explosion force
  62304. * @param origin the origin of the explosion
  62305. * @param radiusOrEventOptions the radius or the options of radial explosion
  62306. * @param strength the explosion strength
  62307. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62308. * @returns A physics radial explosion event, or null
  62309. */
  62310. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62311. /**
  62312. * Creates a gravitational field
  62313. * @param origin the origin of the explosion
  62314. * @param radiusOrEventOptions the radius or the options of radial explosion
  62315. * @param strength the explosion strength
  62316. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62317. * @returns A physics gravitational field event, or null
  62318. */
  62319. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62320. /**
  62321. * Creates a physics updraft event
  62322. * @param origin the origin of the updraft
  62323. * @param radiusOrEventOptions the radius or the options of the updraft
  62324. * @param strength the strength of the updraft
  62325. * @param height the height of the updraft
  62326. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62327. * @returns A physics updraft event, or null
  62328. */
  62329. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62330. /**
  62331. * Creates a physics vortex event
  62332. * @param origin the of the vortex
  62333. * @param radiusOrEventOptions the radius or the options of the vortex
  62334. * @param strength the strength of the vortex
  62335. * @param height the height of the vortex
  62336. * @returns a Physics vortex event, or null
  62337. * A physics vortex event or null
  62338. */
  62339. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62340. }
  62341. /**
  62342. * Represents a physics radial explosion event
  62343. */
  62344. class PhysicsRadialExplosionEvent {
  62345. private _scene;
  62346. private _options;
  62347. private _sphere;
  62348. private _dataFetched;
  62349. /**
  62350. * Initializes a radial explosioin event
  62351. * @param _scene BabylonJS scene
  62352. * @param _options The options for the vortex event
  62353. */
  62354. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62355. /**
  62356. * Returns the data related to the radial explosion event (sphere).
  62357. * @returns The radial explosion event data
  62358. */
  62359. getData(): PhysicsRadialExplosionEventData;
  62360. /**
  62361. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62362. * @param impostor A physics imposter
  62363. * @param origin the origin of the explosion
  62364. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62365. */
  62366. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62367. /**
  62368. * Triggers affecterd impostors callbacks
  62369. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62370. */
  62371. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62372. /**
  62373. * Disposes the sphere.
  62374. * @param force Specifies if the sphere should be disposed by force
  62375. */
  62376. dispose(force?: boolean): void;
  62377. /*** Helpers ***/
  62378. private _prepareSphere;
  62379. private _intersectsWithSphere;
  62380. }
  62381. /**
  62382. * Represents a gravitational field event
  62383. */
  62384. class PhysicsGravitationalFieldEvent {
  62385. private _physicsHelper;
  62386. private _scene;
  62387. private _origin;
  62388. private _options;
  62389. private _tickCallback;
  62390. private _sphere;
  62391. private _dataFetched;
  62392. /**
  62393. * Initializes the physics gravitational field event
  62394. * @param _physicsHelper A physics helper
  62395. * @param _scene BabylonJS scene
  62396. * @param _origin The origin position of the gravitational field event
  62397. * @param _options The options for the vortex event
  62398. */
  62399. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62400. /**
  62401. * Returns the data related to the gravitational field event (sphere).
  62402. * @returns A gravitational field event
  62403. */
  62404. getData(): PhysicsGravitationalFieldEventData;
  62405. /**
  62406. * Enables the gravitational field.
  62407. */
  62408. enable(): void;
  62409. /**
  62410. * Disables the gravitational field.
  62411. */
  62412. disable(): void;
  62413. /**
  62414. * Disposes the sphere.
  62415. * @param force The force to dispose from the gravitational field event
  62416. */
  62417. dispose(force?: boolean): void;
  62418. private _tick;
  62419. }
  62420. /**
  62421. * Represents a physics updraft event
  62422. */
  62423. class PhysicsUpdraftEvent {
  62424. private _scene;
  62425. private _origin;
  62426. private _options;
  62427. private _physicsEngine;
  62428. private _originTop;
  62429. private _originDirection;
  62430. private _tickCallback;
  62431. private _cylinder;
  62432. private _cylinderPosition;
  62433. private _dataFetched;
  62434. /**
  62435. * Initializes the physics updraft event
  62436. * @param _scene BabylonJS scene
  62437. * @param _origin The origin position of the updraft
  62438. * @param _options The options for the updraft event
  62439. */
  62440. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62441. /**
  62442. * Returns the data related to the updraft event (cylinder).
  62443. * @returns A physics updraft event
  62444. */
  62445. getData(): PhysicsUpdraftEventData;
  62446. /**
  62447. * Enables the updraft.
  62448. */
  62449. enable(): void;
  62450. /**
  62451. * Disables the updraft.
  62452. */
  62453. disable(): void;
  62454. /**
  62455. * Disposes the cylinder.
  62456. * @param force Specifies if the updraft should be disposed by force
  62457. */
  62458. dispose(force?: boolean): void;
  62459. private getImpostorHitData;
  62460. private _tick;
  62461. /*** Helpers ***/
  62462. private _prepareCylinder;
  62463. private _intersectsWithCylinder;
  62464. }
  62465. /**
  62466. * Represents a physics vortex event
  62467. */
  62468. class PhysicsVortexEvent {
  62469. private _scene;
  62470. private _origin;
  62471. private _options;
  62472. private _physicsEngine;
  62473. private _originTop;
  62474. private _tickCallback;
  62475. private _cylinder;
  62476. private _cylinderPosition;
  62477. private _dataFetched;
  62478. /**
  62479. * Initializes the physics vortex event
  62480. * @param _scene The BabylonJS scene
  62481. * @param _origin The origin position of the vortex
  62482. * @param _options The options for the vortex event
  62483. */
  62484. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62485. /**
  62486. * Returns the data related to the vortex event (cylinder).
  62487. * @returns The physics vortex event data
  62488. */
  62489. getData(): PhysicsVortexEventData;
  62490. /**
  62491. * Enables the vortex.
  62492. */
  62493. enable(): void;
  62494. /**
  62495. * Disables the cortex.
  62496. */
  62497. disable(): void;
  62498. /**
  62499. * Disposes the sphere.
  62500. * @param force
  62501. */
  62502. dispose(force?: boolean): void;
  62503. private getImpostorHitData;
  62504. private _tick;
  62505. /*** Helpers ***/
  62506. private _prepareCylinder;
  62507. private _intersectsWithCylinder;
  62508. }
  62509. /**
  62510. * Options fot the radial explosion event
  62511. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62512. */
  62513. export class PhysicsRadialExplosionEventOptions {
  62514. /**
  62515. * The radius of the sphere for the radial explosion.
  62516. */
  62517. radius: number;
  62518. /**
  62519. * The strenth of the explosion.
  62520. */
  62521. strength: number;
  62522. /**
  62523. * The strenght of the force in correspondence to the distance of the affected object
  62524. */
  62525. falloff: PhysicsRadialImpulseFalloff;
  62526. /**
  62527. * Sphere options for the radial explosion.
  62528. */
  62529. sphere: {
  62530. segments: number;
  62531. diameter: number;
  62532. };
  62533. /**
  62534. * Sphere options for the radial explosion.
  62535. */
  62536. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62537. }
  62538. /**
  62539. * Options fot the updraft event
  62540. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62541. */
  62542. export class PhysicsUpdraftEventOptions {
  62543. /**
  62544. * The radius of the cylinder for the vortex
  62545. */
  62546. radius: number;
  62547. /**
  62548. * The strenth of the updraft.
  62549. */
  62550. strength: number;
  62551. /**
  62552. * The height of the cylinder for the updraft.
  62553. */
  62554. height: number;
  62555. /**
  62556. * The mode for the the updraft.
  62557. */
  62558. updraftMode: PhysicsUpdraftMode;
  62559. }
  62560. /**
  62561. * Options fot the vortex event
  62562. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62563. */
  62564. export class PhysicsVortexEventOptions {
  62565. /**
  62566. * The radius of the cylinder for the vortex
  62567. */
  62568. radius: number;
  62569. /**
  62570. * The strenth of the vortex.
  62571. */
  62572. strength: number;
  62573. /**
  62574. * The height of the cylinder for the vortex.
  62575. */
  62576. height: number;
  62577. /**
  62578. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62579. */
  62580. centripetalForceThreshold: number;
  62581. /**
  62582. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62583. */
  62584. centripetalForceMultiplier: number;
  62585. /**
  62586. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62587. */
  62588. centrifugalForceMultiplier: number;
  62589. /**
  62590. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62591. */
  62592. updraftForceMultiplier: number;
  62593. }
  62594. /**
  62595. * The strenght of the force in correspondence to the distance of the affected object
  62596. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62597. */
  62598. export enum PhysicsRadialImpulseFalloff {
  62599. /** Defines that impulse is constant in strength across it's whole radius */
  62600. Constant = 0,
  62601. /** Defines that impulse gets weaker if it's further from the origin */
  62602. Linear = 1
  62603. }
  62604. /**
  62605. * The strength of the force in correspondence to the distance of the affected object
  62606. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62607. */
  62608. export enum PhysicsUpdraftMode {
  62609. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62610. Center = 0,
  62611. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62612. Perpendicular = 1
  62613. }
  62614. /**
  62615. * Interface for a physics hit data
  62616. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62617. */
  62618. export interface PhysicsHitData {
  62619. /**
  62620. * The force applied at the contact point
  62621. */
  62622. force: Vector3;
  62623. /**
  62624. * The contact point
  62625. */
  62626. contactPoint: Vector3;
  62627. /**
  62628. * The distance from the origin to the contact point
  62629. */
  62630. distanceFromOrigin: number;
  62631. }
  62632. /**
  62633. * Interface for radial explosion event data
  62634. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62635. */
  62636. export interface PhysicsRadialExplosionEventData {
  62637. /**
  62638. * A sphere used for the radial explosion event
  62639. */
  62640. sphere: Mesh;
  62641. }
  62642. /**
  62643. * Interface for gravitational field event data
  62644. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62645. */
  62646. export interface PhysicsGravitationalFieldEventData {
  62647. /**
  62648. * A sphere mesh used for the gravitational field event
  62649. */
  62650. sphere: Mesh;
  62651. }
  62652. /**
  62653. * Interface for updraft event data
  62654. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62655. */
  62656. export interface PhysicsUpdraftEventData {
  62657. /**
  62658. * A cylinder used for the updraft event
  62659. */
  62660. cylinder: Mesh;
  62661. }
  62662. /**
  62663. * Interface for vortex event data
  62664. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62665. */
  62666. export interface PhysicsVortexEventData {
  62667. /**
  62668. * A cylinder used for the vortex event
  62669. */
  62670. cylinder: Mesh;
  62671. }
  62672. /**
  62673. * Interface for an affected physics impostor
  62674. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62675. */
  62676. export interface PhysicsAffectedImpostorWithData {
  62677. /**
  62678. * The impostor affected by the effect
  62679. */
  62680. impostor: PhysicsImpostor;
  62681. /**
  62682. * The data about the hit/horce from the explosion
  62683. */
  62684. hitData: PhysicsHitData;
  62685. }
  62686. }
  62687. declare module "babylonjs/Physics/Plugins/index" {
  62688. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62689. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  62690. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  62691. }
  62692. declare module "babylonjs/Physics/index" {
  62693. export * from "babylonjs/Physics/IPhysicsEngine";
  62694. export * from "babylonjs/Physics/physicsEngine";
  62695. export * from "babylonjs/Physics/physicsEngineComponent";
  62696. export * from "babylonjs/Physics/physicsHelper";
  62697. export * from "babylonjs/Physics/physicsImpostor";
  62698. export * from "babylonjs/Physics/physicsJoint";
  62699. export * from "babylonjs/Physics/Plugins/index";
  62700. }
  62701. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  62702. /** @hidden */
  62703. export var blackAndWhitePixelShader: {
  62704. name: string;
  62705. shader: string;
  62706. };
  62707. }
  62708. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  62709. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62710. import { Camera } from "babylonjs/Cameras/camera";
  62711. import { Engine } from "babylonjs/Engines/engine";
  62712. import "babylonjs/Shaders/blackAndWhite.fragment";
  62713. /**
  62714. * Post process used to render in black and white
  62715. */
  62716. export class BlackAndWhitePostProcess extends PostProcess {
  62717. /**
  62718. * Linear about to convert he result to black and white (default: 1)
  62719. */
  62720. degree: number;
  62721. /**
  62722. * Creates a black and white post process
  62723. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  62724. * @param name The name of the effect.
  62725. * @param options The required width/height ratio to downsize to before computing the render pass.
  62726. * @param camera The camera to apply the render pass to.
  62727. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62728. * @param engine The engine which the post process will be applied. (default: current engine)
  62729. * @param reusable If the post process can be reused on the same frame. (default: false)
  62730. */
  62731. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62732. }
  62733. }
  62734. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  62735. import { Nullable } from "babylonjs/types";
  62736. import { Camera } from "babylonjs/Cameras/camera";
  62737. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62738. import { Engine } from "babylonjs/Engines/engine";
  62739. /**
  62740. * This represents a set of one or more post processes in Babylon.
  62741. * A post process can be used to apply a shader to a texture after it is rendered.
  62742. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62743. */
  62744. export class PostProcessRenderEffect {
  62745. private _postProcesses;
  62746. private _getPostProcesses;
  62747. private _singleInstance;
  62748. private _cameras;
  62749. private _indicesForCamera;
  62750. /**
  62751. * Name of the effect
  62752. * @hidden
  62753. */
  62754. _name: string;
  62755. /**
  62756. * Instantiates a post process render effect.
  62757. * A post process can be used to apply a shader to a texture after it is rendered.
  62758. * @param engine The engine the effect is tied to
  62759. * @param name The name of the effect
  62760. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  62761. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  62762. */
  62763. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  62764. /**
  62765. * Checks if all the post processes in the effect are supported.
  62766. */
  62767. readonly isSupported: boolean;
  62768. /**
  62769. * Updates the current state of the effect
  62770. * @hidden
  62771. */
  62772. _update(): void;
  62773. /**
  62774. * Attaches the effect on cameras
  62775. * @param cameras The camera to attach to.
  62776. * @hidden
  62777. */
  62778. _attachCameras(cameras: Camera): void;
  62779. /**
  62780. * Attaches the effect on cameras
  62781. * @param cameras The camera to attach to.
  62782. * @hidden
  62783. */
  62784. _attachCameras(cameras: Camera[]): void;
  62785. /**
  62786. * Detaches the effect on cameras
  62787. * @param cameras The camera to detatch from.
  62788. * @hidden
  62789. */
  62790. _detachCameras(cameras: Camera): void;
  62791. /**
  62792. * Detatches the effect on cameras
  62793. * @param cameras The camera to detatch from.
  62794. * @hidden
  62795. */
  62796. _detachCameras(cameras: Camera[]): void;
  62797. /**
  62798. * Enables the effect on given cameras
  62799. * @param cameras The camera to enable.
  62800. * @hidden
  62801. */
  62802. _enable(cameras: Camera): void;
  62803. /**
  62804. * Enables the effect on given cameras
  62805. * @param cameras The camera to enable.
  62806. * @hidden
  62807. */
  62808. _enable(cameras: Nullable<Camera[]>): void;
  62809. /**
  62810. * Disables the effect on the given cameras
  62811. * @param cameras The camera to disable.
  62812. * @hidden
  62813. */
  62814. _disable(cameras: Camera): void;
  62815. /**
  62816. * Disables the effect on the given cameras
  62817. * @param cameras The camera to disable.
  62818. * @hidden
  62819. */
  62820. _disable(cameras: Nullable<Camera[]>): void;
  62821. /**
  62822. * Gets a list of the post processes contained in the effect.
  62823. * @param camera The camera to get the post processes on.
  62824. * @returns The list of the post processes in the effect.
  62825. */
  62826. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  62827. }
  62828. }
  62829. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  62830. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62831. /** @hidden */
  62832. export var extractHighlightsPixelShader: {
  62833. name: string;
  62834. shader: string;
  62835. };
  62836. }
  62837. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  62838. import { Nullable } from "babylonjs/types";
  62839. import { Camera } from "babylonjs/Cameras/camera";
  62840. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62841. import { Engine } from "babylonjs/Engines/engine";
  62842. import "babylonjs/Shaders/extractHighlights.fragment";
  62843. /**
  62844. * 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.
  62845. */
  62846. export class ExtractHighlightsPostProcess extends PostProcess {
  62847. /**
  62848. * The luminance threshold, pixels below this value will be set to black.
  62849. */
  62850. threshold: number;
  62851. /** @hidden */
  62852. _exposure: number;
  62853. /**
  62854. * Post process which has the input texture to be used when performing highlight extraction
  62855. * @hidden
  62856. */
  62857. _inputPostProcess: Nullable<PostProcess>;
  62858. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62859. }
  62860. }
  62861. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  62862. /** @hidden */
  62863. export var bloomMergePixelShader: {
  62864. name: string;
  62865. shader: string;
  62866. };
  62867. }
  62868. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  62869. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62870. import { Nullable } from "babylonjs/types";
  62871. import { Engine } from "babylonjs/Engines/engine";
  62872. import { Camera } from "babylonjs/Cameras/camera";
  62873. import "babylonjs/Shaders/bloomMerge.fragment";
  62874. /**
  62875. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  62876. */
  62877. export class BloomMergePostProcess extends PostProcess {
  62878. /** Weight of the bloom to be added to the original input. */
  62879. weight: number;
  62880. /**
  62881. * Creates a new instance of @see BloomMergePostProcess
  62882. * @param name The name of the effect.
  62883. * @param originalFromInput Post process which's input will be used for the merge.
  62884. * @param blurred Blurred highlights post process which's output will be used.
  62885. * @param weight Weight of the bloom to be added to the original input.
  62886. * @param options The required width/height ratio to downsize to before computing the render pass.
  62887. * @param camera The camera to apply the render pass to.
  62888. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62889. * @param engine The engine which the post process will be applied. (default: current engine)
  62890. * @param reusable If the post process can be reused on the same frame. (default: false)
  62891. * @param textureType Type of textures used when performing the post process. (default: 0)
  62892. * @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)
  62893. */
  62894. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  62895. /** Weight of the bloom to be added to the original input. */
  62896. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62897. }
  62898. }
  62899. declare module "babylonjs/PostProcesses/bloomEffect" {
  62900. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62901. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62902. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62903. import { Camera } from "babylonjs/Cameras/camera";
  62904. import { Scene } from "babylonjs/scene";
  62905. /**
  62906. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  62907. */
  62908. export class BloomEffect extends PostProcessRenderEffect {
  62909. private bloomScale;
  62910. /**
  62911. * @hidden Internal
  62912. */
  62913. _effects: Array<PostProcess>;
  62914. /**
  62915. * @hidden Internal
  62916. */
  62917. _downscale: ExtractHighlightsPostProcess;
  62918. private _blurX;
  62919. private _blurY;
  62920. private _merge;
  62921. /**
  62922. * The luminance threshold to find bright areas of the image to bloom.
  62923. */
  62924. threshold: number;
  62925. /**
  62926. * The strength of the bloom.
  62927. */
  62928. weight: number;
  62929. /**
  62930. * Specifies the size of the bloom blur kernel, relative to the final output size
  62931. */
  62932. kernel: number;
  62933. /**
  62934. * Creates a new instance of @see BloomEffect
  62935. * @param scene The scene the effect belongs to.
  62936. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  62937. * @param bloomKernel The size of the kernel to be used when applying the blur.
  62938. * @param bloomWeight The the strength of bloom.
  62939. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  62940. * @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)
  62941. */
  62942. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  62943. /**
  62944. * Disposes each of the internal effects for a given camera.
  62945. * @param camera The camera to dispose the effect on.
  62946. */
  62947. disposeEffects(camera: Camera): void;
  62948. /**
  62949. * @hidden Internal
  62950. */
  62951. _updateEffects(): void;
  62952. /**
  62953. * Internal
  62954. * @returns if all the contained post processes are ready.
  62955. * @hidden
  62956. */
  62957. _isReady(): boolean;
  62958. }
  62959. }
  62960. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  62961. /** @hidden */
  62962. export var chromaticAberrationPixelShader: {
  62963. name: string;
  62964. shader: string;
  62965. };
  62966. }
  62967. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  62968. import { Vector2 } from "babylonjs/Maths/math.vector";
  62969. import { Nullable } from "babylonjs/types";
  62970. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62971. import { Camera } from "babylonjs/Cameras/camera";
  62972. import { Engine } from "babylonjs/Engines/engine";
  62973. import "babylonjs/Shaders/chromaticAberration.fragment";
  62974. /**
  62975. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  62976. */
  62977. export class ChromaticAberrationPostProcess extends PostProcess {
  62978. /**
  62979. * The amount of seperation of rgb channels (default: 30)
  62980. */
  62981. aberrationAmount: number;
  62982. /**
  62983. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  62984. */
  62985. radialIntensity: number;
  62986. /**
  62987. * 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))
  62988. */
  62989. direction: Vector2;
  62990. /**
  62991. * 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))
  62992. */
  62993. centerPosition: Vector2;
  62994. /**
  62995. * Creates a new instance ChromaticAberrationPostProcess
  62996. * @param name The name of the effect.
  62997. * @param screenWidth The width of the screen to apply the effect on.
  62998. * @param screenHeight The height of the screen to apply the effect on.
  62999. * @param options The required width/height ratio to downsize to before computing the render pass.
  63000. * @param camera The camera to apply the render pass to.
  63001. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63002. * @param engine The engine which the post process will be applied. (default: current engine)
  63003. * @param reusable If the post process can be reused on the same frame. (default: false)
  63004. * @param textureType Type of textures used when performing the post process. (default: 0)
  63005. * @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)
  63006. */
  63007. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63008. }
  63009. }
  63010. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63011. /** @hidden */
  63012. export var circleOfConfusionPixelShader: {
  63013. name: string;
  63014. shader: string;
  63015. };
  63016. }
  63017. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63018. import { Nullable } from "babylonjs/types";
  63019. import { Engine } from "babylonjs/Engines/engine";
  63020. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63021. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63022. import { Camera } from "babylonjs/Cameras/camera";
  63023. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63024. /**
  63025. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63026. */
  63027. export class CircleOfConfusionPostProcess extends PostProcess {
  63028. /**
  63029. * 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.
  63030. */
  63031. lensSize: number;
  63032. /**
  63033. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63034. */
  63035. fStop: number;
  63036. /**
  63037. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63038. */
  63039. focusDistance: number;
  63040. /**
  63041. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63042. */
  63043. focalLength: number;
  63044. private _depthTexture;
  63045. /**
  63046. * Creates a new instance CircleOfConfusionPostProcess
  63047. * @param name The name of the effect.
  63048. * @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.
  63049. * @param options The required width/height ratio to downsize to before computing the render pass.
  63050. * @param camera The camera to apply the render pass to.
  63051. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63052. * @param engine The engine which the post process will be applied. (default: current engine)
  63053. * @param reusable If the post process can be reused on the same frame. (default: false)
  63054. * @param textureType Type of textures used when performing the post process. (default: 0)
  63055. * @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)
  63056. */
  63057. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63058. /**
  63059. * 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.
  63060. */
  63061. depthTexture: RenderTargetTexture;
  63062. }
  63063. }
  63064. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63065. /** @hidden */
  63066. export var colorCorrectionPixelShader: {
  63067. name: string;
  63068. shader: string;
  63069. };
  63070. }
  63071. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63072. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63073. import { Engine } from "babylonjs/Engines/engine";
  63074. import { Camera } from "babylonjs/Cameras/camera";
  63075. import "babylonjs/Shaders/colorCorrection.fragment";
  63076. /**
  63077. *
  63078. * This post-process allows the modification of rendered colors by using
  63079. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63080. *
  63081. * The object needs to be provided an url to a texture containing the color
  63082. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63083. * Use an image editing software to tweak the LUT to match your needs.
  63084. *
  63085. * For an example of a color LUT, see here:
  63086. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63087. * For explanations on color grading, see here:
  63088. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63089. *
  63090. */
  63091. export class ColorCorrectionPostProcess extends PostProcess {
  63092. private _colorTableTexture;
  63093. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63094. }
  63095. }
  63096. declare module "babylonjs/Shaders/convolution.fragment" {
  63097. /** @hidden */
  63098. export var convolutionPixelShader: {
  63099. name: string;
  63100. shader: string;
  63101. };
  63102. }
  63103. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63104. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63105. import { Nullable } from "babylonjs/types";
  63106. import { Camera } from "babylonjs/Cameras/camera";
  63107. import { Engine } from "babylonjs/Engines/engine";
  63108. import "babylonjs/Shaders/convolution.fragment";
  63109. /**
  63110. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63111. * input texture to perform effects such as edge detection or sharpening
  63112. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63113. */
  63114. export class ConvolutionPostProcess extends PostProcess {
  63115. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63116. kernel: number[];
  63117. /**
  63118. * Creates a new instance ConvolutionPostProcess
  63119. * @param name The name of the effect.
  63120. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63121. * @param options The required width/height ratio to downsize to before computing the render pass.
  63122. * @param camera The camera to apply the render pass to.
  63123. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63124. * @param engine The engine which the post process will be applied. (default: current engine)
  63125. * @param reusable If the post process can be reused on the same frame. (default: false)
  63126. * @param textureType Type of textures used when performing the post process. (default: 0)
  63127. */
  63128. constructor(name: string,
  63129. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63130. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63131. /**
  63132. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63133. */
  63134. static EdgeDetect0Kernel: number[];
  63135. /**
  63136. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63137. */
  63138. static EdgeDetect1Kernel: number[];
  63139. /**
  63140. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63141. */
  63142. static EdgeDetect2Kernel: number[];
  63143. /**
  63144. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63145. */
  63146. static SharpenKernel: number[];
  63147. /**
  63148. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63149. */
  63150. static EmbossKernel: number[];
  63151. /**
  63152. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63153. */
  63154. static GaussianKernel: number[];
  63155. }
  63156. }
  63157. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63158. import { Nullable } from "babylonjs/types";
  63159. import { Vector2 } from "babylonjs/Maths/math.vector";
  63160. import { Camera } from "babylonjs/Cameras/camera";
  63161. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63162. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63163. import { Engine } from "babylonjs/Engines/engine";
  63164. import { Scene } from "babylonjs/scene";
  63165. /**
  63166. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63167. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63168. * based on samples that have a large difference in distance than the center pixel.
  63169. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63170. */
  63171. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63172. direction: Vector2;
  63173. /**
  63174. * Creates a new instance CircleOfConfusionPostProcess
  63175. * @param name The name of the effect.
  63176. * @param scene The scene the effect belongs to.
  63177. * @param direction The direction the blur should be applied.
  63178. * @param kernel The size of the kernel used to blur.
  63179. * @param options The required width/height ratio to downsize to before computing the render pass.
  63180. * @param camera The camera to apply the render pass to.
  63181. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63182. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63183. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63184. * @param engine The engine which the post process will be applied. (default: current engine)
  63185. * @param reusable If the post process can be reused on the same frame. (default: false)
  63186. * @param textureType Type of textures used when performing the post process. (default: 0)
  63187. * @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)
  63188. */
  63189. 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);
  63190. }
  63191. }
  63192. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63193. /** @hidden */
  63194. export var depthOfFieldMergePixelShader: {
  63195. name: string;
  63196. shader: string;
  63197. };
  63198. }
  63199. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63200. import { Nullable } from "babylonjs/types";
  63201. import { Camera } from "babylonjs/Cameras/camera";
  63202. import { Effect } from "babylonjs/Materials/effect";
  63203. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63204. import { Engine } from "babylonjs/Engines/engine";
  63205. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63206. /**
  63207. * Options to be set when merging outputs from the default pipeline.
  63208. */
  63209. export class DepthOfFieldMergePostProcessOptions {
  63210. /**
  63211. * The original image to merge on top of
  63212. */
  63213. originalFromInput: PostProcess;
  63214. /**
  63215. * Parameters to perform the merge of the depth of field effect
  63216. */
  63217. depthOfField?: {
  63218. circleOfConfusion: PostProcess;
  63219. blurSteps: Array<PostProcess>;
  63220. };
  63221. /**
  63222. * Parameters to perform the merge of bloom effect
  63223. */
  63224. bloom?: {
  63225. blurred: PostProcess;
  63226. weight: number;
  63227. };
  63228. }
  63229. /**
  63230. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63231. */
  63232. export class DepthOfFieldMergePostProcess extends PostProcess {
  63233. private blurSteps;
  63234. /**
  63235. * Creates a new instance of DepthOfFieldMergePostProcess
  63236. * @param name The name of the effect.
  63237. * @param originalFromInput Post process which's input will be used for the merge.
  63238. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63239. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63240. * @param options The required width/height ratio to downsize to before computing the render pass.
  63241. * @param camera The camera to apply the render pass to.
  63242. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63243. * @param engine The engine which the post process will be applied. (default: current engine)
  63244. * @param reusable If the post process can be reused on the same frame. (default: false)
  63245. * @param textureType Type of textures used when performing the post process. (default: 0)
  63246. * @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)
  63247. */
  63248. 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);
  63249. /**
  63250. * Updates the effect with the current post process compile time values and recompiles the shader.
  63251. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63252. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63253. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63254. * @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
  63255. * @param onCompiled Called when the shader has been compiled.
  63256. * @param onError Called if there is an error when compiling a shader.
  63257. */
  63258. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63259. }
  63260. }
  63261. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63262. import { Nullable } from "babylonjs/types";
  63263. import { Camera } from "babylonjs/Cameras/camera";
  63264. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63265. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63266. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63267. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63268. import { Scene } from "babylonjs/scene";
  63269. /**
  63270. * Specifies the level of max blur that should be applied when using the depth of field effect
  63271. */
  63272. export enum DepthOfFieldEffectBlurLevel {
  63273. /**
  63274. * Subtle blur
  63275. */
  63276. Low = 0,
  63277. /**
  63278. * Medium blur
  63279. */
  63280. Medium = 1,
  63281. /**
  63282. * Large blur
  63283. */
  63284. High = 2
  63285. }
  63286. /**
  63287. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63288. */
  63289. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63290. private _circleOfConfusion;
  63291. /**
  63292. * @hidden Internal, blurs from high to low
  63293. */
  63294. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63295. private _depthOfFieldBlurY;
  63296. private _dofMerge;
  63297. /**
  63298. * @hidden Internal post processes in depth of field effect
  63299. */
  63300. _effects: Array<PostProcess>;
  63301. /**
  63302. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63303. */
  63304. focalLength: number;
  63305. /**
  63306. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63307. */
  63308. fStop: number;
  63309. /**
  63310. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63311. */
  63312. focusDistance: number;
  63313. /**
  63314. * 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.
  63315. */
  63316. lensSize: number;
  63317. /**
  63318. * Creates a new instance DepthOfFieldEffect
  63319. * @param scene The scene the effect belongs to.
  63320. * @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.
  63321. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63322. * @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)
  63323. */
  63324. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63325. /**
  63326. * Get the current class name of the current effet
  63327. * @returns "DepthOfFieldEffect"
  63328. */
  63329. getClassName(): string;
  63330. /**
  63331. * 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.
  63332. */
  63333. depthTexture: RenderTargetTexture;
  63334. /**
  63335. * Disposes each of the internal effects for a given camera.
  63336. * @param camera The camera to dispose the effect on.
  63337. */
  63338. disposeEffects(camera: Camera): void;
  63339. /**
  63340. * @hidden Internal
  63341. */
  63342. _updateEffects(): void;
  63343. /**
  63344. * Internal
  63345. * @returns if all the contained post processes are ready.
  63346. * @hidden
  63347. */
  63348. _isReady(): boolean;
  63349. }
  63350. }
  63351. declare module "babylonjs/Shaders/displayPass.fragment" {
  63352. /** @hidden */
  63353. export var displayPassPixelShader: {
  63354. name: string;
  63355. shader: string;
  63356. };
  63357. }
  63358. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63359. import { Nullable } from "babylonjs/types";
  63360. import { Camera } from "babylonjs/Cameras/camera";
  63361. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63362. import { Engine } from "babylonjs/Engines/engine";
  63363. import "babylonjs/Shaders/displayPass.fragment";
  63364. /**
  63365. * DisplayPassPostProcess which produces an output the same as it's input
  63366. */
  63367. export class DisplayPassPostProcess extends PostProcess {
  63368. /**
  63369. * Creates the DisplayPassPostProcess
  63370. * @param name The name of the effect.
  63371. * @param options The required width/height ratio to downsize to before computing the render pass.
  63372. * @param camera The camera to apply the render pass to.
  63373. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63374. * @param engine The engine which the post process will be applied. (default: current engine)
  63375. * @param reusable If the post process can be reused on the same frame. (default: false)
  63376. */
  63377. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63378. }
  63379. }
  63380. declare module "babylonjs/Shaders/filter.fragment" {
  63381. /** @hidden */
  63382. export var filterPixelShader: {
  63383. name: string;
  63384. shader: string;
  63385. };
  63386. }
  63387. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63388. import { Nullable } from "babylonjs/types";
  63389. import { Matrix } from "babylonjs/Maths/math.vector";
  63390. import { Camera } from "babylonjs/Cameras/camera";
  63391. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63392. import { Engine } from "babylonjs/Engines/engine";
  63393. import "babylonjs/Shaders/filter.fragment";
  63394. /**
  63395. * Applies a kernel filter to the image
  63396. */
  63397. export class FilterPostProcess extends PostProcess {
  63398. /** The matrix to be applied to the image */
  63399. kernelMatrix: Matrix;
  63400. /**
  63401. *
  63402. * @param name The name of the effect.
  63403. * @param kernelMatrix The matrix to be applied to the image
  63404. * @param options The required width/height ratio to downsize to before computing the render pass.
  63405. * @param camera The camera to apply the render pass to.
  63406. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63407. * @param engine The engine which the post process will be applied. (default: current engine)
  63408. * @param reusable If the post process can be reused on the same frame. (default: false)
  63409. */
  63410. constructor(name: string,
  63411. /** The matrix to be applied to the image */
  63412. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63413. }
  63414. }
  63415. declare module "babylonjs/Shaders/fxaa.fragment" {
  63416. /** @hidden */
  63417. export var fxaaPixelShader: {
  63418. name: string;
  63419. shader: string;
  63420. };
  63421. }
  63422. declare module "babylonjs/Shaders/fxaa.vertex" {
  63423. /** @hidden */
  63424. export var fxaaVertexShader: {
  63425. name: string;
  63426. shader: string;
  63427. };
  63428. }
  63429. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63430. import { Nullable } from "babylonjs/types";
  63431. import { Camera } from "babylonjs/Cameras/camera";
  63432. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63433. import { Engine } from "babylonjs/Engines/engine";
  63434. import "babylonjs/Shaders/fxaa.fragment";
  63435. import "babylonjs/Shaders/fxaa.vertex";
  63436. /**
  63437. * Fxaa post process
  63438. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63439. */
  63440. export class FxaaPostProcess extends PostProcess {
  63441. /** @hidden */
  63442. texelWidth: number;
  63443. /** @hidden */
  63444. texelHeight: number;
  63445. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63446. private _getDefines;
  63447. }
  63448. }
  63449. declare module "babylonjs/Shaders/grain.fragment" {
  63450. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63451. /** @hidden */
  63452. export var grainPixelShader: {
  63453. name: string;
  63454. shader: string;
  63455. };
  63456. }
  63457. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63458. import { Nullable } from "babylonjs/types";
  63459. import { Camera } from "babylonjs/Cameras/camera";
  63460. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63461. import { Engine } from "babylonjs/Engines/engine";
  63462. import "babylonjs/Shaders/grain.fragment";
  63463. /**
  63464. * The GrainPostProcess adds noise to the image at mid luminance levels
  63465. */
  63466. export class GrainPostProcess extends PostProcess {
  63467. /**
  63468. * The intensity of the grain added (default: 30)
  63469. */
  63470. intensity: number;
  63471. /**
  63472. * If the grain should be randomized on every frame
  63473. */
  63474. animated: boolean;
  63475. /**
  63476. * Creates a new instance of @see GrainPostProcess
  63477. * @param name The name of the effect.
  63478. * @param options The required width/height ratio to downsize to before computing the render pass.
  63479. * @param camera The camera to apply the render pass to.
  63480. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63481. * @param engine The engine which the post process will be applied. (default: current engine)
  63482. * @param reusable If the post process can be reused on the same frame. (default: false)
  63483. * @param textureType Type of textures used when performing the post process. (default: 0)
  63484. * @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)
  63485. */
  63486. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63487. }
  63488. }
  63489. declare module "babylonjs/Shaders/highlights.fragment" {
  63490. /** @hidden */
  63491. export var highlightsPixelShader: {
  63492. name: string;
  63493. shader: string;
  63494. };
  63495. }
  63496. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63497. import { Nullable } from "babylonjs/types";
  63498. import { Camera } from "babylonjs/Cameras/camera";
  63499. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63500. import { Engine } from "babylonjs/Engines/engine";
  63501. import "babylonjs/Shaders/highlights.fragment";
  63502. /**
  63503. * Extracts highlights from the image
  63504. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63505. */
  63506. export class HighlightsPostProcess extends PostProcess {
  63507. /**
  63508. * Extracts highlights from the image
  63509. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63510. * @param name The name of the effect.
  63511. * @param options The required width/height ratio to downsize to before computing the render pass.
  63512. * @param camera The camera to apply the render pass to.
  63513. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63514. * @param engine The engine which the post process will be applied. (default: current engine)
  63515. * @param reusable If the post process can be reused on the same frame. (default: false)
  63516. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63517. */
  63518. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63519. }
  63520. }
  63521. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63522. /** @hidden */
  63523. export var mrtFragmentDeclaration: {
  63524. name: string;
  63525. shader: string;
  63526. };
  63527. }
  63528. declare module "babylonjs/Shaders/geometry.fragment" {
  63529. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63530. /** @hidden */
  63531. export var geometryPixelShader: {
  63532. name: string;
  63533. shader: string;
  63534. };
  63535. }
  63536. declare module "babylonjs/Shaders/geometry.vertex" {
  63537. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63538. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63539. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63540. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63541. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63542. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63543. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63544. /** @hidden */
  63545. export var geometryVertexShader: {
  63546. name: string;
  63547. shader: string;
  63548. };
  63549. }
  63550. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63551. import { Matrix } from "babylonjs/Maths/math.vector";
  63552. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63553. import { Mesh } from "babylonjs/Meshes/mesh";
  63554. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63555. import { Effect } from "babylonjs/Materials/effect";
  63556. import { Scene } from "babylonjs/scene";
  63557. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63558. import "babylonjs/Shaders/geometry.fragment";
  63559. import "babylonjs/Shaders/geometry.vertex";
  63560. /** @hidden */
  63561. interface ISavedTransformationMatrix {
  63562. world: Matrix;
  63563. viewProjection: Matrix;
  63564. }
  63565. /**
  63566. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63567. */
  63568. export class GeometryBufferRenderer {
  63569. /**
  63570. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63571. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63572. */
  63573. static readonly POSITION_TEXTURE_TYPE: number;
  63574. /**
  63575. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63576. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63577. */
  63578. static readonly VELOCITY_TEXTURE_TYPE: number;
  63579. /**
  63580. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63581. * in order to compute objects velocities when enableVelocity is set to "true"
  63582. * @hidden
  63583. */
  63584. _previousTransformationMatrices: {
  63585. [index: number]: ISavedTransformationMatrix;
  63586. };
  63587. /**
  63588. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63589. * in order to compute objects velocities when enableVelocity is set to "true"
  63590. * @hidden
  63591. */
  63592. _previousBonesTransformationMatrices: {
  63593. [index: number]: Float32Array;
  63594. };
  63595. /**
  63596. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63597. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63598. */
  63599. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63600. private _scene;
  63601. private _multiRenderTarget;
  63602. private _ratio;
  63603. private _enablePosition;
  63604. private _enableVelocity;
  63605. private _positionIndex;
  63606. private _velocityIndex;
  63607. protected _effect: Effect;
  63608. protected _cachedDefines: string;
  63609. /**
  63610. * Set the render list (meshes to be rendered) used in the G buffer.
  63611. */
  63612. renderList: Mesh[];
  63613. /**
  63614. * Gets wether or not G buffer are supported by the running hardware.
  63615. * This requires draw buffer supports
  63616. */
  63617. readonly isSupported: boolean;
  63618. /**
  63619. * Returns the index of the given texture type in the G-Buffer textures array
  63620. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63621. * @returns the index of the given texture type in the G-Buffer textures array
  63622. */
  63623. getTextureIndex(textureType: number): number;
  63624. /**
  63625. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63626. */
  63627. /**
  63628. * Sets whether or not objects positions are enabled for the G buffer.
  63629. */
  63630. enablePosition: boolean;
  63631. /**
  63632. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63633. */
  63634. /**
  63635. * Sets wether or not objects velocities are enabled for the G buffer.
  63636. */
  63637. enableVelocity: boolean;
  63638. /**
  63639. * Gets the scene associated with the buffer.
  63640. */
  63641. readonly scene: Scene;
  63642. /**
  63643. * Gets the ratio used by the buffer during its creation.
  63644. * How big is the buffer related to the main canvas.
  63645. */
  63646. readonly ratio: number;
  63647. /** @hidden */
  63648. static _SceneComponentInitialization: (scene: Scene) => void;
  63649. /**
  63650. * Creates a new G Buffer for the scene
  63651. * @param scene The scene the buffer belongs to
  63652. * @param ratio How big is the buffer related to the main canvas.
  63653. */
  63654. constructor(scene: Scene, ratio?: number);
  63655. /**
  63656. * Checks wether everything is ready to render a submesh to the G buffer.
  63657. * @param subMesh the submesh to check readiness for
  63658. * @param useInstances is the mesh drawn using instance or not
  63659. * @returns true if ready otherwise false
  63660. */
  63661. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63662. /**
  63663. * Gets the current underlying G Buffer.
  63664. * @returns the buffer
  63665. */
  63666. getGBuffer(): MultiRenderTarget;
  63667. /**
  63668. * Gets the number of samples used to render the buffer (anti aliasing).
  63669. */
  63670. /**
  63671. * Sets the number of samples used to render the buffer (anti aliasing).
  63672. */
  63673. samples: number;
  63674. /**
  63675. * Disposes the renderer and frees up associated resources.
  63676. */
  63677. dispose(): void;
  63678. protected _createRenderTargets(): void;
  63679. private _copyBonesTransformationMatrices;
  63680. }
  63681. }
  63682. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63683. import { Nullable } from "babylonjs/types";
  63684. import { Scene } from "babylonjs/scene";
  63685. import { ISceneComponent } from "babylonjs/sceneComponent";
  63686. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63687. module "babylonjs/scene" {
  63688. interface Scene {
  63689. /** @hidden (Backing field) */
  63690. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63691. /**
  63692. * Gets or Sets the current geometry buffer associated to the scene.
  63693. */
  63694. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63695. /**
  63696. * Enables a GeometryBufferRender and associates it with the scene
  63697. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  63698. * @returns the GeometryBufferRenderer
  63699. */
  63700. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  63701. /**
  63702. * Disables the GeometryBufferRender associated with the scene
  63703. */
  63704. disableGeometryBufferRenderer(): void;
  63705. }
  63706. }
  63707. /**
  63708. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  63709. * in several rendering techniques.
  63710. */
  63711. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  63712. /**
  63713. * The component name helpful to identify the component in the list of scene components.
  63714. */
  63715. readonly name: string;
  63716. /**
  63717. * The scene the component belongs to.
  63718. */
  63719. scene: Scene;
  63720. /**
  63721. * Creates a new instance of the component for the given scene
  63722. * @param scene Defines the scene to register the component in
  63723. */
  63724. constructor(scene: Scene);
  63725. /**
  63726. * Registers the component in a given scene
  63727. */
  63728. register(): void;
  63729. /**
  63730. * Rebuilds the elements related to this component in case of
  63731. * context lost for instance.
  63732. */
  63733. rebuild(): void;
  63734. /**
  63735. * Disposes the component and the associated ressources
  63736. */
  63737. dispose(): void;
  63738. private _gatherRenderTargets;
  63739. }
  63740. }
  63741. declare module "babylonjs/Shaders/motionBlur.fragment" {
  63742. /** @hidden */
  63743. export var motionBlurPixelShader: {
  63744. name: string;
  63745. shader: string;
  63746. };
  63747. }
  63748. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  63749. import { Nullable } from "babylonjs/types";
  63750. import { Camera } from "babylonjs/Cameras/camera";
  63751. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63752. import { Scene } from "babylonjs/scene";
  63753. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63754. import "babylonjs/Animations/animatable";
  63755. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63756. import "babylonjs/Shaders/motionBlur.fragment";
  63757. import { Engine } from "babylonjs/Engines/engine";
  63758. /**
  63759. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  63760. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  63761. * As an example, all you have to do is to create the post-process:
  63762. * var mb = new BABYLON.MotionBlurPostProcess(
  63763. * 'mb', // The name of the effect.
  63764. * scene, // The scene containing the objects to blur according to their velocity.
  63765. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  63766. * camera // The camera to apply the render pass to.
  63767. * );
  63768. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  63769. */
  63770. export class MotionBlurPostProcess extends PostProcess {
  63771. /**
  63772. * Defines how much the image is blurred by the movement. Default value is equal to 1
  63773. */
  63774. motionStrength: number;
  63775. /**
  63776. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  63777. */
  63778. /**
  63779. * Sets the number of iterations to be used for motion blur quality
  63780. */
  63781. motionBlurSamples: number;
  63782. private _motionBlurSamples;
  63783. private _geometryBufferRenderer;
  63784. /**
  63785. * Creates a new instance MotionBlurPostProcess
  63786. * @param name The name of the effect.
  63787. * @param scene The scene containing the objects to blur according to their velocity.
  63788. * @param options The required width/height ratio to downsize to before computing the render pass.
  63789. * @param camera The camera to apply the render pass to.
  63790. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63791. * @param engine The engine which the post process will be applied. (default: current engine)
  63792. * @param reusable If the post process can be reused on the same frame. (default: false)
  63793. * @param textureType Type of textures used when performing the post process. (default: 0)
  63794. * @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)
  63795. */
  63796. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63797. /**
  63798. * Excludes the given skinned mesh from computing bones velocities.
  63799. * 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.
  63800. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  63801. */
  63802. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63803. /**
  63804. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  63805. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  63806. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  63807. */
  63808. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63809. /**
  63810. * Disposes the post process.
  63811. * @param camera The camera to dispose the post process on.
  63812. */
  63813. dispose(camera?: Camera): void;
  63814. }
  63815. }
  63816. declare module "babylonjs/Shaders/refraction.fragment" {
  63817. /** @hidden */
  63818. export var refractionPixelShader: {
  63819. name: string;
  63820. shader: string;
  63821. };
  63822. }
  63823. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  63824. import { Color3 } from "babylonjs/Maths/math.color";
  63825. import { Camera } from "babylonjs/Cameras/camera";
  63826. import { Texture } from "babylonjs/Materials/Textures/texture";
  63827. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63828. import { Engine } from "babylonjs/Engines/engine";
  63829. import "babylonjs/Shaders/refraction.fragment";
  63830. /**
  63831. * Post process which applies a refractin texture
  63832. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63833. */
  63834. export class RefractionPostProcess extends PostProcess {
  63835. /** the base color of the refraction (used to taint the rendering) */
  63836. color: Color3;
  63837. /** simulated refraction depth */
  63838. depth: number;
  63839. /** the coefficient of the base color (0 to remove base color tainting) */
  63840. colorLevel: number;
  63841. private _refTexture;
  63842. private _ownRefractionTexture;
  63843. /**
  63844. * Gets or sets the refraction texture
  63845. * Please note that you are responsible for disposing the texture if you set it manually
  63846. */
  63847. refractionTexture: Texture;
  63848. /**
  63849. * Initializes the RefractionPostProcess
  63850. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63851. * @param name The name of the effect.
  63852. * @param refractionTextureUrl Url of the refraction texture to use
  63853. * @param color the base color of the refraction (used to taint the rendering)
  63854. * @param depth simulated refraction depth
  63855. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  63856. * @param camera The camera to apply the render pass to.
  63857. * @param options The required width/height ratio to downsize to before computing the render pass.
  63858. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63859. * @param engine The engine which the post process will be applied. (default: current engine)
  63860. * @param reusable If the post process can be reused on the same frame. (default: false)
  63861. */
  63862. constructor(name: string, refractionTextureUrl: string,
  63863. /** the base color of the refraction (used to taint the rendering) */
  63864. color: Color3,
  63865. /** simulated refraction depth */
  63866. depth: number,
  63867. /** the coefficient of the base color (0 to remove base color tainting) */
  63868. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63869. /**
  63870. * Disposes of the post process
  63871. * @param camera Camera to dispose post process on
  63872. */
  63873. dispose(camera: Camera): void;
  63874. }
  63875. }
  63876. declare module "babylonjs/Shaders/sharpen.fragment" {
  63877. /** @hidden */
  63878. export var sharpenPixelShader: {
  63879. name: string;
  63880. shader: string;
  63881. };
  63882. }
  63883. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  63884. import { Nullable } from "babylonjs/types";
  63885. import { Camera } from "babylonjs/Cameras/camera";
  63886. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63887. import "babylonjs/Shaders/sharpen.fragment";
  63888. import { Engine } from "babylonjs/Engines/engine";
  63889. /**
  63890. * The SharpenPostProcess applies a sharpen kernel to every pixel
  63891. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63892. */
  63893. export class SharpenPostProcess extends PostProcess {
  63894. /**
  63895. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  63896. */
  63897. colorAmount: number;
  63898. /**
  63899. * How much sharpness should be applied (default: 0.3)
  63900. */
  63901. edgeAmount: number;
  63902. /**
  63903. * Creates a new instance ConvolutionPostProcess
  63904. * @param name The name of the effect.
  63905. * @param options The required width/height ratio to downsize to before computing the render pass.
  63906. * @param camera The camera to apply the render pass to.
  63907. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63908. * @param engine The engine which the post process will be applied. (default: current engine)
  63909. * @param reusable If the post process can be reused on the same frame. (default: false)
  63910. * @param textureType Type of textures used when performing the post process. (default: 0)
  63911. * @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)
  63912. */
  63913. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63914. }
  63915. }
  63916. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  63917. import { Nullable } from "babylonjs/types";
  63918. import { Camera } from "babylonjs/Cameras/camera";
  63919. import { Engine } from "babylonjs/Engines/engine";
  63920. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63921. import { IInspectable } from "babylonjs/Misc/iInspectable";
  63922. /**
  63923. * PostProcessRenderPipeline
  63924. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63925. */
  63926. export class PostProcessRenderPipeline {
  63927. private engine;
  63928. private _renderEffects;
  63929. private _renderEffectsForIsolatedPass;
  63930. /**
  63931. * List of inspectable custom properties (used by the Inspector)
  63932. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  63933. */
  63934. inspectableCustomProperties: IInspectable[];
  63935. /**
  63936. * @hidden
  63937. */
  63938. protected _cameras: Camera[];
  63939. /** @hidden */
  63940. _name: string;
  63941. /**
  63942. * Gets pipeline name
  63943. */
  63944. readonly name: string;
  63945. /**
  63946. * Initializes a PostProcessRenderPipeline
  63947. * @param engine engine to add the pipeline to
  63948. * @param name name of the pipeline
  63949. */
  63950. constructor(engine: Engine, name: string);
  63951. /**
  63952. * Gets the class name
  63953. * @returns "PostProcessRenderPipeline"
  63954. */
  63955. getClassName(): string;
  63956. /**
  63957. * If all the render effects in the pipeline are supported
  63958. */
  63959. readonly isSupported: boolean;
  63960. /**
  63961. * Adds an effect to the pipeline
  63962. * @param renderEffect the effect to add
  63963. */
  63964. addEffect(renderEffect: PostProcessRenderEffect): void;
  63965. /** @hidden */
  63966. _rebuild(): void;
  63967. /** @hidden */
  63968. _enableEffect(renderEffectName: string, cameras: Camera): void;
  63969. /** @hidden */
  63970. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  63971. /** @hidden */
  63972. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63973. /** @hidden */
  63974. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63975. /** @hidden */
  63976. _attachCameras(cameras: Camera, unique: boolean): void;
  63977. /** @hidden */
  63978. _attachCameras(cameras: Camera[], unique: boolean): void;
  63979. /** @hidden */
  63980. _detachCameras(cameras: Camera): void;
  63981. /** @hidden */
  63982. _detachCameras(cameras: Nullable<Camera[]>): void;
  63983. /** @hidden */
  63984. _update(): void;
  63985. /** @hidden */
  63986. _reset(): void;
  63987. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  63988. /**
  63989. * Disposes of the pipeline
  63990. */
  63991. dispose(): void;
  63992. }
  63993. }
  63994. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  63995. import { Camera } from "babylonjs/Cameras/camera";
  63996. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63997. /**
  63998. * PostProcessRenderPipelineManager class
  63999. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64000. */
  64001. export class PostProcessRenderPipelineManager {
  64002. private _renderPipelines;
  64003. /**
  64004. * Initializes a PostProcessRenderPipelineManager
  64005. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64006. */
  64007. constructor();
  64008. /**
  64009. * Gets the list of supported render pipelines
  64010. */
  64011. readonly supportedPipelines: PostProcessRenderPipeline[];
  64012. /**
  64013. * Adds a pipeline to the manager
  64014. * @param renderPipeline The pipeline to add
  64015. */
  64016. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64017. /**
  64018. * Attaches a camera to the pipeline
  64019. * @param renderPipelineName The name of the pipeline to attach to
  64020. * @param cameras the camera to attach
  64021. * @param unique if the camera can be attached multiple times to the pipeline
  64022. */
  64023. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64024. /**
  64025. * Detaches a camera from the pipeline
  64026. * @param renderPipelineName The name of the pipeline to detach from
  64027. * @param cameras the camera to detach
  64028. */
  64029. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64030. /**
  64031. * Enables an effect by name on a pipeline
  64032. * @param renderPipelineName the name of the pipeline to enable the effect in
  64033. * @param renderEffectName the name of the effect to enable
  64034. * @param cameras the cameras that the effect should be enabled on
  64035. */
  64036. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64037. /**
  64038. * Disables an effect by name on a pipeline
  64039. * @param renderPipelineName the name of the pipeline to disable the effect in
  64040. * @param renderEffectName the name of the effect to disable
  64041. * @param cameras the cameras that the effect should be disabled on
  64042. */
  64043. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64044. /**
  64045. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64046. */
  64047. update(): void;
  64048. /** @hidden */
  64049. _rebuild(): void;
  64050. /**
  64051. * Disposes of the manager and pipelines
  64052. */
  64053. dispose(): void;
  64054. }
  64055. }
  64056. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64057. import { ISceneComponent } from "babylonjs/sceneComponent";
  64058. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64059. import { Scene } from "babylonjs/scene";
  64060. module "babylonjs/scene" {
  64061. interface Scene {
  64062. /** @hidden (Backing field) */
  64063. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64064. /**
  64065. * Gets the postprocess render pipeline manager
  64066. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64067. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64068. */
  64069. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64070. }
  64071. }
  64072. /**
  64073. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64074. */
  64075. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64076. /**
  64077. * The component name helpfull to identify the component in the list of scene components.
  64078. */
  64079. readonly name: string;
  64080. /**
  64081. * The scene the component belongs to.
  64082. */
  64083. scene: Scene;
  64084. /**
  64085. * Creates a new instance of the component for the given scene
  64086. * @param scene Defines the scene to register the component in
  64087. */
  64088. constructor(scene: Scene);
  64089. /**
  64090. * Registers the component in a given scene
  64091. */
  64092. register(): void;
  64093. /**
  64094. * Rebuilds the elements related to this component in case of
  64095. * context lost for instance.
  64096. */
  64097. rebuild(): void;
  64098. /**
  64099. * Disposes the component and the associated ressources
  64100. */
  64101. dispose(): void;
  64102. private _gatherRenderTargets;
  64103. }
  64104. }
  64105. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64106. import { Nullable } from "babylonjs/types";
  64107. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64108. import { Camera } from "babylonjs/Cameras/camera";
  64109. import { IDisposable } from "babylonjs/scene";
  64110. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64111. import { Scene } from "babylonjs/scene";
  64112. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64113. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64114. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64115. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64116. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64117. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64118. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64119. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64120. import { Animation } from "babylonjs/Animations/animation";
  64121. /**
  64122. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64123. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64124. */
  64125. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64126. private _scene;
  64127. private _camerasToBeAttached;
  64128. /**
  64129. * ID of the sharpen post process,
  64130. */
  64131. private readonly SharpenPostProcessId;
  64132. /**
  64133. * @ignore
  64134. * ID of the image processing post process;
  64135. */
  64136. readonly ImageProcessingPostProcessId: string;
  64137. /**
  64138. * @ignore
  64139. * ID of the Fast Approximate Anti-Aliasing post process;
  64140. */
  64141. readonly FxaaPostProcessId: string;
  64142. /**
  64143. * ID of the chromatic aberration post process,
  64144. */
  64145. private readonly ChromaticAberrationPostProcessId;
  64146. /**
  64147. * ID of the grain post process
  64148. */
  64149. private readonly GrainPostProcessId;
  64150. /**
  64151. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64152. */
  64153. sharpen: SharpenPostProcess;
  64154. private _sharpenEffect;
  64155. private bloom;
  64156. /**
  64157. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64158. */
  64159. depthOfField: DepthOfFieldEffect;
  64160. /**
  64161. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64162. */
  64163. fxaa: FxaaPostProcess;
  64164. /**
  64165. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64166. */
  64167. imageProcessing: ImageProcessingPostProcess;
  64168. /**
  64169. * Chromatic aberration post process which will shift rgb colors in the image
  64170. */
  64171. chromaticAberration: ChromaticAberrationPostProcess;
  64172. private _chromaticAberrationEffect;
  64173. /**
  64174. * Grain post process which add noise to the image
  64175. */
  64176. grain: GrainPostProcess;
  64177. private _grainEffect;
  64178. /**
  64179. * Glow post process which adds a glow to emissive areas of the image
  64180. */
  64181. private _glowLayer;
  64182. /**
  64183. * Animations which can be used to tweak settings over a period of time
  64184. */
  64185. animations: Animation[];
  64186. private _imageProcessingConfigurationObserver;
  64187. private _sharpenEnabled;
  64188. private _bloomEnabled;
  64189. private _depthOfFieldEnabled;
  64190. private _depthOfFieldBlurLevel;
  64191. private _fxaaEnabled;
  64192. private _imageProcessingEnabled;
  64193. private _defaultPipelineTextureType;
  64194. private _bloomScale;
  64195. private _chromaticAberrationEnabled;
  64196. private _grainEnabled;
  64197. private _buildAllowed;
  64198. /**
  64199. * Gets active scene
  64200. */
  64201. readonly scene: Scene;
  64202. /**
  64203. * Enable or disable the sharpen process from the pipeline
  64204. */
  64205. sharpenEnabled: boolean;
  64206. private _resizeObserver;
  64207. private _hardwareScaleLevel;
  64208. private _bloomKernel;
  64209. /**
  64210. * Specifies the size of the bloom blur kernel, relative to the final output size
  64211. */
  64212. bloomKernel: number;
  64213. /**
  64214. * Specifies the weight of the bloom in the final rendering
  64215. */
  64216. private _bloomWeight;
  64217. /**
  64218. * Specifies the luma threshold for the area that will be blurred by the bloom
  64219. */
  64220. private _bloomThreshold;
  64221. private _hdr;
  64222. /**
  64223. * The strength of the bloom.
  64224. */
  64225. bloomWeight: number;
  64226. /**
  64227. * The strength of the bloom.
  64228. */
  64229. bloomThreshold: number;
  64230. /**
  64231. * The scale of the bloom, lower value will provide better performance.
  64232. */
  64233. bloomScale: number;
  64234. /**
  64235. * Enable or disable the bloom from the pipeline
  64236. */
  64237. bloomEnabled: boolean;
  64238. private _rebuildBloom;
  64239. /**
  64240. * If the depth of field is enabled.
  64241. */
  64242. depthOfFieldEnabled: boolean;
  64243. /**
  64244. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64245. */
  64246. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64247. /**
  64248. * If the anti aliasing is enabled.
  64249. */
  64250. fxaaEnabled: boolean;
  64251. private _samples;
  64252. /**
  64253. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64254. */
  64255. samples: number;
  64256. /**
  64257. * If image processing is enabled.
  64258. */
  64259. imageProcessingEnabled: boolean;
  64260. /**
  64261. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64262. */
  64263. glowLayerEnabled: boolean;
  64264. /**
  64265. * Gets the glow layer (or null if not defined)
  64266. */
  64267. readonly glowLayer: Nullable<GlowLayer>;
  64268. /**
  64269. * Enable or disable the chromaticAberration process from the pipeline
  64270. */
  64271. chromaticAberrationEnabled: boolean;
  64272. /**
  64273. * Enable or disable the grain process from the pipeline
  64274. */
  64275. grainEnabled: boolean;
  64276. /**
  64277. * @constructor
  64278. * @param name - The rendering pipeline name (default: "")
  64279. * @param hdr - If high dynamic range textures should be used (default: true)
  64280. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64281. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64282. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64283. */
  64284. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64285. /**
  64286. * Get the class name
  64287. * @returns "DefaultRenderingPipeline"
  64288. */
  64289. getClassName(): string;
  64290. /**
  64291. * Force the compilation of the entire pipeline.
  64292. */
  64293. prepare(): void;
  64294. private _hasCleared;
  64295. private _prevPostProcess;
  64296. private _prevPrevPostProcess;
  64297. private _setAutoClearAndTextureSharing;
  64298. private _depthOfFieldSceneObserver;
  64299. private _buildPipeline;
  64300. private _disposePostProcesses;
  64301. /**
  64302. * Adds a camera to the pipeline
  64303. * @param camera the camera to be added
  64304. */
  64305. addCamera(camera: Camera): void;
  64306. /**
  64307. * Removes a camera from the pipeline
  64308. * @param camera the camera to remove
  64309. */
  64310. removeCamera(camera: Camera): void;
  64311. /**
  64312. * Dispose of the pipeline and stop all post processes
  64313. */
  64314. dispose(): void;
  64315. /**
  64316. * Serialize the rendering pipeline (Used when exporting)
  64317. * @returns the serialized object
  64318. */
  64319. serialize(): any;
  64320. /**
  64321. * Parse the serialized pipeline
  64322. * @param source Source pipeline.
  64323. * @param scene The scene to load the pipeline to.
  64324. * @param rootUrl The URL of the serialized pipeline.
  64325. * @returns An instantiated pipeline from the serialized object.
  64326. */
  64327. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64328. }
  64329. }
  64330. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64331. /** @hidden */
  64332. export var lensHighlightsPixelShader: {
  64333. name: string;
  64334. shader: string;
  64335. };
  64336. }
  64337. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64338. /** @hidden */
  64339. export var depthOfFieldPixelShader: {
  64340. name: string;
  64341. shader: string;
  64342. };
  64343. }
  64344. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64345. import { Camera } from "babylonjs/Cameras/camera";
  64346. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64347. import { Scene } from "babylonjs/scene";
  64348. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64349. import "babylonjs/Shaders/chromaticAberration.fragment";
  64350. import "babylonjs/Shaders/lensHighlights.fragment";
  64351. import "babylonjs/Shaders/depthOfField.fragment";
  64352. /**
  64353. * BABYLON.JS Chromatic Aberration GLSL Shader
  64354. * Author: Olivier Guyot
  64355. * Separates very slightly R, G and B colors on the edges of the screen
  64356. * Inspired by Francois Tarlier & Martins Upitis
  64357. */
  64358. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64359. /**
  64360. * @ignore
  64361. * The chromatic aberration PostProcess id in the pipeline
  64362. */
  64363. LensChromaticAberrationEffect: string;
  64364. /**
  64365. * @ignore
  64366. * The highlights enhancing PostProcess id in the pipeline
  64367. */
  64368. HighlightsEnhancingEffect: string;
  64369. /**
  64370. * @ignore
  64371. * The depth-of-field PostProcess id in the pipeline
  64372. */
  64373. LensDepthOfFieldEffect: string;
  64374. private _scene;
  64375. private _depthTexture;
  64376. private _grainTexture;
  64377. private _chromaticAberrationPostProcess;
  64378. private _highlightsPostProcess;
  64379. private _depthOfFieldPostProcess;
  64380. private _edgeBlur;
  64381. private _grainAmount;
  64382. private _chromaticAberration;
  64383. private _distortion;
  64384. private _highlightsGain;
  64385. private _highlightsThreshold;
  64386. private _dofDistance;
  64387. private _dofAperture;
  64388. private _dofDarken;
  64389. private _dofPentagon;
  64390. private _blurNoise;
  64391. /**
  64392. * @constructor
  64393. *
  64394. * Effect parameters are as follow:
  64395. * {
  64396. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64397. * edge_blur: number; // from 0 to x (1 for realism)
  64398. * distortion: number; // from 0 to x (1 for realism)
  64399. * grain_amount: number; // from 0 to 1
  64400. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64401. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64402. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64403. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64404. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64405. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64406. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64407. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64408. * }
  64409. * Note: if an effect parameter is unset, effect is disabled
  64410. *
  64411. * @param name The rendering pipeline name
  64412. * @param parameters - An object containing all parameters (see above)
  64413. * @param scene The scene linked to this pipeline
  64414. * @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)
  64415. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64416. */
  64417. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64418. /**
  64419. * Get the class name
  64420. * @returns "LensRenderingPipeline"
  64421. */
  64422. getClassName(): string;
  64423. /**
  64424. * Gets associated scene
  64425. */
  64426. readonly scene: Scene;
  64427. /**
  64428. * Gets or sets the edge blur
  64429. */
  64430. edgeBlur: number;
  64431. /**
  64432. * Gets or sets the grain amount
  64433. */
  64434. grainAmount: number;
  64435. /**
  64436. * Gets or sets the chromatic aberration amount
  64437. */
  64438. chromaticAberration: number;
  64439. /**
  64440. * Gets or sets the depth of field aperture
  64441. */
  64442. dofAperture: number;
  64443. /**
  64444. * Gets or sets the edge distortion
  64445. */
  64446. edgeDistortion: number;
  64447. /**
  64448. * Gets or sets the depth of field distortion
  64449. */
  64450. dofDistortion: number;
  64451. /**
  64452. * Gets or sets the darken out of focus amount
  64453. */
  64454. darkenOutOfFocus: number;
  64455. /**
  64456. * Gets or sets a boolean indicating if blur noise is enabled
  64457. */
  64458. blurNoise: boolean;
  64459. /**
  64460. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64461. */
  64462. pentagonBokeh: boolean;
  64463. /**
  64464. * Gets or sets the highlight grain amount
  64465. */
  64466. highlightsGain: number;
  64467. /**
  64468. * Gets or sets the highlight threshold
  64469. */
  64470. highlightsThreshold: number;
  64471. /**
  64472. * Sets the amount of blur at the edges
  64473. * @param amount blur amount
  64474. */
  64475. setEdgeBlur(amount: number): void;
  64476. /**
  64477. * Sets edge blur to 0
  64478. */
  64479. disableEdgeBlur(): void;
  64480. /**
  64481. * Sets the amout of grain
  64482. * @param amount Amount of grain
  64483. */
  64484. setGrainAmount(amount: number): void;
  64485. /**
  64486. * Set grain amount to 0
  64487. */
  64488. disableGrain(): void;
  64489. /**
  64490. * Sets the chromatic aberration amount
  64491. * @param amount amount of chromatic aberration
  64492. */
  64493. setChromaticAberration(amount: number): void;
  64494. /**
  64495. * Sets chromatic aberration amount to 0
  64496. */
  64497. disableChromaticAberration(): void;
  64498. /**
  64499. * Sets the EdgeDistortion amount
  64500. * @param amount amount of EdgeDistortion
  64501. */
  64502. setEdgeDistortion(amount: number): void;
  64503. /**
  64504. * Sets edge distortion to 0
  64505. */
  64506. disableEdgeDistortion(): void;
  64507. /**
  64508. * Sets the FocusDistance amount
  64509. * @param amount amount of FocusDistance
  64510. */
  64511. setFocusDistance(amount: number): void;
  64512. /**
  64513. * Disables depth of field
  64514. */
  64515. disableDepthOfField(): void;
  64516. /**
  64517. * Sets the Aperture amount
  64518. * @param amount amount of Aperture
  64519. */
  64520. setAperture(amount: number): void;
  64521. /**
  64522. * Sets the DarkenOutOfFocus amount
  64523. * @param amount amount of DarkenOutOfFocus
  64524. */
  64525. setDarkenOutOfFocus(amount: number): void;
  64526. private _pentagonBokehIsEnabled;
  64527. /**
  64528. * Creates a pentagon bokeh effect
  64529. */
  64530. enablePentagonBokeh(): void;
  64531. /**
  64532. * Disables the pentagon bokeh effect
  64533. */
  64534. disablePentagonBokeh(): void;
  64535. /**
  64536. * Enables noise blur
  64537. */
  64538. enableNoiseBlur(): void;
  64539. /**
  64540. * Disables noise blur
  64541. */
  64542. disableNoiseBlur(): void;
  64543. /**
  64544. * Sets the HighlightsGain amount
  64545. * @param amount amount of HighlightsGain
  64546. */
  64547. setHighlightsGain(amount: number): void;
  64548. /**
  64549. * Sets the HighlightsThreshold amount
  64550. * @param amount amount of HighlightsThreshold
  64551. */
  64552. setHighlightsThreshold(amount: number): void;
  64553. /**
  64554. * Disables highlights
  64555. */
  64556. disableHighlights(): void;
  64557. /**
  64558. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64559. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64560. */
  64561. dispose(disableDepthRender?: boolean): void;
  64562. private _createChromaticAberrationPostProcess;
  64563. private _createHighlightsPostProcess;
  64564. private _createDepthOfFieldPostProcess;
  64565. private _createGrainTexture;
  64566. }
  64567. }
  64568. declare module "babylonjs/Shaders/ssao2.fragment" {
  64569. /** @hidden */
  64570. export var ssao2PixelShader: {
  64571. name: string;
  64572. shader: string;
  64573. };
  64574. }
  64575. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64576. /** @hidden */
  64577. export var ssaoCombinePixelShader: {
  64578. name: string;
  64579. shader: string;
  64580. };
  64581. }
  64582. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64583. import { Camera } from "babylonjs/Cameras/camera";
  64584. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64585. import { Scene } from "babylonjs/scene";
  64586. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64587. import "babylonjs/Shaders/ssao2.fragment";
  64588. import "babylonjs/Shaders/ssaoCombine.fragment";
  64589. /**
  64590. * Render pipeline to produce ssao effect
  64591. */
  64592. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64593. /**
  64594. * @ignore
  64595. * The PassPostProcess id in the pipeline that contains the original scene color
  64596. */
  64597. SSAOOriginalSceneColorEffect: string;
  64598. /**
  64599. * @ignore
  64600. * The SSAO PostProcess id in the pipeline
  64601. */
  64602. SSAORenderEffect: string;
  64603. /**
  64604. * @ignore
  64605. * The horizontal blur PostProcess id in the pipeline
  64606. */
  64607. SSAOBlurHRenderEffect: string;
  64608. /**
  64609. * @ignore
  64610. * The vertical blur PostProcess id in the pipeline
  64611. */
  64612. SSAOBlurVRenderEffect: string;
  64613. /**
  64614. * @ignore
  64615. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64616. */
  64617. SSAOCombineRenderEffect: string;
  64618. /**
  64619. * The output strength of the SSAO post-process. Default value is 1.0.
  64620. */
  64621. totalStrength: number;
  64622. /**
  64623. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64624. */
  64625. maxZ: number;
  64626. /**
  64627. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64628. */
  64629. minZAspect: number;
  64630. private _samples;
  64631. /**
  64632. * Number of samples used for the SSAO calculations. Default value is 8
  64633. */
  64634. samples: number;
  64635. private _textureSamples;
  64636. /**
  64637. * Number of samples to use for antialiasing
  64638. */
  64639. textureSamples: number;
  64640. /**
  64641. * Ratio object used for SSAO ratio and blur ratio
  64642. */
  64643. private _ratio;
  64644. /**
  64645. * Dynamically generated sphere sampler.
  64646. */
  64647. private _sampleSphere;
  64648. /**
  64649. * Blur filter offsets
  64650. */
  64651. private _samplerOffsets;
  64652. private _expensiveBlur;
  64653. /**
  64654. * If bilateral blur should be used
  64655. */
  64656. expensiveBlur: boolean;
  64657. /**
  64658. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64659. */
  64660. radius: number;
  64661. /**
  64662. * The base color of the SSAO post-process
  64663. * The final result is "base + ssao" between [0, 1]
  64664. */
  64665. base: number;
  64666. /**
  64667. * Support test.
  64668. */
  64669. static readonly IsSupported: boolean;
  64670. private _scene;
  64671. private _depthTexture;
  64672. private _normalTexture;
  64673. private _randomTexture;
  64674. private _originalColorPostProcess;
  64675. private _ssaoPostProcess;
  64676. private _blurHPostProcess;
  64677. private _blurVPostProcess;
  64678. private _ssaoCombinePostProcess;
  64679. private _firstUpdate;
  64680. /**
  64681. * Gets active scene
  64682. */
  64683. readonly scene: Scene;
  64684. /**
  64685. * @constructor
  64686. * @param name The rendering pipeline name
  64687. * @param scene The scene linked to this pipeline
  64688. * @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 }
  64689. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64690. */
  64691. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64692. /**
  64693. * Get the class name
  64694. * @returns "SSAO2RenderingPipeline"
  64695. */
  64696. getClassName(): string;
  64697. /**
  64698. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64699. */
  64700. dispose(disableGeometryBufferRenderer?: boolean): void;
  64701. private _createBlurPostProcess;
  64702. /** @hidden */
  64703. _rebuild(): void;
  64704. private _bits;
  64705. private _radicalInverse_VdC;
  64706. private _hammersley;
  64707. private _hemisphereSample_uniform;
  64708. private _generateHemisphere;
  64709. private _createSSAOPostProcess;
  64710. private _createSSAOCombinePostProcess;
  64711. private _createRandomTexture;
  64712. /**
  64713. * Serialize the rendering pipeline (Used when exporting)
  64714. * @returns the serialized object
  64715. */
  64716. serialize(): any;
  64717. /**
  64718. * Parse the serialized pipeline
  64719. * @param source Source pipeline.
  64720. * @param scene The scene to load the pipeline to.
  64721. * @param rootUrl The URL of the serialized pipeline.
  64722. * @returns An instantiated pipeline from the serialized object.
  64723. */
  64724. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  64725. }
  64726. }
  64727. declare module "babylonjs/Shaders/ssao.fragment" {
  64728. /** @hidden */
  64729. export var ssaoPixelShader: {
  64730. name: string;
  64731. shader: string;
  64732. };
  64733. }
  64734. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  64735. import { Camera } from "babylonjs/Cameras/camera";
  64736. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64737. import { Scene } from "babylonjs/scene";
  64738. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64739. import "babylonjs/Shaders/ssao.fragment";
  64740. import "babylonjs/Shaders/ssaoCombine.fragment";
  64741. /**
  64742. * Render pipeline to produce ssao effect
  64743. */
  64744. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  64745. /**
  64746. * @ignore
  64747. * The PassPostProcess id in the pipeline that contains the original scene color
  64748. */
  64749. SSAOOriginalSceneColorEffect: string;
  64750. /**
  64751. * @ignore
  64752. * The SSAO PostProcess id in the pipeline
  64753. */
  64754. SSAORenderEffect: string;
  64755. /**
  64756. * @ignore
  64757. * The horizontal blur PostProcess id in the pipeline
  64758. */
  64759. SSAOBlurHRenderEffect: string;
  64760. /**
  64761. * @ignore
  64762. * The vertical blur PostProcess id in the pipeline
  64763. */
  64764. SSAOBlurVRenderEffect: string;
  64765. /**
  64766. * @ignore
  64767. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64768. */
  64769. SSAOCombineRenderEffect: string;
  64770. /**
  64771. * The output strength of the SSAO post-process. Default value is 1.0.
  64772. */
  64773. totalStrength: number;
  64774. /**
  64775. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  64776. */
  64777. radius: number;
  64778. /**
  64779. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  64780. * Must not be equal to fallOff and superior to fallOff.
  64781. * Default value is 0.0075
  64782. */
  64783. area: number;
  64784. /**
  64785. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  64786. * Must not be equal to area and inferior to area.
  64787. * Default value is 0.000001
  64788. */
  64789. fallOff: number;
  64790. /**
  64791. * The base color of the SSAO post-process
  64792. * The final result is "base + ssao" between [0, 1]
  64793. */
  64794. base: number;
  64795. private _scene;
  64796. private _depthTexture;
  64797. private _randomTexture;
  64798. private _originalColorPostProcess;
  64799. private _ssaoPostProcess;
  64800. private _blurHPostProcess;
  64801. private _blurVPostProcess;
  64802. private _ssaoCombinePostProcess;
  64803. private _firstUpdate;
  64804. /**
  64805. * Gets active scene
  64806. */
  64807. readonly scene: Scene;
  64808. /**
  64809. * @constructor
  64810. * @param name - The rendering pipeline name
  64811. * @param scene - The scene linked to this pipeline
  64812. * @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 }
  64813. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  64814. */
  64815. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64816. /**
  64817. * Get the class name
  64818. * @returns "SSAORenderingPipeline"
  64819. */
  64820. getClassName(): string;
  64821. /**
  64822. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64823. */
  64824. dispose(disableDepthRender?: boolean): void;
  64825. private _createBlurPostProcess;
  64826. /** @hidden */
  64827. _rebuild(): void;
  64828. private _createSSAOPostProcess;
  64829. private _createSSAOCombinePostProcess;
  64830. private _createRandomTexture;
  64831. }
  64832. }
  64833. declare module "babylonjs/Shaders/standard.fragment" {
  64834. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  64835. /** @hidden */
  64836. export var standardPixelShader: {
  64837. name: string;
  64838. shader: string;
  64839. };
  64840. }
  64841. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  64842. import { Nullable } from "babylonjs/types";
  64843. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64844. import { Camera } from "babylonjs/Cameras/camera";
  64845. import { Texture } from "babylonjs/Materials/Textures/texture";
  64846. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64847. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64848. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64849. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64850. import { IDisposable } from "babylonjs/scene";
  64851. import { SpotLight } from "babylonjs/Lights/spotLight";
  64852. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  64853. import { Scene } from "babylonjs/scene";
  64854. import { Animation } from "babylonjs/Animations/animation";
  64855. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64856. import "babylonjs/Shaders/standard.fragment";
  64857. /**
  64858. * Standard rendering pipeline
  64859. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64860. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  64861. */
  64862. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64863. /**
  64864. * Public members
  64865. */
  64866. /**
  64867. * Post-process which contains the original scene color before the pipeline applies all the effects
  64868. */
  64869. originalPostProcess: Nullable<PostProcess>;
  64870. /**
  64871. * Post-process used to down scale an image x4
  64872. */
  64873. downSampleX4PostProcess: Nullable<PostProcess>;
  64874. /**
  64875. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  64876. */
  64877. brightPassPostProcess: Nullable<PostProcess>;
  64878. /**
  64879. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  64880. */
  64881. blurHPostProcesses: PostProcess[];
  64882. /**
  64883. * Post-process array storing all the vertical blur post-processes used by the pipeline
  64884. */
  64885. blurVPostProcesses: PostProcess[];
  64886. /**
  64887. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  64888. */
  64889. textureAdderPostProcess: Nullable<PostProcess>;
  64890. /**
  64891. * Post-process used to create volumetric lighting effect
  64892. */
  64893. volumetricLightPostProcess: Nullable<PostProcess>;
  64894. /**
  64895. * Post-process used to smooth the previous volumetric light post-process on the X axis
  64896. */
  64897. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  64898. /**
  64899. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  64900. */
  64901. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  64902. /**
  64903. * Post-process used to merge the volumetric light effect and the real scene color
  64904. */
  64905. volumetricLightMergePostProces: Nullable<PostProcess>;
  64906. /**
  64907. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  64908. */
  64909. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  64910. /**
  64911. * Base post-process used to calculate the average luminance of the final image for HDR
  64912. */
  64913. luminancePostProcess: Nullable<PostProcess>;
  64914. /**
  64915. * Post-processes used to create down sample post-processes in order to get
  64916. * the average luminance of the final image for HDR
  64917. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  64918. */
  64919. luminanceDownSamplePostProcesses: PostProcess[];
  64920. /**
  64921. * Post-process used to create a HDR effect (light adaptation)
  64922. */
  64923. hdrPostProcess: Nullable<PostProcess>;
  64924. /**
  64925. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  64926. */
  64927. textureAdderFinalPostProcess: Nullable<PostProcess>;
  64928. /**
  64929. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  64930. */
  64931. lensFlareFinalPostProcess: Nullable<PostProcess>;
  64932. /**
  64933. * Post-process used to merge the final HDR post-process and the real scene color
  64934. */
  64935. hdrFinalPostProcess: Nullable<PostProcess>;
  64936. /**
  64937. * Post-process used to create a lens flare effect
  64938. */
  64939. lensFlarePostProcess: Nullable<PostProcess>;
  64940. /**
  64941. * Post-process that merges the result of the lens flare post-process and the real scene color
  64942. */
  64943. lensFlareComposePostProcess: Nullable<PostProcess>;
  64944. /**
  64945. * Post-process used to create a motion blur effect
  64946. */
  64947. motionBlurPostProcess: Nullable<PostProcess>;
  64948. /**
  64949. * Post-process used to create a depth of field effect
  64950. */
  64951. depthOfFieldPostProcess: Nullable<PostProcess>;
  64952. /**
  64953. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64954. */
  64955. fxaaPostProcess: Nullable<FxaaPostProcess>;
  64956. /**
  64957. * Represents the brightness threshold in order to configure the illuminated surfaces
  64958. */
  64959. brightThreshold: number;
  64960. /**
  64961. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  64962. */
  64963. blurWidth: number;
  64964. /**
  64965. * Sets if the blur for highlighted surfaces must be only horizontal
  64966. */
  64967. horizontalBlur: boolean;
  64968. /**
  64969. * Gets the overall exposure used by the pipeline
  64970. */
  64971. /**
  64972. * Sets the overall exposure used by the pipeline
  64973. */
  64974. exposure: number;
  64975. /**
  64976. * Texture used typically to simulate "dirty" on camera lens
  64977. */
  64978. lensTexture: Nullable<Texture>;
  64979. /**
  64980. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  64981. */
  64982. volumetricLightCoefficient: number;
  64983. /**
  64984. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  64985. */
  64986. volumetricLightPower: number;
  64987. /**
  64988. * Used the set the blur intensity to smooth the volumetric lights
  64989. */
  64990. volumetricLightBlurScale: number;
  64991. /**
  64992. * Light (spot or directional) used to generate the volumetric lights rays
  64993. * The source light must have a shadow generate so the pipeline can get its
  64994. * depth map
  64995. */
  64996. sourceLight: Nullable<SpotLight | DirectionalLight>;
  64997. /**
  64998. * For eye adaptation, represents the minimum luminance the eye can see
  64999. */
  65000. hdrMinimumLuminance: number;
  65001. /**
  65002. * For eye adaptation, represents the decrease luminance speed
  65003. */
  65004. hdrDecreaseRate: number;
  65005. /**
  65006. * For eye adaptation, represents the increase luminance speed
  65007. */
  65008. hdrIncreaseRate: number;
  65009. /**
  65010. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65011. */
  65012. /**
  65013. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65014. */
  65015. hdrAutoExposure: boolean;
  65016. /**
  65017. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65018. */
  65019. lensColorTexture: Nullable<Texture>;
  65020. /**
  65021. * The overall strengh for the lens flare effect
  65022. */
  65023. lensFlareStrength: number;
  65024. /**
  65025. * Dispersion coefficient for lens flare ghosts
  65026. */
  65027. lensFlareGhostDispersal: number;
  65028. /**
  65029. * Main lens flare halo width
  65030. */
  65031. lensFlareHaloWidth: number;
  65032. /**
  65033. * Based on the lens distortion effect, defines how much the lens flare result
  65034. * is distorted
  65035. */
  65036. lensFlareDistortionStrength: number;
  65037. /**
  65038. * Configures the blur intensity used for for lens flare (halo)
  65039. */
  65040. lensFlareBlurWidth: number;
  65041. /**
  65042. * Lens star texture must be used to simulate rays on the flares and is available
  65043. * in the documentation
  65044. */
  65045. lensStarTexture: Nullable<Texture>;
  65046. /**
  65047. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65048. * flare effect by taking account of the dirt texture
  65049. */
  65050. lensFlareDirtTexture: Nullable<Texture>;
  65051. /**
  65052. * Represents the focal length for the depth of field effect
  65053. */
  65054. depthOfFieldDistance: number;
  65055. /**
  65056. * Represents the blur intensity for the blurred part of the depth of field effect
  65057. */
  65058. depthOfFieldBlurWidth: number;
  65059. /**
  65060. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65061. */
  65062. /**
  65063. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65064. */
  65065. motionStrength: number;
  65066. /**
  65067. * Gets wether or not the motion blur post-process is object based or screen based.
  65068. */
  65069. /**
  65070. * Sets wether or not the motion blur post-process should be object based or screen based
  65071. */
  65072. objectBasedMotionBlur: boolean;
  65073. /**
  65074. * List of animations for the pipeline (IAnimatable implementation)
  65075. */
  65076. animations: Animation[];
  65077. /**
  65078. * Private members
  65079. */
  65080. private _scene;
  65081. private _currentDepthOfFieldSource;
  65082. private _basePostProcess;
  65083. private _fixedExposure;
  65084. private _currentExposure;
  65085. private _hdrAutoExposure;
  65086. private _hdrCurrentLuminance;
  65087. private _motionStrength;
  65088. private _isObjectBasedMotionBlur;
  65089. private _floatTextureType;
  65090. private _camerasToBeAttached;
  65091. private _ratio;
  65092. private _bloomEnabled;
  65093. private _depthOfFieldEnabled;
  65094. private _vlsEnabled;
  65095. private _lensFlareEnabled;
  65096. private _hdrEnabled;
  65097. private _motionBlurEnabled;
  65098. private _fxaaEnabled;
  65099. private _motionBlurSamples;
  65100. private _volumetricLightStepsCount;
  65101. private _samples;
  65102. /**
  65103. * @ignore
  65104. * Specifies if the bloom pipeline is enabled
  65105. */
  65106. BloomEnabled: boolean;
  65107. /**
  65108. * @ignore
  65109. * Specifies if the depth of field pipeline is enabed
  65110. */
  65111. DepthOfFieldEnabled: boolean;
  65112. /**
  65113. * @ignore
  65114. * Specifies if the lens flare pipeline is enabed
  65115. */
  65116. LensFlareEnabled: boolean;
  65117. /**
  65118. * @ignore
  65119. * Specifies if the HDR pipeline is enabled
  65120. */
  65121. HDREnabled: boolean;
  65122. /**
  65123. * @ignore
  65124. * Specifies if the volumetric lights scattering effect is enabled
  65125. */
  65126. VLSEnabled: boolean;
  65127. /**
  65128. * @ignore
  65129. * Specifies if the motion blur effect is enabled
  65130. */
  65131. MotionBlurEnabled: boolean;
  65132. /**
  65133. * Specifies if anti-aliasing is enabled
  65134. */
  65135. fxaaEnabled: boolean;
  65136. /**
  65137. * Specifies the number of steps used to calculate the volumetric lights
  65138. * Typically in interval [50, 200]
  65139. */
  65140. volumetricLightStepsCount: number;
  65141. /**
  65142. * Specifies the number of samples used for the motion blur effect
  65143. * Typically in interval [16, 64]
  65144. */
  65145. motionBlurSamples: number;
  65146. /**
  65147. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65148. */
  65149. samples: number;
  65150. /**
  65151. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65152. * @constructor
  65153. * @param name The rendering pipeline name
  65154. * @param scene The scene linked to this pipeline
  65155. * @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)
  65156. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65157. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65158. */
  65159. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65160. private _buildPipeline;
  65161. private _createDownSampleX4PostProcess;
  65162. private _createBrightPassPostProcess;
  65163. private _createBlurPostProcesses;
  65164. private _createTextureAdderPostProcess;
  65165. private _createVolumetricLightPostProcess;
  65166. private _createLuminancePostProcesses;
  65167. private _createHdrPostProcess;
  65168. private _createLensFlarePostProcess;
  65169. private _createDepthOfFieldPostProcess;
  65170. private _createMotionBlurPostProcess;
  65171. private _getDepthTexture;
  65172. private _disposePostProcesses;
  65173. /**
  65174. * Dispose of the pipeline and stop all post processes
  65175. */
  65176. dispose(): void;
  65177. /**
  65178. * Serialize the rendering pipeline (Used when exporting)
  65179. * @returns the serialized object
  65180. */
  65181. serialize(): any;
  65182. /**
  65183. * Parse the serialized pipeline
  65184. * @param source Source pipeline.
  65185. * @param scene The scene to load the pipeline to.
  65186. * @param rootUrl The URL of the serialized pipeline.
  65187. * @returns An instantiated pipeline from the serialized object.
  65188. */
  65189. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65190. /**
  65191. * Luminance steps
  65192. */
  65193. static LuminanceSteps: number;
  65194. }
  65195. }
  65196. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65197. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65198. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65199. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65200. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65201. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65202. }
  65203. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65204. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65205. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65206. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65207. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65208. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65209. }
  65210. declare module "babylonjs/Shaders/tonemap.fragment" {
  65211. /** @hidden */
  65212. export var tonemapPixelShader: {
  65213. name: string;
  65214. shader: string;
  65215. };
  65216. }
  65217. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65218. import { Camera } from "babylonjs/Cameras/camera";
  65219. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65220. import "babylonjs/Shaders/tonemap.fragment";
  65221. import { Engine } from "babylonjs/Engines/engine";
  65222. /** Defines operator used for tonemapping */
  65223. export enum TonemappingOperator {
  65224. /** Hable */
  65225. Hable = 0,
  65226. /** Reinhard */
  65227. Reinhard = 1,
  65228. /** HejiDawson */
  65229. HejiDawson = 2,
  65230. /** Photographic */
  65231. Photographic = 3
  65232. }
  65233. /**
  65234. * Defines a post process to apply tone mapping
  65235. */
  65236. export class TonemapPostProcess extends PostProcess {
  65237. private _operator;
  65238. /** Defines the required exposure adjustement */
  65239. exposureAdjustment: number;
  65240. /**
  65241. * Creates a new TonemapPostProcess
  65242. * @param name defines the name of the postprocess
  65243. * @param _operator defines the operator to use
  65244. * @param exposureAdjustment defines the required exposure adjustement
  65245. * @param camera defines the camera to use (can be null)
  65246. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65247. * @param engine defines the hosting engine (can be ignore if camera is set)
  65248. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65249. */
  65250. constructor(name: string, _operator: TonemappingOperator,
  65251. /** Defines the required exposure adjustement */
  65252. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65253. }
  65254. }
  65255. declare module "babylonjs/Shaders/depth.vertex" {
  65256. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65257. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65258. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65259. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65260. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65261. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65262. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65263. /** @hidden */
  65264. export var depthVertexShader: {
  65265. name: string;
  65266. shader: string;
  65267. };
  65268. }
  65269. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65270. /** @hidden */
  65271. export var volumetricLightScatteringPixelShader: {
  65272. name: string;
  65273. shader: string;
  65274. };
  65275. }
  65276. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65277. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65278. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65279. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65280. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65281. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65282. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65283. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65284. /** @hidden */
  65285. export var volumetricLightScatteringPassVertexShader: {
  65286. name: string;
  65287. shader: string;
  65288. };
  65289. }
  65290. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65291. /** @hidden */
  65292. export var volumetricLightScatteringPassPixelShader: {
  65293. name: string;
  65294. shader: string;
  65295. };
  65296. }
  65297. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65298. import { Vector3 } from "babylonjs/Maths/math.vector";
  65299. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65300. import { Mesh } from "babylonjs/Meshes/mesh";
  65301. import { Camera } from "babylonjs/Cameras/camera";
  65302. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65303. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65304. import { Scene } from "babylonjs/scene";
  65305. import "babylonjs/Meshes/Builders/planeBuilder";
  65306. import "babylonjs/Shaders/depth.vertex";
  65307. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65308. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65309. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65310. import { Engine } from "babylonjs/Engines/engine";
  65311. /**
  65312. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65313. */
  65314. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65315. private _volumetricLightScatteringPass;
  65316. private _volumetricLightScatteringRTT;
  65317. private _viewPort;
  65318. private _screenCoordinates;
  65319. private _cachedDefines;
  65320. /**
  65321. * If not undefined, the mesh position is computed from the attached node position
  65322. */
  65323. attachedNode: {
  65324. position: Vector3;
  65325. };
  65326. /**
  65327. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65328. */
  65329. customMeshPosition: Vector3;
  65330. /**
  65331. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65332. */
  65333. useCustomMeshPosition: boolean;
  65334. /**
  65335. * If the post-process should inverse the light scattering direction
  65336. */
  65337. invert: boolean;
  65338. /**
  65339. * The internal mesh used by the post-process
  65340. */
  65341. mesh: Mesh;
  65342. /**
  65343. * @hidden
  65344. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65345. */
  65346. useDiffuseColor: boolean;
  65347. /**
  65348. * Array containing the excluded meshes not rendered in the internal pass
  65349. */
  65350. excludedMeshes: AbstractMesh[];
  65351. /**
  65352. * Controls the overall intensity of the post-process
  65353. */
  65354. exposure: number;
  65355. /**
  65356. * Dissipates each sample's contribution in range [0, 1]
  65357. */
  65358. decay: number;
  65359. /**
  65360. * Controls the overall intensity of each sample
  65361. */
  65362. weight: number;
  65363. /**
  65364. * Controls the density of each sample
  65365. */
  65366. density: number;
  65367. /**
  65368. * @constructor
  65369. * @param name The post-process name
  65370. * @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)
  65371. * @param camera The camera that the post-process will be attached to
  65372. * @param mesh The mesh used to create the light scattering
  65373. * @param samples The post-process quality, default 100
  65374. * @param samplingModeThe post-process filtering mode
  65375. * @param engine The babylon engine
  65376. * @param reusable If the post-process is reusable
  65377. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65378. */
  65379. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65380. /**
  65381. * Returns the string "VolumetricLightScatteringPostProcess"
  65382. * @returns "VolumetricLightScatteringPostProcess"
  65383. */
  65384. getClassName(): string;
  65385. private _isReady;
  65386. /**
  65387. * Sets the new light position for light scattering effect
  65388. * @param position The new custom light position
  65389. */
  65390. setCustomMeshPosition(position: Vector3): void;
  65391. /**
  65392. * Returns the light position for light scattering effect
  65393. * @return Vector3 The custom light position
  65394. */
  65395. getCustomMeshPosition(): Vector3;
  65396. /**
  65397. * Disposes the internal assets and detaches the post-process from the camera
  65398. */
  65399. dispose(camera: Camera): void;
  65400. /**
  65401. * Returns the render target texture used by the post-process
  65402. * @return the render target texture used by the post-process
  65403. */
  65404. getPass(): RenderTargetTexture;
  65405. private _meshExcluded;
  65406. private _createPass;
  65407. private _updateMeshScreenCoordinates;
  65408. /**
  65409. * Creates a default mesh for the Volumeric Light Scattering post-process
  65410. * @param name The mesh name
  65411. * @param scene The scene where to create the mesh
  65412. * @return the default mesh
  65413. */
  65414. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65415. }
  65416. }
  65417. declare module "babylonjs/PostProcesses/index" {
  65418. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65419. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65420. export * from "babylonjs/PostProcesses/bloomEffect";
  65421. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65422. export * from "babylonjs/PostProcesses/blurPostProcess";
  65423. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65424. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65425. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65426. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65427. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65428. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65429. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65430. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65431. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65432. export * from "babylonjs/PostProcesses/filterPostProcess";
  65433. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65434. export * from "babylonjs/PostProcesses/grainPostProcess";
  65435. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65436. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65437. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65438. export * from "babylonjs/PostProcesses/passPostProcess";
  65439. export * from "babylonjs/PostProcesses/postProcess";
  65440. export * from "babylonjs/PostProcesses/postProcessManager";
  65441. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65442. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65443. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65444. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65445. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65446. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65447. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65448. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65449. }
  65450. declare module "babylonjs/Probes/index" {
  65451. export * from "babylonjs/Probes/reflectionProbe";
  65452. }
  65453. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65454. import { Scene } from "babylonjs/scene";
  65455. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65456. import { SmartArray } from "babylonjs/Misc/smartArray";
  65457. import { ISceneComponent } from "babylonjs/sceneComponent";
  65458. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65459. import "babylonjs/Meshes/Builders/boxBuilder";
  65460. import "babylonjs/Shaders/color.fragment";
  65461. import "babylonjs/Shaders/color.vertex";
  65462. import { Color3 } from "babylonjs/Maths/math.color";
  65463. module "babylonjs/scene" {
  65464. interface Scene {
  65465. /** @hidden (Backing field) */
  65466. _boundingBoxRenderer: BoundingBoxRenderer;
  65467. /** @hidden (Backing field) */
  65468. _forceShowBoundingBoxes: boolean;
  65469. /**
  65470. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65471. */
  65472. forceShowBoundingBoxes: boolean;
  65473. /**
  65474. * Gets the bounding box renderer associated with the scene
  65475. * @returns a BoundingBoxRenderer
  65476. */
  65477. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65478. }
  65479. }
  65480. module "babylonjs/Meshes/abstractMesh" {
  65481. interface AbstractMesh {
  65482. /** @hidden (Backing field) */
  65483. _showBoundingBox: boolean;
  65484. /**
  65485. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65486. */
  65487. showBoundingBox: boolean;
  65488. }
  65489. }
  65490. /**
  65491. * Component responsible of rendering the bounding box of the meshes in a scene.
  65492. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65493. */
  65494. export class BoundingBoxRenderer implements ISceneComponent {
  65495. /**
  65496. * The component name helpfull to identify the component in the list of scene components.
  65497. */
  65498. readonly name: string;
  65499. /**
  65500. * The scene the component belongs to.
  65501. */
  65502. scene: Scene;
  65503. /**
  65504. * Color of the bounding box lines placed in front of an object
  65505. */
  65506. frontColor: Color3;
  65507. /**
  65508. * Color of the bounding box lines placed behind an object
  65509. */
  65510. backColor: Color3;
  65511. /**
  65512. * Defines if the renderer should show the back lines or not
  65513. */
  65514. showBackLines: boolean;
  65515. /**
  65516. * @hidden
  65517. */
  65518. renderList: SmartArray<BoundingBox>;
  65519. private _colorShader;
  65520. private _vertexBuffers;
  65521. private _indexBuffer;
  65522. private _fillIndexBuffer;
  65523. private _fillIndexData;
  65524. /**
  65525. * Instantiates a new bounding box renderer in a scene.
  65526. * @param scene the scene the renderer renders in
  65527. */
  65528. constructor(scene: Scene);
  65529. /**
  65530. * Registers the component in a given scene
  65531. */
  65532. register(): void;
  65533. private _evaluateSubMesh;
  65534. private _activeMesh;
  65535. private _prepareRessources;
  65536. private _createIndexBuffer;
  65537. /**
  65538. * Rebuilds the elements related to this component in case of
  65539. * context lost for instance.
  65540. */
  65541. rebuild(): void;
  65542. /**
  65543. * @hidden
  65544. */
  65545. reset(): void;
  65546. /**
  65547. * Render the bounding boxes of a specific rendering group
  65548. * @param renderingGroupId defines the rendering group to render
  65549. */
  65550. render(renderingGroupId: number): void;
  65551. /**
  65552. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65553. * @param mesh Define the mesh to render the occlusion bounding box for
  65554. */
  65555. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65556. /**
  65557. * Dispose and release the resources attached to this renderer.
  65558. */
  65559. dispose(): void;
  65560. }
  65561. }
  65562. declare module "babylonjs/Shaders/depth.fragment" {
  65563. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65564. /** @hidden */
  65565. export var depthPixelShader: {
  65566. name: string;
  65567. shader: string;
  65568. };
  65569. }
  65570. declare module "babylonjs/Rendering/depthRenderer" {
  65571. import { Nullable } from "babylonjs/types";
  65572. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65573. import { Scene } from "babylonjs/scene";
  65574. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65575. import { Camera } from "babylonjs/Cameras/camera";
  65576. import "babylonjs/Shaders/depth.fragment";
  65577. import "babylonjs/Shaders/depth.vertex";
  65578. /**
  65579. * This represents a depth renderer in Babylon.
  65580. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65581. */
  65582. export class DepthRenderer {
  65583. private _scene;
  65584. private _depthMap;
  65585. private _effect;
  65586. private readonly _storeNonLinearDepth;
  65587. private readonly _clearColor;
  65588. /** Get if the depth renderer is using packed depth or not */
  65589. readonly isPacked: boolean;
  65590. private _cachedDefines;
  65591. private _camera;
  65592. /**
  65593. * Specifiess that the depth renderer will only be used within
  65594. * the camera it is created for.
  65595. * This can help forcing its rendering during the camera processing.
  65596. */
  65597. useOnlyInActiveCamera: boolean;
  65598. /** @hidden */
  65599. static _SceneComponentInitialization: (scene: Scene) => void;
  65600. /**
  65601. * Instantiates a depth renderer
  65602. * @param scene The scene the renderer belongs to
  65603. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65604. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65605. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65606. */
  65607. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65608. /**
  65609. * Creates the depth rendering effect and checks if the effect is ready.
  65610. * @param subMesh The submesh to be used to render the depth map of
  65611. * @param useInstances If multiple world instances should be used
  65612. * @returns if the depth renderer is ready to render the depth map
  65613. */
  65614. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65615. /**
  65616. * Gets the texture which the depth map will be written to.
  65617. * @returns The depth map texture
  65618. */
  65619. getDepthMap(): RenderTargetTexture;
  65620. /**
  65621. * Disposes of the depth renderer.
  65622. */
  65623. dispose(): void;
  65624. }
  65625. }
  65626. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65627. import { Nullable } from "babylonjs/types";
  65628. import { Scene } from "babylonjs/scene";
  65629. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65630. import { Camera } from "babylonjs/Cameras/camera";
  65631. import { ISceneComponent } from "babylonjs/sceneComponent";
  65632. module "babylonjs/scene" {
  65633. interface Scene {
  65634. /** @hidden (Backing field) */
  65635. _depthRenderer: {
  65636. [id: string]: DepthRenderer;
  65637. };
  65638. /**
  65639. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65640. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65641. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65642. * @returns the created depth renderer
  65643. */
  65644. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65645. /**
  65646. * Disables a depth renderer for a given camera
  65647. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65648. */
  65649. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65650. }
  65651. }
  65652. /**
  65653. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65654. * in several rendering techniques.
  65655. */
  65656. export class DepthRendererSceneComponent implements ISceneComponent {
  65657. /**
  65658. * The component name helpfull to identify the component in the list of scene components.
  65659. */
  65660. readonly name: string;
  65661. /**
  65662. * The scene the component belongs to.
  65663. */
  65664. scene: Scene;
  65665. /**
  65666. * Creates a new instance of the component for the given scene
  65667. * @param scene Defines the scene to register the component in
  65668. */
  65669. constructor(scene: Scene);
  65670. /**
  65671. * Registers the component in a given scene
  65672. */
  65673. register(): void;
  65674. /**
  65675. * Rebuilds the elements related to this component in case of
  65676. * context lost for instance.
  65677. */
  65678. rebuild(): void;
  65679. /**
  65680. * Disposes the component and the associated ressources
  65681. */
  65682. dispose(): void;
  65683. private _gatherRenderTargets;
  65684. private _gatherActiveCameraRenderTargets;
  65685. }
  65686. }
  65687. declare module "babylonjs/Shaders/outline.fragment" {
  65688. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65689. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  65690. /** @hidden */
  65691. export var outlinePixelShader: {
  65692. name: string;
  65693. shader: string;
  65694. };
  65695. }
  65696. declare module "babylonjs/Shaders/outline.vertex" {
  65697. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65698. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65699. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65700. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65701. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65702. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65703. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65704. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65705. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  65706. /** @hidden */
  65707. export var outlineVertexShader: {
  65708. name: string;
  65709. shader: string;
  65710. };
  65711. }
  65712. declare module "babylonjs/Rendering/outlineRenderer" {
  65713. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65714. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  65715. import { Scene } from "babylonjs/scene";
  65716. import { ISceneComponent } from "babylonjs/sceneComponent";
  65717. import "babylonjs/Shaders/outline.fragment";
  65718. import "babylonjs/Shaders/outline.vertex";
  65719. module "babylonjs/scene" {
  65720. interface Scene {
  65721. /** @hidden */
  65722. _outlineRenderer: OutlineRenderer;
  65723. /**
  65724. * Gets the outline renderer associated with the scene
  65725. * @returns a OutlineRenderer
  65726. */
  65727. getOutlineRenderer(): OutlineRenderer;
  65728. }
  65729. }
  65730. module "babylonjs/Meshes/abstractMesh" {
  65731. interface AbstractMesh {
  65732. /** @hidden (Backing field) */
  65733. _renderOutline: boolean;
  65734. /**
  65735. * Gets or sets a boolean indicating if the outline must be rendered as well
  65736. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  65737. */
  65738. renderOutline: boolean;
  65739. /** @hidden (Backing field) */
  65740. _renderOverlay: boolean;
  65741. /**
  65742. * Gets or sets a boolean indicating if the overlay must be rendered as well
  65743. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  65744. */
  65745. renderOverlay: boolean;
  65746. }
  65747. }
  65748. /**
  65749. * This class is responsible to draw bothe outline/overlay of meshes.
  65750. * It should not be used directly but through the available method on mesh.
  65751. */
  65752. export class OutlineRenderer implements ISceneComponent {
  65753. /**
  65754. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  65755. */
  65756. private static _StencilReference;
  65757. /**
  65758. * The name of the component. Each component must have a unique name.
  65759. */
  65760. name: string;
  65761. /**
  65762. * The scene the component belongs to.
  65763. */
  65764. scene: Scene;
  65765. /**
  65766. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  65767. */
  65768. zOffset: number;
  65769. private _engine;
  65770. private _effect;
  65771. private _cachedDefines;
  65772. private _savedDepthWrite;
  65773. /**
  65774. * Instantiates a new outline renderer. (There could be only one per scene).
  65775. * @param scene Defines the scene it belongs to
  65776. */
  65777. constructor(scene: Scene);
  65778. /**
  65779. * Register the component to one instance of a scene.
  65780. */
  65781. register(): void;
  65782. /**
  65783. * Rebuilds the elements related to this component in case of
  65784. * context lost for instance.
  65785. */
  65786. rebuild(): void;
  65787. /**
  65788. * Disposes the component and the associated ressources.
  65789. */
  65790. dispose(): void;
  65791. /**
  65792. * Renders the outline in the canvas.
  65793. * @param subMesh Defines the sumesh to render
  65794. * @param batch Defines the batch of meshes in case of instances
  65795. * @param useOverlay Defines if the rendering is for the overlay or the outline
  65796. */
  65797. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  65798. /**
  65799. * Returns whether or not the outline renderer is ready for a given submesh.
  65800. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  65801. * @param subMesh Defines the submesh to check readyness for
  65802. * @param useInstances Defines wheter wee are trying to render instances or not
  65803. * @returns true if ready otherwise false
  65804. */
  65805. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65806. private _beforeRenderingMesh;
  65807. private _afterRenderingMesh;
  65808. }
  65809. }
  65810. declare module "babylonjs/Rendering/index" {
  65811. export * from "babylonjs/Rendering/boundingBoxRenderer";
  65812. export * from "babylonjs/Rendering/depthRenderer";
  65813. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  65814. export * from "babylonjs/Rendering/edgesRenderer";
  65815. export * from "babylonjs/Rendering/geometryBufferRenderer";
  65816. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  65817. export * from "babylonjs/Rendering/outlineRenderer";
  65818. export * from "babylonjs/Rendering/renderingGroup";
  65819. export * from "babylonjs/Rendering/renderingManager";
  65820. export * from "babylonjs/Rendering/utilityLayerRenderer";
  65821. }
  65822. declare module "babylonjs/Sprites/spritePackedManager" {
  65823. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  65824. import { Scene } from "babylonjs/scene";
  65825. /**
  65826. * Class used to manage multiple sprites of different sizes on the same spritesheet
  65827. * @see http://doc.babylonjs.com/babylon101/sprites
  65828. */
  65829. export class SpritePackedManager extends SpriteManager {
  65830. /** defines the packed manager's name */
  65831. name: string;
  65832. /**
  65833. * Creates a new sprite manager from a packed sprite sheet
  65834. * @param name defines the manager's name
  65835. * @param imgUrl defines the sprite sheet url
  65836. * @param capacity defines the maximum allowed number of sprites
  65837. * @param scene defines the hosting scene
  65838. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  65839. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  65840. * @param samplingMode defines the smapling mode to use with spritesheet
  65841. * @param fromPacked set to true; do not alter
  65842. */
  65843. constructor(
  65844. /** defines the packed manager's name */
  65845. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  65846. }
  65847. }
  65848. declare module "babylonjs/Sprites/index" {
  65849. export * from "babylonjs/Sprites/sprite";
  65850. export * from "babylonjs/Sprites/spriteManager";
  65851. export * from "babylonjs/Sprites/spritePackedManager";
  65852. export * from "babylonjs/Sprites/spriteSceneComponent";
  65853. }
  65854. declare module "babylonjs/States/index" {
  65855. export * from "babylonjs/States/alphaCullingState";
  65856. export * from "babylonjs/States/depthCullingState";
  65857. export * from "babylonjs/States/stencilState";
  65858. }
  65859. declare module "babylonjs/Misc/assetsManager" {
  65860. import { Scene } from "babylonjs/scene";
  65861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65862. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65863. import { Skeleton } from "babylonjs/Bones/skeleton";
  65864. import { Observable } from "babylonjs/Misc/observable";
  65865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  65866. import { Texture } from "babylonjs/Materials/Textures/texture";
  65867. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  65868. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  65869. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  65870. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  65871. /**
  65872. * Defines the list of states available for a task inside a AssetsManager
  65873. */
  65874. export enum AssetTaskState {
  65875. /**
  65876. * Initialization
  65877. */
  65878. INIT = 0,
  65879. /**
  65880. * Running
  65881. */
  65882. RUNNING = 1,
  65883. /**
  65884. * Done
  65885. */
  65886. DONE = 2,
  65887. /**
  65888. * Error
  65889. */
  65890. ERROR = 3
  65891. }
  65892. /**
  65893. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  65894. */
  65895. export abstract class AbstractAssetTask {
  65896. /**
  65897. * Task name
  65898. */ name: string;
  65899. /**
  65900. * Callback called when the task is successful
  65901. */
  65902. onSuccess: (task: any) => void;
  65903. /**
  65904. * Callback called when the task is not successful
  65905. */
  65906. onError: (task: any, message?: string, exception?: any) => void;
  65907. /**
  65908. * Creates a new AssetsManager
  65909. * @param name defines the name of the task
  65910. */
  65911. constructor(
  65912. /**
  65913. * Task name
  65914. */ name: string);
  65915. private _isCompleted;
  65916. private _taskState;
  65917. private _errorObject;
  65918. /**
  65919. * Get if the task is completed
  65920. */
  65921. readonly isCompleted: boolean;
  65922. /**
  65923. * Gets the current state of the task
  65924. */
  65925. readonly taskState: AssetTaskState;
  65926. /**
  65927. * Gets the current error object (if task is in error)
  65928. */
  65929. readonly errorObject: {
  65930. message?: string;
  65931. exception?: any;
  65932. };
  65933. /**
  65934. * Internal only
  65935. * @hidden
  65936. */
  65937. _setErrorObject(message?: string, exception?: any): void;
  65938. /**
  65939. * Execute the current task
  65940. * @param scene defines the scene where you want your assets to be loaded
  65941. * @param onSuccess is a callback called when the task is successfully executed
  65942. * @param onError is a callback called if an error occurs
  65943. */
  65944. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65945. /**
  65946. * Execute the current task
  65947. * @param scene defines the scene where you want your assets to be loaded
  65948. * @param onSuccess is a callback called when the task is successfully executed
  65949. * @param onError is a callback called if an error occurs
  65950. */
  65951. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65952. /**
  65953. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  65954. * This can be used with failed tasks that have the reason for failure fixed.
  65955. */
  65956. reset(): void;
  65957. private onErrorCallback;
  65958. private onDoneCallback;
  65959. }
  65960. /**
  65961. * Define the interface used by progress events raised during assets loading
  65962. */
  65963. export interface IAssetsProgressEvent {
  65964. /**
  65965. * Defines the number of remaining tasks to process
  65966. */
  65967. remainingCount: number;
  65968. /**
  65969. * Defines the total number of tasks
  65970. */
  65971. totalCount: number;
  65972. /**
  65973. * Defines the task that was just processed
  65974. */
  65975. task: AbstractAssetTask;
  65976. }
  65977. /**
  65978. * Class used to share progress information about assets loading
  65979. */
  65980. export class AssetsProgressEvent implements IAssetsProgressEvent {
  65981. /**
  65982. * Defines the number of remaining tasks to process
  65983. */
  65984. remainingCount: number;
  65985. /**
  65986. * Defines the total number of tasks
  65987. */
  65988. totalCount: number;
  65989. /**
  65990. * Defines the task that was just processed
  65991. */
  65992. task: AbstractAssetTask;
  65993. /**
  65994. * Creates a AssetsProgressEvent
  65995. * @param remainingCount defines the number of remaining tasks to process
  65996. * @param totalCount defines the total number of tasks
  65997. * @param task defines the task that was just processed
  65998. */
  65999. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66000. }
  66001. /**
  66002. * Define a task used by AssetsManager to load meshes
  66003. */
  66004. export class MeshAssetTask extends AbstractAssetTask {
  66005. /**
  66006. * Defines the name of the task
  66007. */
  66008. name: string;
  66009. /**
  66010. * Defines the list of mesh's names you want to load
  66011. */
  66012. meshesNames: any;
  66013. /**
  66014. * Defines the root url to use as a base to load your meshes and associated resources
  66015. */
  66016. rootUrl: string;
  66017. /**
  66018. * Defines the filename of the scene to load from
  66019. */
  66020. sceneFilename: string;
  66021. /**
  66022. * Gets the list of loaded meshes
  66023. */
  66024. loadedMeshes: Array<AbstractMesh>;
  66025. /**
  66026. * Gets the list of loaded particle systems
  66027. */
  66028. loadedParticleSystems: Array<IParticleSystem>;
  66029. /**
  66030. * Gets the list of loaded skeletons
  66031. */
  66032. loadedSkeletons: Array<Skeleton>;
  66033. /**
  66034. * Gets the list of loaded animation groups
  66035. */
  66036. loadedAnimationGroups: Array<AnimationGroup>;
  66037. /**
  66038. * Callback called when the task is successful
  66039. */
  66040. onSuccess: (task: MeshAssetTask) => void;
  66041. /**
  66042. * Callback called when the task is successful
  66043. */
  66044. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66045. /**
  66046. * Creates a new MeshAssetTask
  66047. * @param name defines the name of the task
  66048. * @param meshesNames defines the list of mesh's names you want to load
  66049. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66050. * @param sceneFilename defines the filename of the scene to load from
  66051. */
  66052. constructor(
  66053. /**
  66054. * Defines the name of the task
  66055. */
  66056. name: string,
  66057. /**
  66058. * Defines the list of mesh's names you want to load
  66059. */
  66060. meshesNames: any,
  66061. /**
  66062. * Defines the root url to use as a base to load your meshes and associated resources
  66063. */
  66064. rootUrl: string,
  66065. /**
  66066. * Defines the filename of the scene to load from
  66067. */
  66068. sceneFilename: string);
  66069. /**
  66070. * Execute the current task
  66071. * @param scene defines the scene where you want your assets to be loaded
  66072. * @param onSuccess is a callback called when the task is successfully executed
  66073. * @param onError is a callback called if an error occurs
  66074. */
  66075. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66076. }
  66077. /**
  66078. * Define a task used by AssetsManager to load text content
  66079. */
  66080. export class TextFileAssetTask extends AbstractAssetTask {
  66081. /**
  66082. * Defines the name of the task
  66083. */
  66084. name: string;
  66085. /**
  66086. * Defines the location of the file to load
  66087. */
  66088. url: string;
  66089. /**
  66090. * Gets the loaded text string
  66091. */
  66092. text: string;
  66093. /**
  66094. * Callback called when the task is successful
  66095. */
  66096. onSuccess: (task: TextFileAssetTask) => void;
  66097. /**
  66098. * Callback called when the task is successful
  66099. */
  66100. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66101. /**
  66102. * Creates a new TextFileAssetTask object
  66103. * @param name defines the name of the task
  66104. * @param url defines the location of the file to load
  66105. */
  66106. constructor(
  66107. /**
  66108. * Defines the name of the task
  66109. */
  66110. name: string,
  66111. /**
  66112. * Defines the location of the file to load
  66113. */
  66114. url: string);
  66115. /**
  66116. * Execute the current task
  66117. * @param scene defines the scene where you want your assets to be loaded
  66118. * @param onSuccess is a callback called when the task is successfully executed
  66119. * @param onError is a callback called if an error occurs
  66120. */
  66121. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66122. }
  66123. /**
  66124. * Define a task used by AssetsManager to load binary data
  66125. */
  66126. export class BinaryFileAssetTask extends AbstractAssetTask {
  66127. /**
  66128. * Defines the name of the task
  66129. */
  66130. name: string;
  66131. /**
  66132. * Defines the location of the file to load
  66133. */
  66134. url: string;
  66135. /**
  66136. * Gets the lodaded data (as an array buffer)
  66137. */
  66138. data: ArrayBuffer;
  66139. /**
  66140. * Callback called when the task is successful
  66141. */
  66142. onSuccess: (task: BinaryFileAssetTask) => void;
  66143. /**
  66144. * Callback called when the task is successful
  66145. */
  66146. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66147. /**
  66148. * Creates a new BinaryFileAssetTask object
  66149. * @param name defines the name of the new task
  66150. * @param url defines the location of the file to load
  66151. */
  66152. constructor(
  66153. /**
  66154. * Defines the name of the task
  66155. */
  66156. name: string,
  66157. /**
  66158. * Defines the location of the file to load
  66159. */
  66160. url: string);
  66161. /**
  66162. * Execute the current task
  66163. * @param scene defines the scene where you want your assets to be loaded
  66164. * @param onSuccess is a callback called when the task is successfully executed
  66165. * @param onError is a callback called if an error occurs
  66166. */
  66167. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66168. }
  66169. /**
  66170. * Define a task used by AssetsManager to load images
  66171. */
  66172. export class ImageAssetTask extends AbstractAssetTask {
  66173. /**
  66174. * Defines the name of the task
  66175. */
  66176. name: string;
  66177. /**
  66178. * Defines the location of the image to load
  66179. */
  66180. url: string;
  66181. /**
  66182. * Gets the loaded images
  66183. */
  66184. image: HTMLImageElement;
  66185. /**
  66186. * Callback called when the task is successful
  66187. */
  66188. onSuccess: (task: ImageAssetTask) => void;
  66189. /**
  66190. * Callback called when the task is successful
  66191. */
  66192. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66193. /**
  66194. * Creates a new ImageAssetTask
  66195. * @param name defines the name of the task
  66196. * @param url defines the location of the image to load
  66197. */
  66198. constructor(
  66199. /**
  66200. * Defines the name of the task
  66201. */
  66202. name: string,
  66203. /**
  66204. * Defines the location of the image to load
  66205. */
  66206. url: string);
  66207. /**
  66208. * Execute the current task
  66209. * @param scene defines the scene where you want your assets to be loaded
  66210. * @param onSuccess is a callback called when the task is successfully executed
  66211. * @param onError is a callback called if an error occurs
  66212. */
  66213. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66214. }
  66215. /**
  66216. * Defines the interface used by texture loading tasks
  66217. */
  66218. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66219. /**
  66220. * Gets the loaded texture
  66221. */
  66222. texture: TEX;
  66223. }
  66224. /**
  66225. * Define a task used by AssetsManager to load 2D textures
  66226. */
  66227. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66228. /**
  66229. * Defines the name of the task
  66230. */
  66231. name: string;
  66232. /**
  66233. * Defines the location of the file to load
  66234. */
  66235. url: string;
  66236. /**
  66237. * Defines if mipmap should not be generated (default is false)
  66238. */
  66239. noMipmap?: boolean | undefined;
  66240. /**
  66241. * Defines if texture must be inverted on Y axis (default is false)
  66242. */
  66243. invertY?: boolean | undefined;
  66244. /**
  66245. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66246. */
  66247. samplingMode: number;
  66248. /**
  66249. * Gets the loaded texture
  66250. */
  66251. texture: Texture;
  66252. /**
  66253. * Callback called when the task is successful
  66254. */
  66255. onSuccess: (task: TextureAssetTask) => void;
  66256. /**
  66257. * Callback called when the task is successful
  66258. */
  66259. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66260. /**
  66261. * Creates a new TextureAssetTask object
  66262. * @param name defines the name of the task
  66263. * @param url defines the location of the file to load
  66264. * @param noMipmap defines if mipmap should not be generated (default is false)
  66265. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66266. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66267. */
  66268. constructor(
  66269. /**
  66270. * Defines the name of the task
  66271. */
  66272. name: string,
  66273. /**
  66274. * Defines the location of the file to load
  66275. */
  66276. url: string,
  66277. /**
  66278. * Defines if mipmap should not be generated (default is false)
  66279. */
  66280. noMipmap?: boolean | undefined,
  66281. /**
  66282. * Defines if texture must be inverted on Y axis (default is false)
  66283. */
  66284. invertY?: boolean | undefined,
  66285. /**
  66286. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66287. */
  66288. samplingMode?: number);
  66289. /**
  66290. * Execute the current task
  66291. * @param scene defines the scene where you want your assets to be loaded
  66292. * @param onSuccess is a callback called when the task is successfully executed
  66293. * @param onError is a callback called if an error occurs
  66294. */
  66295. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66296. }
  66297. /**
  66298. * Define a task used by AssetsManager to load cube textures
  66299. */
  66300. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66301. /**
  66302. * Defines the name of the task
  66303. */
  66304. name: string;
  66305. /**
  66306. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66307. */
  66308. url: string;
  66309. /**
  66310. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66311. */
  66312. extensions?: string[] | undefined;
  66313. /**
  66314. * Defines if mipmaps should not be generated (default is false)
  66315. */
  66316. noMipmap?: boolean | undefined;
  66317. /**
  66318. * Defines the explicit list of files (undefined by default)
  66319. */
  66320. files?: string[] | undefined;
  66321. /**
  66322. * Gets the loaded texture
  66323. */
  66324. texture: CubeTexture;
  66325. /**
  66326. * Callback called when the task is successful
  66327. */
  66328. onSuccess: (task: CubeTextureAssetTask) => void;
  66329. /**
  66330. * Callback called when the task is successful
  66331. */
  66332. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66333. /**
  66334. * Creates a new CubeTextureAssetTask
  66335. * @param name defines the name of the task
  66336. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66337. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66338. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66339. * @param files defines the explicit list of files (undefined by default)
  66340. */
  66341. constructor(
  66342. /**
  66343. * Defines the name of the task
  66344. */
  66345. name: string,
  66346. /**
  66347. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66348. */
  66349. url: string,
  66350. /**
  66351. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66352. */
  66353. extensions?: string[] | undefined,
  66354. /**
  66355. * Defines if mipmaps should not be generated (default is false)
  66356. */
  66357. noMipmap?: boolean | undefined,
  66358. /**
  66359. * Defines the explicit list of files (undefined by default)
  66360. */
  66361. files?: string[] | undefined);
  66362. /**
  66363. * Execute the current task
  66364. * @param scene defines the scene where you want your assets to be loaded
  66365. * @param onSuccess is a callback called when the task is successfully executed
  66366. * @param onError is a callback called if an error occurs
  66367. */
  66368. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66369. }
  66370. /**
  66371. * Define a task used by AssetsManager to load HDR cube textures
  66372. */
  66373. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66374. /**
  66375. * Defines the name of the task
  66376. */
  66377. name: string;
  66378. /**
  66379. * Defines the location of the file to load
  66380. */
  66381. url: string;
  66382. /**
  66383. * Defines the desired size (the more it increases the longer the generation will be)
  66384. */
  66385. size: number;
  66386. /**
  66387. * Defines if mipmaps should not be generated (default is false)
  66388. */
  66389. noMipmap: boolean;
  66390. /**
  66391. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66392. */
  66393. generateHarmonics: boolean;
  66394. /**
  66395. * 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)
  66396. */
  66397. gammaSpace: boolean;
  66398. /**
  66399. * Internal Use Only
  66400. */
  66401. reserved: boolean;
  66402. /**
  66403. * Gets the loaded texture
  66404. */
  66405. texture: HDRCubeTexture;
  66406. /**
  66407. * Callback called when the task is successful
  66408. */
  66409. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66410. /**
  66411. * Callback called when the task is successful
  66412. */
  66413. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66414. /**
  66415. * Creates a new HDRCubeTextureAssetTask object
  66416. * @param name defines the name of the task
  66417. * @param url defines the location of the file to load
  66418. * @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.
  66419. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66420. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66421. * @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)
  66422. * @param reserved Internal use only
  66423. */
  66424. constructor(
  66425. /**
  66426. * Defines the name of the task
  66427. */
  66428. name: string,
  66429. /**
  66430. * Defines the location of the file to load
  66431. */
  66432. url: string,
  66433. /**
  66434. * Defines the desired size (the more it increases the longer the generation will be)
  66435. */
  66436. size: number,
  66437. /**
  66438. * Defines if mipmaps should not be generated (default is false)
  66439. */
  66440. noMipmap?: boolean,
  66441. /**
  66442. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66443. */
  66444. generateHarmonics?: boolean,
  66445. /**
  66446. * 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)
  66447. */
  66448. gammaSpace?: boolean,
  66449. /**
  66450. * Internal Use Only
  66451. */
  66452. reserved?: boolean);
  66453. /**
  66454. * Execute the current task
  66455. * @param scene defines the scene where you want your assets to be loaded
  66456. * @param onSuccess is a callback called when the task is successfully executed
  66457. * @param onError is a callback called if an error occurs
  66458. */
  66459. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66460. }
  66461. /**
  66462. * Define a task used by AssetsManager to load Equirectangular cube textures
  66463. */
  66464. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66465. /**
  66466. * Defines the name of the task
  66467. */
  66468. name: string;
  66469. /**
  66470. * Defines the location of the file to load
  66471. */
  66472. url: string;
  66473. /**
  66474. * Defines the desired size (the more it increases the longer the generation will be)
  66475. */
  66476. size: number;
  66477. /**
  66478. * Defines if mipmaps should not be generated (default is false)
  66479. */
  66480. noMipmap: boolean;
  66481. /**
  66482. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66483. * but the standard material would require them in Gamma space) (default is true)
  66484. */
  66485. gammaSpace: boolean;
  66486. /**
  66487. * Gets the loaded texture
  66488. */
  66489. texture: EquiRectangularCubeTexture;
  66490. /**
  66491. * Callback called when the task is successful
  66492. */
  66493. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66494. /**
  66495. * Callback called when the task is successful
  66496. */
  66497. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66498. /**
  66499. * Creates a new EquiRectangularCubeTextureAssetTask object
  66500. * @param name defines the name of the task
  66501. * @param url defines the location of the file to load
  66502. * @param size defines the desired size (the more it increases the longer the generation will be)
  66503. * If the size is omitted this implies you are using a preprocessed cubemap.
  66504. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66505. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66506. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66507. * (default is true)
  66508. */
  66509. constructor(
  66510. /**
  66511. * Defines the name of the task
  66512. */
  66513. name: string,
  66514. /**
  66515. * Defines the location of the file to load
  66516. */
  66517. url: string,
  66518. /**
  66519. * Defines the desired size (the more it increases the longer the generation will be)
  66520. */
  66521. size: number,
  66522. /**
  66523. * Defines if mipmaps should not be generated (default is false)
  66524. */
  66525. noMipmap?: boolean,
  66526. /**
  66527. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66528. * but the standard material would require them in Gamma space) (default is true)
  66529. */
  66530. gammaSpace?: boolean);
  66531. /**
  66532. * Execute the current task
  66533. * @param scene defines the scene where you want your assets to be loaded
  66534. * @param onSuccess is a callback called when the task is successfully executed
  66535. * @param onError is a callback called if an error occurs
  66536. */
  66537. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66538. }
  66539. /**
  66540. * This class can be used to easily import assets into a scene
  66541. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66542. */
  66543. export class AssetsManager {
  66544. private _scene;
  66545. private _isLoading;
  66546. protected _tasks: AbstractAssetTask[];
  66547. protected _waitingTasksCount: number;
  66548. protected _totalTasksCount: number;
  66549. /**
  66550. * Callback called when all tasks are processed
  66551. */
  66552. onFinish: (tasks: AbstractAssetTask[]) => void;
  66553. /**
  66554. * Callback called when a task is successful
  66555. */
  66556. onTaskSuccess: (task: AbstractAssetTask) => void;
  66557. /**
  66558. * Callback called when a task had an error
  66559. */
  66560. onTaskError: (task: AbstractAssetTask) => void;
  66561. /**
  66562. * Callback called when a task is done (whatever the result is)
  66563. */
  66564. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66565. /**
  66566. * Observable called when all tasks are processed
  66567. */
  66568. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66569. /**
  66570. * Observable called when a task had an error
  66571. */
  66572. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66573. /**
  66574. * Observable called when all tasks were executed
  66575. */
  66576. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66577. /**
  66578. * Observable called when a task is done (whatever the result is)
  66579. */
  66580. onProgressObservable: Observable<IAssetsProgressEvent>;
  66581. /**
  66582. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66583. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66584. */
  66585. useDefaultLoadingScreen: boolean;
  66586. /**
  66587. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66588. * when all assets have been downloaded.
  66589. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66590. */
  66591. autoHideLoadingUI: boolean;
  66592. /**
  66593. * Creates a new AssetsManager
  66594. * @param scene defines the scene to work on
  66595. */
  66596. constructor(scene: Scene);
  66597. /**
  66598. * Add a MeshAssetTask to the list of active tasks
  66599. * @param taskName defines the name of the new task
  66600. * @param meshesNames defines the name of meshes to load
  66601. * @param rootUrl defines the root url to use to locate files
  66602. * @param sceneFilename defines the filename of the scene file
  66603. * @returns a new MeshAssetTask object
  66604. */
  66605. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66606. /**
  66607. * Add a TextFileAssetTask to the list of active tasks
  66608. * @param taskName defines the name of the new task
  66609. * @param url defines the url of the file to load
  66610. * @returns a new TextFileAssetTask object
  66611. */
  66612. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66613. /**
  66614. * Add a BinaryFileAssetTask to the list of active tasks
  66615. * @param taskName defines the name of the new task
  66616. * @param url defines the url of the file to load
  66617. * @returns a new BinaryFileAssetTask object
  66618. */
  66619. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66620. /**
  66621. * Add a ImageAssetTask to the list of active tasks
  66622. * @param taskName defines the name of the new task
  66623. * @param url defines the url of the file to load
  66624. * @returns a new ImageAssetTask object
  66625. */
  66626. addImageTask(taskName: string, url: string): ImageAssetTask;
  66627. /**
  66628. * Add a TextureAssetTask to the list of active tasks
  66629. * @param taskName defines the name of the new task
  66630. * @param url defines the url of the file to load
  66631. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66632. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66633. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66634. * @returns a new TextureAssetTask object
  66635. */
  66636. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66637. /**
  66638. * Add a CubeTextureAssetTask to the list of active tasks
  66639. * @param taskName defines the name of the new task
  66640. * @param url defines the url of the file to load
  66641. * @param extensions defines the extension to use to load the cube map (can be null)
  66642. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66643. * @param files defines the list of files to load (can be null)
  66644. * @returns a new CubeTextureAssetTask object
  66645. */
  66646. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66647. /**
  66648. *
  66649. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66650. * @param taskName defines the name of the new task
  66651. * @param url defines the url of the file to load
  66652. * @param size defines the size you want for the cubemap (can be null)
  66653. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66654. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66655. * @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)
  66656. * @param reserved Internal use only
  66657. * @returns a new HDRCubeTextureAssetTask object
  66658. */
  66659. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66660. /**
  66661. *
  66662. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66663. * @param taskName defines the name of the new task
  66664. * @param url defines the url of the file to load
  66665. * @param size defines the size you want for the cubemap (can be null)
  66666. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66667. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66668. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66669. * @returns a new EquiRectangularCubeTextureAssetTask object
  66670. */
  66671. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66672. /**
  66673. * Remove a task from the assets manager.
  66674. * @param task the task to remove
  66675. */
  66676. removeTask(task: AbstractAssetTask): void;
  66677. private _decreaseWaitingTasksCount;
  66678. private _runTask;
  66679. /**
  66680. * Reset the AssetsManager and remove all tasks
  66681. * @return the current instance of the AssetsManager
  66682. */
  66683. reset(): AssetsManager;
  66684. /**
  66685. * Start the loading process
  66686. * @return the current instance of the AssetsManager
  66687. */
  66688. load(): AssetsManager;
  66689. /**
  66690. * Start the loading process as an async operation
  66691. * @return a promise returning the list of failed tasks
  66692. */
  66693. loadAsync(): Promise<void>;
  66694. }
  66695. }
  66696. declare module "babylonjs/Misc/deferred" {
  66697. /**
  66698. * Wrapper class for promise with external resolve and reject.
  66699. */
  66700. export class Deferred<T> {
  66701. /**
  66702. * The promise associated with this deferred object.
  66703. */
  66704. readonly promise: Promise<T>;
  66705. private _resolve;
  66706. private _reject;
  66707. /**
  66708. * The resolve method of the promise associated with this deferred object.
  66709. */
  66710. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  66711. /**
  66712. * The reject method of the promise associated with this deferred object.
  66713. */
  66714. readonly reject: (reason?: any) => void;
  66715. /**
  66716. * Constructor for this deferred object.
  66717. */
  66718. constructor();
  66719. }
  66720. }
  66721. declare module "babylonjs/Misc/meshExploder" {
  66722. import { Mesh } from "babylonjs/Meshes/mesh";
  66723. /**
  66724. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  66725. */
  66726. export class MeshExploder {
  66727. private _centerMesh;
  66728. private _meshes;
  66729. private _meshesOrigins;
  66730. private _toCenterVectors;
  66731. private _scaledDirection;
  66732. private _newPosition;
  66733. private _centerPosition;
  66734. /**
  66735. * Explodes meshes from a center mesh.
  66736. * @param meshes The meshes to explode.
  66737. * @param centerMesh The mesh to be center of explosion.
  66738. */
  66739. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  66740. private _setCenterMesh;
  66741. /**
  66742. * Get class name
  66743. * @returns "MeshExploder"
  66744. */
  66745. getClassName(): string;
  66746. /**
  66747. * "Exploded meshes"
  66748. * @returns Array of meshes with the centerMesh at index 0.
  66749. */
  66750. getMeshes(): Array<Mesh>;
  66751. /**
  66752. * Explodes meshes giving a specific direction
  66753. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  66754. */
  66755. explode(direction?: number): void;
  66756. }
  66757. }
  66758. declare module "babylonjs/Misc/filesInput" {
  66759. import { Engine } from "babylonjs/Engines/engine";
  66760. import { Scene } from "babylonjs/scene";
  66761. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  66762. /**
  66763. * Class used to help managing file picking and drag'n'drop
  66764. */
  66765. export class FilesInput {
  66766. /**
  66767. * List of files ready to be loaded
  66768. */
  66769. static readonly FilesToLoad: {
  66770. [key: string]: File;
  66771. };
  66772. /**
  66773. * Callback called when a file is processed
  66774. */
  66775. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  66776. private _engine;
  66777. private _currentScene;
  66778. private _sceneLoadedCallback;
  66779. private _progressCallback;
  66780. private _additionalRenderLoopLogicCallback;
  66781. private _textureLoadingCallback;
  66782. private _startingProcessingFilesCallback;
  66783. private _onReloadCallback;
  66784. private _errorCallback;
  66785. private _elementToMonitor;
  66786. private _sceneFileToLoad;
  66787. private _filesToLoad;
  66788. /**
  66789. * Creates a new FilesInput
  66790. * @param engine defines the rendering engine
  66791. * @param scene defines the hosting scene
  66792. * @param sceneLoadedCallback callback called when scene is loaded
  66793. * @param progressCallback callback called to track progress
  66794. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  66795. * @param textureLoadingCallback callback called when a texture is loading
  66796. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  66797. * @param onReloadCallback callback called when a reload is requested
  66798. * @param errorCallback callback call if an error occurs
  66799. */
  66800. 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);
  66801. private _dragEnterHandler;
  66802. private _dragOverHandler;
  66803. private _dropHandler;
  66804. /**
  66805. * Calls this function to listen to drag'n'drop events on a specific DOM element
  66806. * @param elementToMonitor defines the DOM element to track
  66807. */
  66808. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  66809. /**
  66810. * Release all associated resources
  66811. */
  66812. dispose(): void;
  66813. private renderFunction;
  66814. private drag;
  66815. private drop;
  66816. private _traverseFolder;
  66817. private _processFiles;
  66818. /**
  66819. * Load files from a drop event
  66820. * @param event defines the drop event to use as source
  66821. */
  66822. loadFiles(event: any): void;
  66823. private _processReload;
  66824. /**
  66825. * Reload the current scene from the loaded files
  66826. */
  66827. reload(): void;
  66828. }
  66829. }
  66830. declare module "babylonjs/Misc/HighDynamicRange/index" {
  66831. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  66832. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  66833. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  66834. }
  66835. declare module "babylonjs/Misc/sceneOptimizer" {
  66836. import { Scene, IDisposable } from "babylonjs/scene";
  66837. import { Observable } from "babylonjs/Misc/observable";
  66838. /**
  66839. * Defines the root class used to create scene optimization to use with SceneOptimizer
  66840. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66841. */
  66842. export class SceneOptimization {
  66843. /**
  66844. * Defines the priority of this optimization (0 by default which means first in the list)
  66845. */
  66846. priority: number;
  66847. /**
  66848. * Gets a string describing the action executed by the current optimization
  66849. * @returns description string
  66850. */
  66851. getDescription(): string;
  66852. /**
  66853. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66854. * @param scene defines the current scene where to apply this optimization
  66855. * @param optimizer defines the current optimizer
  66856. * @returns true if everything that can be done was applied
  66857. */
  66858. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66859. /**
  66860. * Creates the SceneOptimization object
  66861. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66862. * @param desc defines the description associated with the optimization
  66863. */
  66864. constructor(
  66865. /**
  66866. * Defines the priority of this optimization (0 by default which means first in the list)
  66867. */
  66868. priority?: number);
  66869. }
  66870. /**
  66871. * Defines an optimization used to reduce the size of render target textures
  66872. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66873. */
  66874. export class TextureOptimization extends SceneOptimization {
  66875. /**
  66876. * Defines the priority of this optimization (0 by default which means first in the list)
  66877. */
  66878. priority: number;
  66879. /**
  66880. * 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
  66881. */
  66882. maximumSize: number;
  66883. /**
  66884. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66885. */
  66886. step: number;
  66887. /**
  66888. * Gets a string describing the action executed by the current optimization
  66889. * @returns description string
  66890. */
  66891. getDescription(): string;
  66892. /**
  66893. * Creates the TextureOptimization object
  66894. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66895. * @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
  66896. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66897. */
  66898. constructor(
  66899. /**
  66900. * Defines the priority of this optimization (0 by default which means first in the list)
  66901. */
  66902. priority?: number,
  66903. /**
  66904. * 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
  66905. */
  66906. maximumSize?: number,
  66907. /**
  66908. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66909. */
  66910. step?: number);
  66911. /**
  66912. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66913. * @param scene defines the current scene where to apply this optimization
  66914. * @param optimizer defines the current optimizer
  66915. * @returns true if everything that can be done was applied
  66916. */
  66917. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66918. }
  66919. /**
  66920. * Defines an optimization used to increase or decrease the rendering resolution
  66921. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66922. */
  66923. export class HardwareScalingOptimization extends SceneOptimization {
  66924. /**
  66925. * Defines the priority of this optimization (0 by default which means first in the list)
  66926. */
  66927. priority: number;
  66928. /**
  66929. * Defines the maximum scale to use (2 by default)
  66930. */
  66931. maximumScale: number;
  66932. /**
  66933. * Defines the step to use between two passes (0.5 by default)
  66934. */
  66935. step: number;
  66936. private _currentScale;
  66937. private _directionOffset;
  66938. /**
  66939. * Gets a string describing the action executed by the current optimization
  66940. * @return description string
  66941. */
  66942. getDescription(): string;
  66943. /**
  66944. * Creates the HardwareScalingOptimization object
  66945. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66946. * @param maximumScale defines the maximum scale to use (2 by default)
  66947. * @param step defines the step to use between two passes (0.5 by default)
  66948. */
  66949. constructor(
  66950. /**
  66951. * Defines the priority of this optimization (0 by default which means first in the list)
  66952. */
  66953. priority?: number,
  66954. /**
  66955. * Defines the maximum scale to use (2 by default)
  66956. */
  66957. maximumScale?: number,
  66958. /**
  66959. * Defines the step to use between two passes (0.5 by default)
  66960. */
  66961. step?: number);
  66962. /**
  66963. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66964. * @param scene defines the current scene where to apply this optimization
  66965. * @param optimizer defines the current optimizer
  66966. * @returns true if everything that can be done was applied
  66967. */
  66968. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66969. }
  66970. /**
  66971. * Defines an optimization used to remove shadows
  66972. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66973. */
  66974. export class ShadowsOptimization extends SceneOptimization {
  66975. /**
  66976. * Gets a string describing the action executed by the current optimization
  66977. * @return description string
  66978. */
  66979. getDescription(): string;
  66980. /**
  66981. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66982. * @param scene defines the current scene where to apply this optimization
  66983. * @param optimizer defines the current optimizer
  66984. * @returns true if everything that can be done was applied
  66985. */
  66986. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66987. }
  66988. /**
  66989. * Defines an optimization used to turn post-processes off
  66990. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66991. */
  66992. export class PostProcessesOptimization extends SceneOptimization {
  66993. /**
  66994. * Gets a string describing the action executed by the current optimization
  66995. * @return description string
  66996. */
  66997. getDescription(): string;
  66998. /**
  66999. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67000. * @param scene defines the current scene where to apply this optimization
  67001. * @param optimizer defines the current optimizer
  67002. * @returns true if everything that can be done was applied
  67003. */
  67004. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67005. }
  67006. /**
  67007. * Defines an optimization used to turn lens flares off
  67008. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67009. */
  67010. export class LensFlaresOptimization extends SceneOptimization {
  67011. /**
  67012. * Gets a string describing the action executed by the current optimization
  67013. * @return description string
  67014. */
  67015. getDescription(): string;
  67016. /**
  67017. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67018. * @param scene defines the current scene where to apply this optimization
  67019. * @param optimizer defines the current optimizer
  67020. * @returns true if everything that can be done was applied
  67021. */
  67022. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67023. }
  67024. /**
  67025. * Defines an optimization based on user defined callback.
  67026. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67027. */
  67028. export class CustomOptimization extends SceneOptimization {
  67029. /**
  67030. * Callback called to apply the custom optimization.
  67031. */
  67032. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67033. /**
  67034. * Callback called to get custom description
  67035. */
  67036. onGetDescription: () => string;
  67037. /**
  67038. * Gets a string describing the action executed by the current optimization
  67039. * @returns description string
  67040. */
  67041. getDescription(): string;
  67042. /**
  67043. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67044. * @param scene defines the current scene where to apply this optimization
  67045. * @param optimizer defines the current optimizer
  67046. * @returns true if everything that can be done was applied
  67047. */
  67048. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67049. }
  67050. /**
  67051. * Defines an optimization used to turn particles off
  67052. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67053. */
  67054. export class ParticlesOptimization extends SceneOptimization {
  67055. /**
  67056. * Gets a string describing the action executed by the current optimization
  67057. * @return description string
  67058. */
  67059. getDescription(): string;
  67060. /**
  67061. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67062. * @param scene defines the current scene where to apply this optimization
  67063. * @param optimizer defines the current optimizer
  67064. * @returns true if everything that can be done was applied
  67065. */
  67066. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67067. }
  67068. /**
  67069. * Defines an optimization used to turn render targets off
  67070. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67071. */
  67072. export class RenderTargetsOptimization extends SceneOptimization {
  67073. /**
  67074. * Gets a string describing the action executed by the current optimization
  67075. * @return description string
  67076. */
  67077. getDescription(): string;
  67078. /**
  67079. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67080. * @param scene defines the current scene where to apply this optimization
  67081. * @param optimizer defines the current optimizer
  67082. * @returns true if everything that can be done was applied
  67083. */
  67084. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67085. }
  67086. /**
  67087. * Defines an optimization used to merge meshes with compatible materials
  67088. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67089. */
  67090. export class MergeMeshesOptimization extends SceneOptimization {
  67091. private static _UpdateSelectionTree;
  67092. /**
  67093. * Gets or sets a boolean which defines if optimization octree has to be updated
  67094. */
  67095. /**
  67096. * Gets or sets a boolean which defines if optimization octree has to be updated
  67097. */
  67098. static UpdateSelectionTree: boolean;
  67099. /**
  67100. * Gets a string describing the action executed by the current optimization
  67101. * @return description string
  67102. */
  67103. getDescription(): string;
  67104. private _canBeMerged;
  67105. /**
  67106. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67107. * @param scene defines the current scene where to apply this optimization
  67108. * @param optimizer defines the current optimizer
  67109. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67110. * @returns true if everything that can be done was applied
  67111. */
  67112. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67113. }
  67114. /**
  67115. * Defines a list of options used by SceneOptimizer
  67116. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67117. */
  67118. export class SceneOptimizerOptions {
  67119. /**
  67120. * Defines the target frame rate to reach (60 by default)
  67121. */
  67122. targetFrameRate: number;
  67123. /**
  67124. * Defines the interval between two checkes (2000ms by default)
  67125. */
  67126. trackerDuration: number;
  67127. /**
  67128. * Gets the list of optimizations to apply
  67129. */
  67130. optimizations: SceneOptimization[];
  67131. /**
  67132. * Creates a new list of options used by SceneOptimizer
  67133. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67134. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67135. */
  67136. constructor(
  67137. /**
  67138. * Defines the target frame rate to reach (60 by default)
  67139. */
  67140. targetFrameRate?: number,
  67141. /**
  67142. * Defines the interval between two checkes (2000ms by default)
  67143. */
  67144. trackerDuration?: number);
  67145. /**
  67146. * Add a new optimization
  67147. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67148. * @returns the current SceneOptimizerOptions
  67149. */
  67150. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67151. /**
  67152. * Add a new custom optimization
  67153. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67154. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67155. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67156. * @returns the current SceneOptimizerOptions
  67157. */
  67158. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67159. /**
  67160. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67161. * @param targetFrameRate defines the target frame rate (60 by default)
  67162. * @returns a SceneOptimizerOptions object
  67163. */
  67164. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67165. /**
  67166. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67167. * @param targetFrameRate defines the target frame rate (60 by default)
  67168. * @returns a SceneOptimizerOptions object
  67169. */
  67170. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67171. /**
  67172. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67173. * @param targetFrameRate defines the target frame rate (60 by default)
  67174. * @returns a SceneOptimizerOptions object
  67175. */
  67176. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67177. }
  67178. /**
  67179. * Class used to run optimizations in order to reach a target frame rate
  67180. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67181. */
  67182. export class SceneOptimizer implements IDisposable {
  67183. private _isRunning;
  67184. private _options;
  67185. private _scene;
  67186. private _currentPriorityLevel;
  67187. private _targetFrameRate;
  67188. private _trackerDuration;
  67189. private _currentFrameRate;
  67190. private _sceneDisposeObserver;
  67191. private _improvementMode;
  67192. /**
  67193. * Defines an observable called when the optimizer reaches the target frame rate
  67194. */
  67195. onSuccessObservable: Observable<SceneOptimizer>;
  67196. /**
  67197. * Defines an observable called when the optimizer enables an optimization
  67198. */
  67199. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67200. /**
  67201. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67202. */
  67203. onFailureObservable: Observable<SceneOptimizer>;
  67204. /**
  67205. * Gets a boolean indicating if the optimizer is in improvement mode
  67206. */
  67207. readonly isInImprovementMode: boolean;
  67208. /**
  67209. * Gets the current priority level (0 at start)
  67210. */
  67211. readonly currentPriorityLevel: number;
  67212. /**
  67213. * Gets the current frame rate checked by the SceneOptimizer
  67214. */
  67215. readonly currentFrameRate: number;
  67216. /**
  67217. * Gets or sets the current target frame rate (60 by default)
  67218. */
  67219. /**
  67220. * Gets or sets the current target frame rate (60 by default)
  67221. */
  67222. targetFrameRate: number;
  67223. /**
  67224. * Gets or sets the current interval between two checks (every 2000ms by default)
  67225. */
  67226. /**
  67227. * Gets or sets the current interval between two checks (every 2000ms by default)
  67228. */
  67229. trackerDuration: number;
  67230. /**
  67231. * Gets the list of active optimizations
  67232. */
  67233. readonly optimizations: SceneOptimization[];
  67234. /**
  67235. * Creates a new SceneOptimizer
  67236. * @param scene defines the scene to work on
  67237. * @param options defines the options to use with the SceneOptimizer
  67238. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67239. * @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)
  67240. */
  67241. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67242. /**
  67243. * Stops the current optimizer
  67244. */
  67245. stop(): void;
  67246. /**
  67247. * Reset the optimizer to initial step (current priority level = 0)
  67248. */
  67249. reset(): void;
  67250. /**
  67251. * Start the optimizer. By default it will try to reach a specific framerate
  67252. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67253. */
  67254. start(): void;
  67255. private _checkCurrentState;
  67256. /**
  67257. * Release all resources
  67258. */
  67259. dispose(): void;
  67260. /**
  67261. * Helper function to create a SceneOptimizer with one single line of code
  67262. * @param scene defines the scene to work on
  67263. * @param options defines the options to use with the SceneOptimizer
  67264. * @param onSuccess defines a callback to call on success
  67265. * @param onFailure defines a callback to call on failure
  67266. * @returns the new SceneOptimizer object
  67267. */
  67268. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67269. }
  67270. }
  67271. declare module "babylonjs/Misc/sceneSerializer" {
  67272. import { Scene } from "babylonjs/scene";
  67273. /**
  67274. * Class used to serialize a scene into a string
  67275. */
  67276. export class SceneSerializer {
  67277. /**
  67278. * Clear cache used by a previous serialization
  67279. */
  67280. static ClearCache(): void;
  67281. /**
  67282. * Serialize a scene into a JSON compatible object
  67283. * @param scene defines the scene to serialize
  67284. * @returns a JSON compatible object
  67285. */
  67286. static Serialize(scene: Scene): any;
  67287. /**
  67288. * Serialize a mesh into a JSON compatible object
  67289. * @param toSerialize defines the mesh to serialize
  67290. * @param withParents defines if parents must be serialized as well
  67291. * @param withChildren defines if children must be serialized as well
  67292. * @returns a JSON compatible object
  67293. */
  67294. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67295. }
  67296. }
  67297. declare module "babylonjs/Misc/textureTools" {
  67298. import { Texture } from "babylonjs/Materials/Textures/texture";
  67299. /**
  67300. * Class used to host texture specific utilities
  67301. */
  67302. export class TextureTools {
  67303. /**
  67304. * Uses the GPU to create a copy texture rescaled at a given size
  67305. * @param texture Texture to copy from
  67306. * @param width defines the desired width
  67307. * @param height defines the desired height
  67308. * @param useBilinearMode defines if bilinear mode has to be used
  67309. * @return the generated texture
  67310. */
  67311. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67312. }
  67313. }
  67314. declare module "babylonjs/Misc/videoRecorder" {
  67315. import { Nullable } from "babylonjs/types";
  67316. import { Engine } from "babylonjs/Engines/engine";
  67317. /**
  67318. * This represents the different options available for the video capture.
  67319. */
  67320. export interface VideoRecorderOptions {
  67321. /** Defines the mime type of the video. */
  67322. mimeType: string;
  67323. /** Defines the FPS the video should be recorded at. */
  67324. fps: number;
  67325. /** Defines the chunk size for the recording data. */
  67326. recordChunckSize: number;
  67327. /** The audio tracks to attach to the recording. */
  67328. audioTracks?: MediaStreamTrack[];
  67329. }
  67330. /**
  67331. * This can help with recording videos from BabylonJS.
  67332. * This is based on the available WebRTC functionalities of the browser.
  67333. *
  67334. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67335. */
  67336. export class VideoRecorder {
  67337. private static readonly _defaultOptions;
  67338. /**
  67339. * Returns whether or not the VideoRecorder is available in your browser.
  67340. * @param engine Defines the Babylon Engine.
  67341. * @returns true if supported otherwise false.
  67342. */
  67343. static IsSupported(engine: Engine): boolean;
  67344. private readonly _options;
  67345. private _canvas;
  67346. private _mediaRecorder;
  67347. private _recordedChunks;
  67348. private _fileName;
  67349. private _resolve;
  67350. private _reject;
  67351. /**
  67352. * True when a recording is already in progress.
  67353. */
  67354. readonly isRecording: boolean;
  67355. /**
  67356. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67357. * @param engine Defines the BabylonJS Engine you wish to record.
  67358. * @param options Defines options that can be used to customize the capture.
  67359. */
  67360. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67361. /**
  67362. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67363. */
  67364. stopRecording(): void;
  67365. /**
  67366. * Starts recording the canvas for a max duration specified in parameters.
  67367. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67368. * If null no automatic download will start and you can rely on the promise to get the data back.
  67369. * @param maxDuration Defines the maximum recording time in seconds.
  67370. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67371. * @return A promise callback at the end of the recording with the video data in Blob.
  67372. */
  67373. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67374. /**
  67375. * Releases internal resources used during the recording.
  67376. */
  67377. dispose(): void;
  67378. private _handleDataAvailable;
  67379. private _handleError;
  67380. private _handleStop;
  67381. }
  67382. }
  67383. declare module "babylonjs/Misc/screenshotTools" {
  67384. import { Camera } from "babylonjs/Cameras/camera";
  67385. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67386. import { Engine } from "babylonjs/Engines/engine";
  67387. /**
  67388. * Class containing a set of static utilities functions for screenshots
  67389. */
  67390. export class ScreenshotTools {
  67391. /**
  67392. * Captures a screenshot of the current rendering
  67393. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67394. * @param engine defines the rendering engine
  67395. * @param camera defines the source camera
  67396. * @param size This parameter can be set to a single number or to an object with the
  67397. * following (optional) properties: precision, width, height. If a single number is passed,
  67398. * it will be used for both width and height. If an object is passed, the screenshot size
  67399. * will be derived from the parameters. The precision property is a multiplier allowing
  67400. * rendering at a higher or lower resolution
  67401. * @param successCallback defines the callback receives a single parameter which contains the
  67402. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67403. * src parameter of an <img> to display it
  67404. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67405. * Check your browser for supported MIME types
  67406. */
  67407. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67408. /**
  67409. * Captures a screenshot of the current rendering
  67410. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67411. * @param engine defines the rendering engine
  67412. * @param camera defines the source camera
  67413. * @param size This parameter can be set to a single number or to an object with the
  67414. * following (optional) properties: precision, width, height. If a single number is passed,
  67415. * it will be used for both width and height. If an object is passed, the screenshot size
  67416. * will be derived from the parameters. The precision property is a multiplier allowing
  67417. * rendering at a higher or lower resolution
  67418. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67419. * Check your browser for supported MIME types
  67420. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67421. * to the src parameter of an <img> to display it
  67422. */
  67423. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67424. /**
  67425. * Generates an image screenshot from the specified camera.
  67426. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67427. * @param engine The engine to use for rendering
  67428. * @param camera The camera to use for rendering
  67429. * @param size This parameter can be set to a single number or to an object with the
  67430. * following (optional) properties: precision, width, height. If a single number is passed,
  67431. * it will be used for both width and height. If an object is passed, the screenshot size
  67432. * will be derived from the parameters. The precision property is a multiplier allowing
  67433. * rendering at a higher or lower resolution
  67434. * @param successCallback The callback receives a single parameter which contains the
  67435. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67436. * src parameter of an <img> to display it
  67437. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67438. * Check your browser for supported MIME types
  67439. * @param samples Texture samples (default: 1)
  67440. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67441. * @param fileName A name for for the downloaded file.
  67442. */
  67443. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67444. /**
  67445. * Generates an image screenshot from the specified camera.
  67446. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67447. * @param engine The engine to use for rendering
  67448. * @param camera The camera to use for rendering
  67449. * @param size This parameter can be set to a single number or to an object with the
  67450. * following (optional) properties: precision, width, height. If a single number is passed,
  67451. * it will be used for both width and height. If an object is passed, the screenshot size
  67452. * will be derived from the parameters. The precision property is a multiplier allowing
  67453. * rendering at a higher or lower resolution
  67454. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67455. * Check your browser for supported MIME types
  67456. * @param samples Texture samples (default: 1)
  67457. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67458. * @param fileName A name for for the downloaded file.
  67459. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67460. * to the src parameter of an <img> to display it
  67461. */
  67462. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67463. /**
  67464. * Gets height and width for screenshot size
  67465. * @private
  67466. */
  67467. private static _getScreenshotSize;
  67468. }
  67469. }
  67470. declare module "babylonjs/Misc/dataReader" {
  67471. /**
  67472. * Interface for a data buffer
  67473. */
  67474. export interface IDataBuffer {
  67475. /**
  67476. * Reads bytes from the data buffer.
  67477. * @param byteOffset The byte offset to read
  67478. * @param byteLength The byte length to read
  67479. * @returns A promise that resolves when the bytes are read
  67480. */
  67481. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  67482. /**
  67483. * The byte length of the buffer.
  67484. */
  67485. readonly byteLength: number;
  67486. }
  67487. /**
  67488. * Utility class for reading from a data buffer
  67489. */
  67490. export class DataReader {
  67491. /**
  67492. * The data buffer associated with this data reader.
  67493. */
  67494. readonly buffer: IDataBuffer;
  67495. /**
  67496. * The current byte offset from the beginning of the data buffer.
  67497. */
  67498. byteOffset: number;
  67499. private _dataView;
  67500. private _dataByteOffset;
  67501. /**
  67502. * Constructor
  67503. * @param buffer The buffer to read
  67504. */
  67505. constructor(buffer: IDataBuffer);
  67506. /**
  67507. * Loads the given byte length.
  67508. * @param byteLength The byte length to load
  67509. * @returns A promise that resolves when the load is complete
  67510. */
  67511. loadAsync(byteLength: number): Promise<void>;
  67512. /**
  67513. * Read a unsigned 32-bit integer from the currently loaded data range.
  67514. * @returns The 32-bit integer read
  67515. */
  67516. readUint32(): number;
  67517. /**
  67518. * Read a byte array from the currently loaded data range.
  67519. * @param byteLength The byte length to read
  67520. * @returns The byte array read
  67521. */
  67522. readUint8Array(byteLength: number): Uint8Array;
  67523. /**
  67524. * Read a string from the currently loaded data range.
  67525. * @param byteLength The byte length to read
  67526. * @returns The string read
  67527. */
  67528. readString(byteLength: number): string;
  67529. /**
  67530. * Skips the given byte length the currently loaded data range.
  67531. * @param byteLength The byte length to skip
  67532. */
  67533. skipBytes(byteLength: number): void;
  67534. }
  67535. }
  67536. declare module "babylonjs/Misc/index" {
  67537. export * from "babylonjs/Misc/andOrNotEvaluator";
  67538. export * from "babylonjs/Misc/assetsManager";
  67539. export * from "babylonjs/Misc/dds";
  67540. export * from "babylonjs/Misc/decorators";
  67541. export * from "babylonjs/Misc/deferred";
  67542. export * from "babylonjs/Misc/environmentTextureTools";
  67543. export * from "babylonjs/Misc/meshExploder";
  67544. export * from "babylonjs/Misc/filesInput";
  67545. export * from "babylonjs/Misc/HighDynamicRange/index";
  67546. export * from "babylonjs/Misc/khronosTextureContainer";
  67547. export * from "babylonjs/Misc/observable";
  67548. export * from "babylonjs/Misc/performanceMonitor";
  67549. export * from "babylonjs/Misc/promise";
  67550. export * from "babylonjs/Misc/sceneOptimizer";
  67551. export * from "babylonjs/Misc/sceneSerializer";
  67552. export * from "babylonjs/Misc/smartArray";
  67553. export * from "babylonjs/Misc/stringDictionary";
  67554. export * from "babylonjs/Misc/tags";
  67555. export * from "babylonjs/Misc/textureTools";
  67556. export * from "babylonjs/Misc/tga";
  67557. export * from "babylonjs/Misc/tools";
  67558. export * from "babylonjs/Misc/videoRecorder";
  67559. export * from "babylonjs/Misc/virtualJoystick";
  67560. export * from "babylonjs/Misc/workerPool";
  67561. export * from "babylonjs/Misc/logger";
  67562. export * from "babylonjs/Misc/typeStore";
  67563. export * from "babylonjs/Misc/filesInputStore";
  67564. export * from "babylonjs/Misc/deepCopier";
  67565. export * from "babylonjs/Misc/pivotTools";
  67566. export * from "babylonjs/Misc/precisionDate";
  67567. export * from "babylonjs/Misc/screenshotTools";
  67568. export * from "babylonjs/Misc/typeStore";
  67569. export * from "babylonjs/Misc/webRequest";
  67570. export * from "babylonjs/Misc/iInspectable";
  67571. export * from "babylonjs/Misc/brdfTextureTools";
  67572. export * from "babylonjs/Misc/rgbdTextureTools";
  67573. export * from "babylonjs/Misc/gradients";
  67574. export * from "babylonjs/Misc/perfCounter";
  67575. export * from "babylonjs/Misc/fileRequest";
  67576. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67577. export * from "babylonjs/Misc/retryStrategy";
  67578. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67579. export * from "babylonjs/Misc/canvasGenerator";
  67580. export * from "babylonjs/Misc/fileTools";
  67581. export * from "babylonjs/Misc/stringTools";
  67582. export * from "babylonjs/Misc/dataReader";
  67583. }
  67584. declare module "babylonjs/index" {
  67585. export * from "babylonjs/abstractScene";
  67586. export * from "babylonjs/Actions/index";
  67587. export * from "babylonjs/Animations/index";
  67588. export * from "babylonjs/assetContainer";
  67589. export * from "babylonjs/Audio/index";
  67590. export * from "babylonjs/Behaviors/index";
  67591. export * from "babylonjs/Bones/index";
  67592. export * from "babylonjs/Cameras/index";
  67593. export * from "babylonjs/Collisions/index";
  67594. export * from "babylonjs/Culling/index";
  67595. export * from "babylonjs/Debug/index";
  67596. export * from "babylonjs/Engines/index";
  67597. export * from "babylonjs/Events/index";
  67598. export * from "babylonjs/Gamepads/index";
  67599. export * from "babylonjs/Gizmos/index";
  67600. export * from "babylonjs/Helpers/index";
  67601. export * from "babylonjs/Instrumentation/index";
  67602. export * from "babylonjs/Layers/index";
  67603. export * from "babylonjs/LensFlares/index";
  67604. export * from "babylonjs/Lights/index";
  67605. export * from "babylonjs/Loading/index";
  67606. export * from "babylonjs/Materials/index";
  67607. export * from "babylonjs/Maths/index";
  67608. export * from "babylonjs/Meshes/index";
  67609. export * from "babylonjs/Morph/index";
  67610. export * from "babylonjs/Navigation/index";
  67611. export * from "babylonjs/node";
  67612. export * from "babylonjs/Offline/index";
  67613. export * from "babylonjs/Particles/index";
  67614. export * from "babylonjs/Physics/index";
  67615. export * from "babylonjs/PostProcesses/index";
  67616. export * from "babylonjs/Probes/index";
  67617. export * from "babylonjs/Rendering/index";
  67618. export * from "babylonjs/scene";
  67619. export * from "babylonjs/sceneComponent";
  67620. export * from "babylonjs/Sprites/index";
  67621. export * from "babylonjs/States/index";
  67622. export * from "babylonjs/Misc/index";
  67623. export * from "babylonjs/types";
  67624. }
  67625. declare module "babylonjs/Animations/pathCursor" {
  67626. import { Vector3 } from "babylonjs/Maths/math.vector";
  67627. import { Path2 } from "babylonjs/Maths/math.path";
  67628. /**
  67629. * A cursor which tracks a point on a path
  67630. */
  67631. export class PathCursor {
  67632. private path;
  67633. /**
  67634. * Stores path cursor callbacks for when an onchange event is triggered
  67635. */
  67636. private _onchange;
  67637. /**
  67638. * The value of the path cursor
  67639. */
  67640. value: number;
  67641. /**
  67642. * The animation array of the path cursor
  67643. */
  67644. animations: Animation[];
  67645. /**
  67646. * Initializes the path cursor
  67647. * @param path The path to track
  67648. */
  67649. constructor(path: Path2);
  67650. /**
  67651. * Gets the cursor point on the path
  67652. * @returns A point on the path cursor at the cursor location
  67653. */
  67654. getPoint(): Vector3;
  67655. /**
  67656. * Moves the cursor ahead by the step amount
  67657. * @param step The amount to move the cursor forward
  67658. * @returns This path cursor
  67659. */
  67660. moveAhead(step?: number): PathCursor;
  67661. /**
  67662. * Moves the cursor behind by the step amount
  67663. * @param step The amount to move the cursor back
  67664. * @returns This path cursor
  67665. */
  67666. moveBack(step?: number): PathCursor;
  67667. /**
  67668. * Moves the cursor by the step amount
  67669. * If the step amount is greater than one, an exception is thrown
  67670. * @param step The amount to move the cursor
  67671. * @returns This path cursor
  67672. */
  67673. move(step: number): PathCursor;
  67674. /**
  67675. * Ensures that the value is limited between zero and one
  67676. * @returns This path cursor
  67677. */
  67678. private ensureLimits;
  67679. /**
  67680. * Runs onchange callbacks on change (used by the animation engine)
  67681. * @returns This path cursor
  67682. */
  67683. private raiseOnChange;
  67684. /**
  67685. * Executes a function on change
  67686. * @param f A path cursor onchange callback
  67687. * @returns This path cursor
  67688. */
  67689. onchange(f: (cursor: PathCursor) => void): PathCursor;
  67690. }
  67691. }
  67692. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  67693. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  67694. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  67695. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  67696. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  67697. }
  67698. declare module "babylonjs/Engines/Processors/Expressions/index" {
  67699. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  67700. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  67701. }
  67702. declare module "babylonjs/Engines/Processors/index" {
  67703. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  67704. export * from "babylonjs/Engines/Processors/Expressions/index";
  67705. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  67706. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  67707. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  67708. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  67709. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  67710. export * from "babylonjs/Engines/Processors/shaderProcessor";
  67711. }
  67712. declare module "babylonjs/Legacy/legacy" {
  67713. import * as Babylon from "babylonjs/index";
  67714. export * from "babylonjs/index";
  67715. }
  67716. declare module "babylonjs/Shaders/blur.fragment" {
  67717. /** @hidden */
  67718. export var blurPixelShader: {
  67719. name: string;
  67720. shader: string;
  67721. };
  67722. }
  67723. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  67724. /** @hidden */
  67725. export var pointCloudVertexDeclaration: {
  67726. name: string;
  67727. shader: string;
  67728. };
  67729. }
  67730. declare module "babylonjs" {
  67731. export * from "babylonjs/Legacy/legacy";
  67732. }
  67733. declare module BABYLON {
  67734. /** Alias type for value that can be null */
  67735. export type Nullable<T> = T | null;
  67736. /**
  67737. * Alias type for number that are floats
  67738. * @ignorenaming
  67739. */
  67740. export type float = number;
  67741. /**
  67742. * Alias type for number that are doubles.
  67743. * @ignorenaming
  67744. */
  67745. export type double = number;
  67746. /**
  67747. * Alias type for number that are integer
  67748. * @ignorenaming
  67749. */
  67750. export type int = number;
  67751. /** Alias type for number array or Float32Array */
  67752. export type FloatArray = number[] | Float32Array;
  67753. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  67754. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  67755. /**
  67756. * Alias for types that can be used by a Buffer or VertexBuffer.
  67757. */
  67758. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  67759. /**
  67760. * Alias type for primitive types
  67761. * @ignorenaming
  67762. */
  67763. type Primitive = undefined | null | boolean | string | number | Function;
  67764. /**
  67765. * Type modifier to make all the properties of an object Readonly
  67766. */
  67767. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  67768. /**
  67769. * Type modifier to make all the properties of an object Readonly recursively
  67770. */
  67771. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  67772. /**
  67773. * Type modifier to make object properties readonly.
  67774. */
  67775. export type DeepImmutableObject<T> = {
  67776. readonly [K in keyof T]: DeepImmutable<T[K]>;
  67777. };
  67778. /** @hidden */
  67779. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  67780. }
  67781. }
  67782. declare module BABYLON {
  67783. /**
  67784. * A class serves as a medium between the observable and its observers
  67785. */
  67786. export class EventState {
  67787. /**
  67788. * Create a new EventState
  67789. * @param mask defines the mask associated with this state
  67790. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67791. * @param target defines the original target of the state
  67792. * @param currentTarget defines the current target of the state
  67793. */
  67794. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  67795. /**
  67796. * Initialize the current event state
  67797. * @param mask defines the mask associated with this state
  67798. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67799. * @param target defines the original target of the state
  67800. * @param currentTarget defines the current target of the state
  67801. * @returns the current event state
  67802. */
  67803. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  67804. /**
  67805. * An Observer can set this property to true to prevent subsequent observers of being notified
  67806. */
  67807. skipNextObservers: boolean;
  67808. /**
  67809. * Get the mask value that were used to trigger the event corresponding to this EventState object
  67810. */
  67811. mask: number;
  67812. /**
  67813. * The object that originally notified the event
  67814. */
  67815. target?: any;
  67816. /**
  67817. * The current object in the bubbling phase
  67818. */
  67819. currentTarget?: any;
  67820. /**
  67821. * This will be populated with the return value of the last function that was executed.
  67822. * If it is the first function in the callback chain it will be the event data.
  67823. */
  67824. lastReturnValue?: any;
  67825. }
  67826. /**
  67827. * Represent an Observer registered to a given Observable object.
  67828. */
  67829. export class Observer<T> {
  67830. /**
  67831. * Defines the callback to call when the observer is notified
  67832. */
  67833. callback: (eventData: T, eventState: EventState) => void;
  67834. /**
  67835. * Defines the mask of the observer (used to filter notifications)
  67836. */
  67837. mask: number;
  67838. /**
  67839. * Defines the current scope used to restore the JS context
  67840. */
  67841. scope: any;
  67842. /** @hidden */
  67843. _willBeUnregistered: boolean;
  67844. /**
  67845. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  67846. */
  67847. unregisterOnNextCall: boolean;
  67848. /**
  67849. * Creates a new observer
  67850. * @param callback defines the callback to call when the observer is notified
  67851. * @param mask defines the mask of the observer (used to filter notifications)
  67852. * @param scope defines the current scope used to restore the JS context
  67853. */
  67854. constructor(
  67855. /**
  67856. * Defines the callback to call when the observer is notified
  67857. */
  67858. callback: (eventData: T, eventState: EventState) => void,
  67859. /**
  67860. * Defines the mask of the observer (used to filter notifications)
  67861. */
  67862. mask: number,
  67863. /**
  67864. * Defines the current scope used to restore the JS context
  67865. */
  67866. scope?: any);
  67867. }
  67868. /**
  67869. * Represent a list of observers registered to multiple Observables object.
  67870. */
  67871. export class MultiObserver<T> {
  67872. private _observers;
  67873. private _observables;
  67874. /**
  67875. * Release associated resources
  67876. */
  67877. dispose(): void;
  67878. /**
  67879. * Raise a callback when one of the observable will notify
  67880. * @param observables defines a list of observables to watch
  67881. * @param callback defines the callback to call on notification
  67882. * @param mask defines the mask used to filter notifications
  67883. * @param scope defines the current scope used to restore the JS context
  67884. * @returns the new MultiObserver
  67885. */
  67886. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  67887. }
  67888. /**
  67889. * The Observable class is a simple implementation of the Observable pattern.
  67890. *
  67891. * 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.
  67892. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  67893. * 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).
  67894. * 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.
  67895. */
  67896. export class Observable<T> {
  67897. private _observers;
  67898. private _eventState;
  67899. private _onObserverAdded;
  67900. /**
  67901. * Gets the list of observers
  67902. */
  67903. readonly observers: Array<Observer<T>>;
  67904. /**
  67905. * Creates a new observable
  67906. * @param onObserverAdded defines a callback to call when a new observer is added
  67907. */
  67908. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  67909. /**
  67910. * Create a new Observer with the specified callback
  67911. * @param callback the callback that will be executed for that Observer
  67912. * @param mask the mask used to filter observers
  67913. * @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.
  67914. * @param scope optional scope for the callback to be called from
  67915. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  67916. * @returns the new observer created for the callback
  67917. */
  67918. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  67919. /**
  67920. * Create a new Observer with the specified callback and unregisters after the next notification
  67921. * @param callback the callback that will be executed for that Observer
  67922. * @returns the new observer created for the callback
  67923. */
  67924. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  67925. /**
  67926. * Remove an Observer from the Observable object
  67927. * @param observer the instance of the Observer to remove
  67928. * @returns false if it doesn't belong to this Observable
  67929. */
  67930. remove(observer: Nullable<Observer<T>>): boolean;
  67931. /**
  67932. * Remove a callback from the Observable object
  67933. * @param callback the callback to remove
  67934. * @param scope optional scope. If used only the callbacks with this scope will be removed
  67935. * @returns false if it doesn't belong to this Observable
  67936. */
  67937. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  67938. private _deferUnregister;
  67939. private _remove;
  67940. /**
  67941. * Moves the observable to the top of the observer list making it get called first when notified
  67942. * @param observer the observer to move
  67943. */
  67944. makeObserverTopPriority(observer: Observer<T>): void;
  67945. /**
  67946. * Moves the observable to the bottom of the observer list making it get called last when notified
  67947. * @param observer the observer to move
  67948. */
  67949. makeObserverBottomPriority(observer: Observer<T>): void;
  67950. /**
  67951. * Notify all Observers by calling their respective callback with the given data
  67952. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  67953. * @param eventData defines the data to send to all observers
  67954. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  67955. * @param target defines the original target of the state
  67956. * @param currentTarget defines the current target of the state
  67957. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  67958. */
  67959. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  67960. /**
  67961. * Calling this will execute each callback, expecting it to be a promise or return a value.
  67962. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  67963. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  67964. * and it is crucial that all callbacks will be executed.
  67965. * The order of the callbacks is kept, callbacks are not executed parallel.
  67966. *
  67967. * @param eventData The data to be sent to each callback
  67968. * @param mask is used to filter observers defaults to -1
  67969. * @param target defines the callback target (see EventState)
  67970. * @param currentTarget defines he current object in the bubbling phase
  67971. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  67972. */
  67973. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  67974. /**
  67975. * Notify a specific observer
  67976. * @param observer defines the observer to notify
  67977. * @param eventData defines the data to be sent to each callback
  67978. * @param mask is used to filter observers defaults to -1
  67979. */
  67980. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  67981. /**
  67982. * Gets a boolean indicating if the observable has at least one observer
  67983. * @returns true is the Observable has at least one Observer registered
  67984. */
  67985. hasObservers(): boolean;
  67986. /**
  67987. * Clear the list of observers
  67988. */
  67989. clear(): void;
  67990. /**
  67991. * Clone the current observable
  67992. * @returns a new observable
  67993. */
  67994. clone(): Observable<T>;
  67995. /**
  67996. * Does this observable handles observer registered with a given mask
  67997. * @param mask defines the mask to be tested
  67998. * @return whether or not one observer registered with the given mask is handeled
  67999. **/
  68000. hasSpecificMask(mask?: number): boolean;
  68001. }
  68002. }
  68003. declare module BABYLON {
  68004. /**
  68005. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68006. * Babylon.js
  68007. */
  68008. export class DomManagement {
  68009. /**
  68010. * Checks if the window object exists
  68011. * @returns true if the window object exists
  68012. */
  68013. static IsWindowObjectExist(): boolean;
  68014. /**
  68015. * Checks if the navigator object exists
  68016. * @returns true if the navigator object exists
  68017. */
  68018. static IsNavigatorAvailable(): boolean;
  68019. /**
  68020. * Extracts text content from a DOM element hierarchy
  68021. * @param element defines the root element
  68022. * @returns a string
  68023. */
  68024. static GetDOMTextContent(element: HTMLElement): string;
  68025. }
  68026. }
  68027. declare module BABYLON {
  68028. /**
  68029. * Logger used througouht the application to allow configuration of
  68030. * the log level required for the messages.
  68031. */
  68032. export class Logger {
  68033. /**
  68034. * No log
  68035. */
  68036. static readonly NoneLogLevel: number;
  68037. /**
  68038. * Only message logs
  68039. */
  68040. static readonly MessageLogLevel: number;
  68041. /**
  68042. * Only warning logs
  68043. */
  68044. static readonly WarningLogLevel: number;
  68045. /**
  68046. * Only error logs
  68047. */
  68048. static readonly ErrorLogLevel: number;
  68049. /**
  68050. * All logs
  68051. */
  68052. static readonly AllLogLevel: number;
  68053. private static _LogCache;
  68054. /**
  68055. * Gets a value indicating the number of loading errors
  68056. * @ignorenaming
  68057. */
  68058. static errorsCount: number;
  68059. /**
  68060. * Callback called when a new log is added
  68061. */
  68062. static OnNewCacheEntry: (entry: string) => void;
  68063. private static _AddLogEntry;
  68064. private static _FormatMessage;
  68065. private static _LogDisabled;
  68066. private static _LogEnabled;
  68067. private static _WarnDisabled;
  68068. private static _WarnEnabled;
  68069. private static _ErrorDisabled;
  68070. private static _ErrorEnabled;
  68071. /**
  68072. * Log a message to the console
  68073. */
  68074. static Log: (message: string) => void;
  68075. /**
  68076. * Write a warning message to the console
  68077. */
  68078. static Warn: (message: string) => void;
  68079. /**
  68080. * Write an error message to the console
  68081. */
  68082. static Error: (message: string) => void;
  68083. /**
  68084. * Gets current log cache (list of logs)
  68085. */
  68086. static readonly LogCache: string;
  68087. /**
  68088. * Clears the log cache
  68089. */
  68090. static ClearLogCache(): void;
  68091. /**
  68092. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68093. */
  68094. static LogLevels: number;
  68095. }
  68096. }
  68097. declare module BABYLON {
  68098. /** @hidden */
  68099. export class _TypeStore {
  68100. /** @hidden */
  68101. static RegisteredTypes: {
  68102. [key: string]: Object;
  68103. };
  68104. /** @hidden */
  68105. static GetClass(fqdn: string): any;
  68106. }
  68107. }
  68108. declare module BABYLON {
  68109. /**
  68110. * Helper to manipulate strings
  68111. */
  68112. export class StringTools {
  68113. /**
  68114. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68115. * @param str Source string
  68116. * @param suffix Suffix to search for in the source string
  68117. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68118. */
  68119. static EndsWith(str: string, suffix: string): boolean;
  68120. /**
  68121. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68122. * @param str Source string
  68123. * @param suffix Suffix to search for in the source string
  68124. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68125. */
  68126. static StartsWith(str: string, suffix: string): boolean;
  68127. /**
  68128. * Decodes a buffer into a string
  68129. * @param buffer The buffer to decode
  68130. * @returns The decoded string
  68131. */
  68132. static Decode(buffer: Uint8Array | Uint16Array): string;
  68133. /**
  68134. * Encode a buffer to a base64 string
  68135. * @param buffer defines the buffer to encode
  68136. * @returns the encoded string
  68137. */
  68138. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68139. }
  68140. }
  68141. declare module BABYLON {
  68142. /**
  68143. * Class containing a set of static utilities functions for deep copy.
  68144. */
  68145. export class DeepCopier {
  68146. /**
  68147. * Tries to copy an object by duplicating every property
  68148. * @param source defines the source object
  68149. * @param destination defines the target object
  68150. * @param doNotCopyList defines a list of properties to avoid
  68151. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68152. */
  68153. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68154. }
  68155. }
  68156. declare module BABYLON {
  68157. /**
  68158. * Class containing a set of static utilities functions for precision date
  68159. */
  68160. export class PrecisionDate {
  68161. /**
  68162. * Gets either window.performance.now() if supported or Date.now() else
  68163. */
  68164. static readonly Now: number;
  68165. }
  68166. }
  68167. declare module BABYLON {
  68168. /** @hidden */
  68169. export class _DevTools {
  68170. static WarnImport(name: string): string;
  68171. }
  68172. }
  68173. declare module BABYLON {
  68174. /**
  68175. * Interface used to define the mechanism to get data from the network
  68176. */
  68177. export interface IWebRequest {
  68178. /**
  68179. * Returns client's response url
  68180. */
  68181. responseURL: string;
  68182. /**
  68183. * Returns client's status
  68184. */
  68185. status: number;
  68186. /**
  68187. * Returns client's status as a text
  68188. */
  68189. statusText: string;
  68190. }
  68191. }
  68192. declare module BABYLON {
  68193. /**
  68194. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68195. */
  68196. export class WebRequest implements IWebRequest {
  68197. private _xhr;
  68198. /**
  68199. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68200. * i.e. when loading files, where the server/service expects an Authorization header
  68201. */
  68202. static CustomRequestHeaders: {
  68203. [key: string]: string;
  68204. };
  68205. /**
  68206. * Add callback functions in this array to update all the requests before they get sent to the network
  68207. */
  68208. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68209. private _injectCustomRequestHeaders;
  68210. /**
  68211. * Gets or sets a function to be called when loading progress changes
  68212. */
  68213. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68214. /**
  68215. * Returns client's state
  68216. */
  68217. readonly readyState: number;
  68218. /**
  68219. * Returns client's status
  68220. */
  68221. readonly status: number;
  68222. /**
  68223. * Returns client's status as a text
  68224. */
  68225. readonly statusText: string;
  68226. /**
  68227. * Returns client's response
  68228. */
  68229. readonly response: any;
  68230. /**
  68231. * Returns client's response url
  68232. */
  68233. readonly responseURL: string;
  68234. /**
  68235. * Returns client's response as text
  68236. */
  68237. readonly responseText: string;
  68238. /**
  68239. * Gets or sets the expected response type
  68240. */
  68241. responseType: XMLHttpRequestResponseType;
  68242. /** @hidden */
  68243. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68244. /** @hidden */
  68245. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68246. /**
  68247. * Cancels any network activity
  68248. */
  68249. abort(): void;
  68250. /**
  68251. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68252. * @param body defines an optional request body
  68253. */
  68254. send(body?: Document | BodyInit | null): void;
  68255. /**
  68256. * Sets the request method, request URL
  68257. * @param method defines the method to use (GET, POST, etc..)
  68258. * @param url defines the url to connect with
  68259. */
  68260. open(method: string, url: string): void;
  68261. /**
  68262. * Sets the value of a request header.
  68263. * @param name The name of the header whose value is to be set
  68264. * @param value The value to set as the body of the header
  68265. */
  68266. setRequestHeader(name: string, value: string): void;
  68267. /**
  68268. * Get the string containing the text of a particular header's value.
  68269. * @param name The name of the header
  68270. * @returns The string containing the text of the given header name
  68271. */
  68272. getResponseHeader(name: string): Nullable<string>;
  68273. }
  68274. }
  68275. declare module BABYLON {
  68276. /**
  68277. * File request interface
  68278. */
  68279. export interface IFileRequest {
  68280. /**
  68281. * Raised when the request is complete (success or error).
  68282. */
  68283. onCompleteObservable: Observable<IFileRequest>;
  68284. /**
  68285. * Aborts the request for a file.
  68286. */
  68287. abort: () => void;
  68288. }
  68289. }
  68290. declare module BABYLON {
  68291. /**
  68292. * Define options used to create a render target texture
  68293. */
  68294. export class RenderTargetCreationOptions {
  68295. /**
  68296. * Specifies is mipmaps must be generated
  68297. */
  68298. generateMipMaps?: boolean;
  68299. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68300. generateDepthBuffer?: boolean;
  68301. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68302. generateStencilBuffer?: boolean;
  68303. /** Defines texture type (int by default) */
  68304. type?: number;
  68305. /** Defines sampling mode (trilinear by default) */
  68306. samplingMode?: number;
  68307. /** Defines format (RGBA by default) */
  68308. format?: number;
  68309. }
  68310. }
  68311. declare module BABYLON {
  68312. /**
  68313. * @hidden
  68314. **/
  68315. export class _TimeToken {
  68316. _startTimeQuery: Nullable<WebGLQuery>;
  68317. _endTimeQuery: Nullable<WebGLQuery>;
  68318. _timeElapsedQuery: Nullable<WebGLQuery>;
  68319. _timeElapsedQueryEnded: boolean;
  68320. }
  68321. }
  68322. declare module BABYLON {
  68323. /** Defines the cross module used constants to avoid circular dependncies */
  68324. export class Constants {
  68325. /** Defines that alpha blending is disabled */
  68326. static readonly ALPHA_DISABLE: number;
  68327. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68328. static readonly ALPHA_ADD: number;
  68329. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68330. static readonly ALPHA_COMBINE: number;
  68331. /** Defines that alpha blending to DEST - SRC * DEST */
  68332. static readonly ALPHA_SUBTRACT: number;
  68333. /** Defines that alpha blending to SRC * DEST */
  68334. static readonly ALPHA_MULTIPLY: number;
  68335. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68336. static readonly ALPHA_MAXIMIZED: number;
  68337. /** Defines that alpha blending to SRC + DEST */
  68338. static readonly ALPHA_ONEONE: number;
  68339. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68340. static readonly ALPHA_PREMULTIPLIED: number;
  68341. /**
  68342. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68343. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68344. */
  68345. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68346. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68347. static readonly ALPHA_INTERPOLATE: number;
  68348. /**
  68349. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68350. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68351. */
  68352. static readonly ALPHA_SCREENMODE: number;
  68353. /**
  68354. * Defines that alpha blending to SRC + DST
  68355. * Alpha will be set to SRC ALPHA + DST ALPHA
  68356. */
  68357. static readonly ALPHA_ONEONE_ONEONE: number;
  68358. /**
  68359. * Defines that alpha blending to SRC * DST ALPHA + DST
  68360. * Alpha will be set to 0
  68361. */
  68362. static readonly ALPHA_ALPHATOCOLOR: number;
  68363. /**
  68364. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68365. */
  68366. static readonly ALPHA_REVERSEONEMINUS: number;
  68367. /**
  68368. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68369. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68370. */
  68371. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68372. /**
  68373. * Defines that alpha blending to SRC + DST
  68374. * Alpha will be set to SRC ALPHA
  68375. */
  68376. static readonly ALPHA_ONEONE_ONEZERO: number;
  68377. /** Defines that alpha blending equation a SUM */
  68378. static readonly ALPHA_EQUATION_ADD: number;
  68379. /** Defines that alpha blending equation a SUBSTRACTION */
  68380. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68381. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68382. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68383. /** Defines that alpha blending equation a MAX operation */
  68384. static readonly ALPHA_EQUATION_MAX: number;
  68385. /** Defines that alpha blending equation a MIN operation */
  68386. static readonly ALPHA_EQUATION_MIN: number;
  68387. /**
  68388. * Defines that alpha blending equation a DARKEN operation:
  68389. * It takes the min of the src and sums the alpha channels.
  68390. */
  68391. static readonly ALPHA_EQUATION_DARKEN: number;
  68392. /** Defines that the ressource is not delayed*/
  68393. static readonly DELAYLOADSTATE_NONE: number;
  68394. /** Defines that the ressource was successfully delay loaded */
  68395. static readonly DELAYLOADSTATE_LOADED: number;
  68396. /** Defines that the ressource is currently delay loading */
  68397. static readonly DELAYLOADSTATE_LOADING: number;
  68398. /** Defines that the ressource is delayed and has not started loading */
  68399. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68400. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68401. static readonly NEVER: number;
  68402. /** 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 */
  68403. static readonly ALWAYS: number;
  68404. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68405. static readonly LESS: number;
  68406. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68407. static readonly EQUAL: number;
  68408. /** 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 */
  68409. static readonly LEQUAL: number;
  68410. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68411. static readonly GREATER: number;
  68412. /** 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 */
  68413. static readonly GEQUAL: number;
  68414. /** 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 */
  68415. static readonly NOTEQUAL: number;
  68416. /** Passed to stencilOperation to specify that stencil value must be kept */
  68417. static readonly KEEP: number;
  68418. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68419. static readonly REPLACE: number;
  68420. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68421. static readonly INCR: number;
  68422. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68423. static readonly DECR: number;
  68424. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68425. static readonly INVERT: number;
  68426. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68427. static readonly INCR_WRAP: number;
  68428. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68429. static readonly DECR_WRAP: number;
  68430. /** Texture is not repeating outside of 0..1 UVs */
  68431. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68432. /** Texture is repeating outside of 0..1 UVs */
  68433. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68434. /** Texture is repeating and mirrored */
  68435. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68436. /** ALPHA */
  68437. static readonly TEXTUREFORMAT_ALPHA: number;
  68438. /** LUMINANCE */
  68439. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68440. /** LUMINANCE_ALPHA */
  68441. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68442. /** RGB */
  68443. static readonly TEXTUREFORMAT_RGB: number;
  68444. /** RGBA */
  68445. static readonly TEXTUREFORMAT_RGBA: number;
  68446. /** RED */
  68447. static readonly TEXTUREFORMAT_RED: number;
  68448. /** RED (2nd reference) */
  68449. static readonly TEXTUREFORMAT_R: number;
  68450. /** RG */
  68451. static readonly TEXTUREFORMAT_RG: number;
  68452. /** RED_INTEGER */
  68453. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68454. /** RED_INTEGER (2nd reference) */
  68455. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68456. /** RG_INTEGER */
  68457. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68458. /** RGB_INTEGER */
  68459. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68460. /** RGBA_INTEGER */
  68461. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68462. /** UNSIGNED_BYTE */
  68463. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68464. /** UNSIGNED_BYTE (2nd reference) */
  68465. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68466. /** FLOAT */
  68467. static readonly TEXTURETYPE_FLOAT: number;
  68468. /** HALF_FLOAT */
  68469. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68470. /** BYTE */
  68471. static readonly TEXTURETYPE_BYTE: number;
  68472. /** SHORT */
  68473. static readonly TEXTURETYPE_SHORT: number;
  68474. /** UNSIGNED_SHORT */
  68475. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68476. /** INT */
  68477. static readonly TEXTURETYPE_INT: number;
  68478. /** UNSIGNED_INT */
  68479. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68480. /** UNSIGNED_SHORT_4_4_4_4 */
  68481. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68482. /** UNSIGNED_SHORT_5_5_5_1 */
  68483. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68484. /** UNSIGNED_SHORT_5_6_5 */
  68485. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68486. /** UNSIGNED_INT_2_10_10_10_REV */
  68487. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68488. /** UNSIGNED_INT_24_8 */
  68489. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68490. /** UNSIGNED_INT_10F_11F_11F_REV */
  68491. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68492. /** UNSIGNED_INT_5_9_9_9_REV */
  68493. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68494. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68495. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68496. /** nearest is mag = nearest and min = nearest and mip = linear */
  68497. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68498. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68499. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68500. /** Trilinear is mag = linear and min = linear and mip = linear */
  68501. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68502. /** nearest is mag = nearest and min = nearest and mip = linear */
  68503. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68504. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68505. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68506. /** Trilinear is mag = linear and min = linear and mip = linear */
  68507. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68508. /** mag = nearest and min = nearest and mip = nearest */
  68509. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68510. /** mag = nearest and min = linear and mip = nearest */
  68511. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68512. /** mag = nearest and min = linear and mip = linear */
  68513. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68514. /** mag = nearest and min = linear and mip = none */
  68515. static readonly TEXTURE_NEAREST_LINEAR: number;
  68516. /** mag = nearest and min = nearest and mip = none */
  68517. static readonly TEXTURE_NEAREST_NEAREST: number;
  68518. /** mag = linear and min = nearest and mip = nearest */
  68519. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68520. /** mag = linear and min = nearest and mip = linear */
  68521. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68522. /** mag = linear and min = linear and mip = none */
  68523. static readonly TEXTURE_LINEAR_LINEAR: number;
  68524. /** mag = linear and min = nearest and mip = none */
  68525. static readonly TEXTURE_LINEAR_NEAREST: number;
  68526. /** Explicit coordinates mode */
  68527. static readonly TEXTURE_EXPLICIT_MODE: number;
  68528. /** Spherical coordinates mode */
  68529. static readonly TEXTURE_SPHERICAL_MODE: number;
  68530. /** Planar coordinates mode */
  68531. static readonly TEXTURE_PLANAR_MODE: number;
  68532. /** Cubic coordinates mode */
  68533. static readonly TEXTURE_CUBIC_MODE: number;
  68534. /** Projection coordinates mode */
  68535. static readonly TEXTURE_PROJECTION_MODE: number;
  68536. /** Skybox coordinates mode */
  68537. static readonly TEXTURE_SKYBOX_MODE: number;
  68538. /** Inverse Cubic coordinates mode */
  68539. static readonly TEXTURE_INVCUBIC_MODE: number;
  68540. /** Equirectangular coordinates mode */
  68541. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68542. /** Equirectangular Fixed coordinates mode */
  68543. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68544. /** Equirectangular Fixed Mirrored coordinates mode */
  68545. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68546. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68547. static readonly SCALEMODE_FLOOR: number;
  68548. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68549. static readonly SCALEMODE_NEAREST: number;
  68550. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68551. static readonly SCALEMODE_CEILING: number;
  68552. /**
  68553. * The dirty texture flag value
  68554. */
  68555. static readonly MATERIAL_TextureDirtyFlag: number;
  68556. /**
  68557. * The dirty light flag value
  68558. */
  68559. static readonly MATERIAL_LightDirtyFlag: number;
  68560. /**
  68561. * The dirty fresnel flag value
  68562. */
  68563. static readonly MATERIAL_FresnelDirtyFlag: number;
  68564. /**
  68565. * The dirty attribute flag value
  68566. */
  68567. static readonly MATERIAL_AttributesDirtyFlag: number;
  68568. /**
  68569. * The dirty misc flag value
  68570. */
  68571. static readonly MATERIAL_MiscDirtyFlag: number;
  68572. /**
  68573. * The all dirty flag value
  68574. */
  68575. static readonly MATERIAL_AllDirtyFlag: number;
  68576. /**
  68577. * Returns the triangle fill mode
  68578. */
  68579. static readonly MATERIAL_TriangleFillMode: number;
  68580. /**
  68581. * Returns the wireframe mode
  68582. */
  68583. static readonly MATERIAL_WireFrameFillMode: number;
  68584. /**
  68585. * Returns the point fill mode
  68586. */
  68587. static readonly MATERIAL_PointFillMode: number;
  68588. /**
  68589. * Returns the point list draw mode
  68590. */
  68591. static readonly MATERIAL_PointListDrawMode: number;
  68592. /**
  68593. * Returns the line list draw mode
  68594. */
  68595. static readonly MATERIAL_LineListDrawMode: number;
  68596. /**
  68597. * Returns the line loop draw mode
  68598. */
  68599. static readonly MATERIAL_LineLoopDrawMode: number;
  68600. /**
  68601. * Returns the line strip draw mode
  68602. */
  68603. static readonly MATERIAL_LineStripDrawMode: number;
  68604. /**
  68605. * Returns the triangle strip draw mode
  68606. */
  68607. static readonly MATERIAL_TriangleStripDrawMode: number;
  68608. /**
  68609. * Returns the triangle fan draw mode
  68610. */
  68611. static readonly MATERIAL_TriangleFanDrawMode: number;
  68612. /**
  68613. * Stores the clock-wise side orientation
  68614. */
  68615. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68616. /**
  68617. * Stores the counter clock-wise side orientation
  68618. */
  68619. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68620. /**
  68621. * Nothing
  68622. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68623. */
  68624. static readonly ACTION_NothingTrigger: number;
  68625. /**
  68626. * On pick
  68627. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68628. */
  68629. static readonly ACTION_OnPickTrigger: number;
  68630. /**
  68631. * On left pick
  68632. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68633. */
  68634. static readonly ACTION_OnLeftPickTrigger: number;
  68635. /**
  68636. * On right pick
  68637. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68638. */
  68639. static readonly ACTION_OnRightPickTrigger: number;
  68640. /**
  68641. * On center pick
  68642. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68643. */
  68644. static readonly ACTION_OnCenterPickTrigger: number;
  68645. /**
  68646. * On pick down
  68647. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68648. */
  68649. static readonly ACTION_OnPickDownTrigger: number;
  68650. /**
  68651. * On double pick
  68652. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68653. */
  68654. static readonly ACTION_OnDoublePickTrigger: number;
  68655. /**
  68656. * On pick up
  68657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68658. */
  68659. static readonly ACTION_OnPickUpTrigger: number;
  68660. /**
  68661. * On pick out.
  68662. * This trigger will only be raised if you also declared a OnPickDown
  68663. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68664. */
  68665. static readonly ACTION_OnPickOutTrigger: number;
  68666. /**
  68667. * On long press
  68668. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68669. */
  68670. static readonly ACTION_OnLongPressTrigger: number;
  68671. /**
  68672. * On pointer over
  68673. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68674. */
  68675. static readonly ACTION_OnPointerOverTrigger: number;
  68676. /**
  68677. * On pointer out
  68678. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68679. */
  68680. static readonly ACTION_OnPointerOutTrigger: number;
  68681. /**
  68682. * On every frame
  68683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68684. */
  68685. static readonly ACTION_OnEveryFrameTrigger: number;
  68686. /**
  68687. * On intersection enter
  68688. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68689. */
  68690. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68691. /**
  68692. * On intersection exit
  68693. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68694. */
  68695. static readonly ACTION_OnIntersectionExitTrigger: number;
  68696. /**
  68697. * On key down
  68698. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68699. */
  68700. static readonly ACTION_OnKeyDownTrigger: number;
  68701. /**
  68702. * On key up
  68703. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68704. */
  68705. static readonly ACTION_OnKeyUpTrigger: number;
  68706. /**
  68707. * Billboard mode will only apply to Y axis
  68708. */
  68709. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68710. /**
  68711. * Billboard mode will apply to all axes
  68712. */
  68713. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68714. /**
  68715. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68716. */
  68717. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68718. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68719. * Test order :
  68720. * Is the bounding sphere outside the frustum ?
  68721. * If not, are the bounding box vertices outside the frustum ?
  68722. * It not, then the cullable object is in the frustum.
  68723. */
  68724. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68725. /** Culling strategy : Bounding Sphere Only.
  68726. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68727. * It's also less accurate than the standard because some not visible objects can still be selected.
  68728. * Test : is the bounding sphere outside the frustum ?
  68729. * If not, then the cullable object is in the frustum.
  68730. */
  68731. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68732. /** Culling strategy : Optimistic Inclusion.
  68733. * This in an inclusion test first, then the standard exclusion test.
  68734. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68735. * 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.
  68736. * Anyway, it's as accurate as the standard strategy.
  68737. * Test :
  68738. * Is the cullable object bounding sphere center in the frustum ?
  68739. * If not, apply the default culling strategy.
  68740. */
  68741. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68742. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68743. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68744. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68745. * 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.
  68746. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68747. * Test :
  68748. * Is the cullable object bounding sphere center in the frustum ?
  68749. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68750. */
  68751. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68752. /**
  68753. * No logging while loading
  68754. */
  68755. static readonly SCENELOADER_NO_LOGGING: number;
  68756. /**
  68757. * Minimal logging while loading
  68758. */
  68759. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68760. /**
  68761. * Summary logging while loading
  68762. */
  68763. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68764. /**
  68765. * Detailled logging while loading
  68766. */
  68767. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68768. }
  68769. }
  68770. declare module BABYLON {
  68771. /**
  68772. * This represents the required contract to create a new type of texture loader.
  68773. */
  68774. export interface IInternalTextureLoader {
  68775. /**
  68776. * Defines wether the loader supports cascade loading the different faces.
  68777. */
  68778. supportCascades: boolean;
  68779. /**
  68780. * This returns if the loader support the current file information.
  68781. * @param extension defines the file extension of the file being loaded
  68782. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68783. * @param fallback defines the fallback internal texture if any
  68784. * @param isBase64 defines whether the texture is encoded as a base64
  68785. * @param isBuffer defines whether the texture data are stored as a buffer
  68786. * @returns true if the loader can load the specified file
  68787. */
  68788. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  68789. /**
  68790. * Transform the url before loading if required.
  68791. * @param rootUrl the url of the texture
  68792. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68793. * @returns the transformed texture
  68794. */
  68795. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  68796. /**
  68797. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  68798. * @param rootUrl the url of the texture
  68799. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68800. * @returns the fallback texture
  68801. */
  68802. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  68803. /**
  68804. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  68805. * @param data contains the texture data
  68806. * @param texture defines the BabylonJS internal texture
  68807. * @param createPolynomials will be true if polynomials have been requested
  68808. * @param onLoad defines the callback to trigger once the texture is ready
  68809. * @param onError defines the callback to trigger in case of error
  68810. */
  68811. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  68812. /**
  68813. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  68814. * @param data contains the texture data
  68815. * @param texture defines the BabylonJS internal texture
  68816. * @param callback defines the method to call once ready to upload
  68817. */
  68818. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  68819. }
  68820. }
  68821. declare module BABYLON {
  68822. /**
  68823. * Class used to store and describe the pipeline context associated with an effect
  68824. */
  68825. export interface IPipelineContext {
  68826. /**
  68827. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68828. */
  68829. isAsync: boolean;
  68830. /**
  68831. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68832. */
  68833. isReady: boolean;
  68834. /** @hidden */
  68835. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68836. }
  68837. }
  68838. declare module BABYLON {
  68839. /**
  68840. * Class used to store gfx data (like WebGLBuffer)
  68841. */
  68842. export class DataBuffer {
  68843. /**
  68844. * Gets or sets the number of objects referencing this buffer
  68845. */
  68846. references: number;
  68847. /** Gets or sets the size of the underlying buffer */
  68848. capacity: number;
  68849. /**
  68850. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  68851. */
  68852. is32Bits: boolean;
  68853. /**
  68854. * Gets the underlying buffer
  68855. */
  68856. readonly underlyingResource: any;
  68857. }
  68858. }
  68859. declare module BABYLON {
  68860. /** @hidden */
  68861. export interface IShaderProcessor {
  68862. attributeProcessor?: (attribute: string) => string;
  68863. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68864. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68865. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68866. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68867. lineProcessor?: (line: string, isFragment: boolean) => string;
  68868. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68869. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68870. }
  68871. }
  68872. declare module BABYLON {
  68873. /** @hidden */
  68874. export interface ProcessingOptions {
  68875. defines: string[];
  68876. indexParameters: any;
  68877. isFragment: boolean;
  68878. shouldUseHighPrecisionShader: boolean;
  68879. supportsUniformBuffers: boolean;
  68880. shadersRepository: string;
  68881. includesShadersStore: {
  68882. [key: string]: string;
  68883. };
  68884. processor?: IShaderProcessor;
  68885. version: string;
  68886. platformName: string;
  68887. lookForClosingBracketForUniformBuffer?: boolean;
  68888. }
  68889. }
  68890. declare module BABYLON {
  68891. /** @hidden */
  68892. export class ShaderCodeNode {
  68893. line: string;
  68894. children: ShaderCodeNode[];
  68895. additionalDefineKey?: string;
  68896. additionalDefineValue?: string;
  68897. isValid(preprocessors: {
  68898. [key: string]: string;
  68899. }): boolean;
  68900. process(preprocessors: {
  68901. [key: string]: string;
  68902. }, options: ProcessingOptions): string;
  68903. }
  68904. }
  68905. declare module BABYLON {
  68906. /** @hidden */
  68907. export class ShaderCodeCursor {
  68908. private _lines;
  68909. lineIndex: number;
  68910. readonly currentLine: string;
  68911. readonly canRead: boolean;
  68912. lines: string[];
  68913. }
  68914. }
  68915. declare module BABYLON {
  68916. /** @hidden */
  68917. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68918. process(preprocessors: {
  68919. [key: string]: string;
  68920. }, options: ProcessingOptions): string;
  68921. }
  68922. }
  68923. declare module BABYLON {
  68924. /** @hidden */
  68925. export class ShaderDefineExpression {
  68926. isTrue(preprocessors: {
  68927. [key: string]: string;
  68928. }): boolean;
  68929. }
  68930. }
  68931. declare module BABYLON {
  68932. /** @hidden */
  68933. export class ShaderCodeTestNode extends ShaderCodeNode {
  68934. testExpression: ShaderDefineExpression;
  68935. isValid(preprocessors: {
  68936. [key: string]: string;
  68937. }): boolean;
  68938. }
  68939. }
  68940. declare module BABYLON {
  68941. /** @hidden */
  68942. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68943. define: string;
  68944. not: boolean;
  68945. constructor(define: string, not?: boolean);
  68946. isTrue(preprocessors: {
  68947. [key: string]: string;
  68948. }): boolean;
  68949. }
  68950. }
  68951. declare module BABYLON {
  68952. /** @hidden */
  68953. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68954. leftOperand: ShaderDefineExpression;
  68955. rightOperand: ShaderDefineExpression;
  68956. isTrue(preprocessors: {
  68957. [key: string]: string;
  68958. }): boolean;
  68959. }
  68960. }
  68961. declare module BABYLON {
  68962. /** @hidden */
  68963. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68964. leftOperand: ShaderDefineExpression;
  68965. rightOperand: ShaderDefineExpression;
  68966. isTrue(preprocessors: {
  68967. [key: string]: string;
  68968. }): boolean;
  68969. }
  68970. }
  68971. declare module BABYLON {
  68972. /** @hidden */
  68973. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68974. define: string;
  68975. operand: string;
  68976. testValue: string;
  68977. constructor(define: string, operand: string, testValue: string);
  68978. isTrue(preprocessors: {
  68979. [key: string]: string;
  68980. }): boolean;
  68981. }
  68982. }
  68983. declare module BABYLON {
  68984. /**
  68985. * Class used to enable access to offline support
  68986. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68987. */
  68988. export interface IOfflineProvider {
  68989. /**
  68990. * Gets a boolean indicating if scene must be saved in the database
  68991. */
  68992. enableSceneOffline: boolean;
  68993. /**
  68994. * Gets a boolean indicating if textures must be saved in the database
  68995. */
  68996. enableTexturesOffline: boolean;
  68997. /**
  68998. * Open the offline support and make it available
  68999. * @param successCallback defines the callback to call on success
  69000. * @param errorCallback defines the callback to call on error
  69001. */
  69002. open(successCallback: () => void, errorCallback: () => void): void;
  69003. /**
  69004. * Loads an image from the offline support
  69005. * @param url defines the url to load from
  69006. * @param image defines the target DOM image
  69007. */
  69008. loadImage(url: string, image: HTMLImageElement): void;
  69009. /**
  69010. * Loads a file from offline support
  69011. * @param url defines the URL to load from
  69012. * @param sceneLoaded defines a callback to call on success
  69013. * @param progressCallBack defines a callback to call when progress changed
  69014. * @param errorCallback defines a callback to call on error
  69015. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69016. */
  69017. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69018. }
  69019. }
  69020. declare module BABYLON {
  69021. /**
  69022. * Class used to help managing file picking and drag'n'drop
  69023. * File Storage
  69024. */
  69025. export class FilesInputStore {
  69026. /**
  69027. * List of files ready to be loaded
  69028. */
  69029. static FilesToLoad: {
  69030. [key: string]: File;
  69031. };
  69032. }
  69033. }
  69034. declare module BABYLON {
  69035. /**
  69036. * Class used to define a retry strategy when error happens while loading assets
  69037. */
  69038. export class RetryStrategy {
  69039. /**
  69040. * Function used to defines an exponential back off strategy
  69041. * @param maxRetries defines the maximum number of retries (3 by default)
  69042. * @param baseInterval defines the interval between retries
  69043. * @returns the strategy function to use
  69044. */
  69045. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69046. }
  69047. }
  69048. declare module BABYLON {
  69049. /**
  69050. * @ignore
  69051. * Application error to support additional information when loading a file
  69052. */
  69053. export abstract class BaseError extends Error {
  69054. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69055. }
  69056. }
  69057. declare module BABYLON {
  69058. /** @ignore */
  69059. export class LoadFileError extends BaseError {
  69060. request?: WebRequest;
  69061. file?: File;
  69062. /**
  69063. * Creates a new LoadFileError
  69064. * @param message defines the message of the error
  69065. * @param request defines the optional web request
  69066. * @param file defines the optional file
  69067. */
  69068. constructor(message: string, object?: WebRequest | File);
  69069. }
  69070. /** @ignore */
  69071. export class RequestFileError extends BaseError {
  69072. request: WebRequest;
  69073. /**
  69074. * Creates a new LoadFileError
  69075. * @param message defines the message of the error
  69076. * @param request defines the optional web request
  69077. */
  69078. constructor(message: string, request: WebRequest);
  69079. }
  69080. /** @ignore */
  69081. export class ReadFileError extends BaseError {
  69082. file: File;
  69083. /**
  69084. * Creates a new ReadFileError
  69085. * @param message defines the message of the error
  69086. * @param file defines the optional file
  69087. */
  69088. constructor(message: string, file: File);
  69089. }
  69090. /**
  69091. * @hidden
  69092. */
  69093. export class FileTools {
  69094. /**
  69095. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69096. */
  69097. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69098. /**
  69099. * Gets or sets the base URL to use to load assets
  69100. */
  69101. static BaseUrl: string;
  69102. /**
  69103. * Default behaviour for cors in the application.
  69104. * It can be a string if the expected behavior is identical in the entire app.
  69105. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69106. */
  69107. static CorsBehavior: string | ((url: string | string[]) => string);
  69108. /**
  69109. * Gets or sets a function used to pre-process url before using them to load assets
  69110. */
  69111. static PreprocessUrl: (url: string) => string;
  69112. /**
  69113. * Removes unwanted characters from an url
  69114. * @param url defines the url to clean
  69115. * @returns the cleaned url
  69116. */
  69117. private static _CleanUrl;
  69118. /**
  69119. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69120. * @param url define the url we are trying
  69121. * @param element define the dom element where to configure the cors policy
  69122. */
  69123. static SetCorsBehavior(url: string | string[], element: {
  69124. crossOrigin: string | null;
  69125. }): void;
  69126. /**
  69127. * Loads an image as an HTMLImageElement.
  69128. * @param input url string, ArrayBuffer, or Blob to load
  69129. * @param onLoad callback called when the image successfully loads
  69130. * @param onError callback called when the image fails to load
  69131. * @param offlineProvider offline provider for caching
  69132. * @param mimeType optional mime type
  69133. * @returns the HTMLImageElement of the loaded image
  69134. */
  69135. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69136. /**
  69137. * Reads a file from a File object
  69138. * @param file defines the file to load
  69139. * @param onSuccess defines the callback to call when data is loaded
  69140. * @param onProgress defines the callback to call during loading process
  69141. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69142. * @param onError defines the callback to call when an error occurs
  69143. * @returns a file request object
  69144. */
  69145. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69146. /**
  69147. * Loads a file from a url
  69148. * @param url url to load
  69149. * @param onSuccess callback called when the file successfully loads
  69150. * @param onProgress callback called while file is loading (if the server supports this mode)
  69151. * @param offlineProvider defines the offline provider for caching
  69152. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69153. * @param onError callback called when the file fails to load
  69154. * @returns a file request object
  69155. */
  69156. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  69157. /**
  69158. * Loads a file
  69159. * @param url url to load
  69160. * @param onSuccess callback called when the file successfully loads
  69161. * @param onProgress callback called while file is loading (if the server supports this mode)
  69162. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69163. * @param onError callback called when the file fails to load
  69164. * @param onOpened callback called when the web request is opened
  69165. * @returns a file request object
  69166. */
  69167. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  69168. /**
  69169. * Checks if the loaded document was accessed via `file:`-Protocol.
  69170. * @returns boolean
  69171. */
  69172. static IsFileURL(): boolean;
  69173. }
  69174. }
  69175. declare module BABYLON {
  69176. /** @hidden */
  69177. export class ShaderProcessor {
  69178. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69179. private static _ProcessPrecision;
  69180. private static _ExtractOperation;
  69181. private static _BuildSubExpression;
  69182. private static _BuildExpression;
  69183. private static _MoveCursorWithinIf;
  69184. private static _MoveCursor;
  69185. private static _EvaluatePreProcessors;
  69186. private static _PreparePreProcessors;
  69187. private static _ProcessShaderConversion;
  69188. private static _ProcessIncludes;
  69189. }
  69190. }
  69191. declare module BABYLON {
  69192. /**
  69193. * @hidden
  69194. */
  69195. export interface IColor4Like {
  69196. r: float;
  69197. g: float;
  69198. b: float;
  69199. a: float;
  69200. }
  69201. /**
  69202. * @hidden
  69203. */
  69204. export interface IColor3Like {
  69205. r: float;
  69206. g: float;
  69207. b: float;
  69208. }
  69209. /**
  69210. * @hidden
  69211. */
  69212. export interface IVector4Like {
  69213. x: float;
  69214. y: float;
  69215. z: float;
  69216. w: float;
  69217. }
  69218. /**
  69219. * @hidden
  69220. */
  69221. export interface IVector3Like {
  69222. x: float;
  69223. y: float;
  69224. z: float;
  69225. }
  69226. /**
  69227. * @hidden
  69228. */
  69229. export interface IVector2Like {
  69230. x: float;
  69231. y: float;
  69232. }
  69233. /**
  69234. * @hidden
  69235. */
  69236. export interface IMatrixLike {
  69237. toArray(): DeepImmutable<Float32Array>;
  69238. updateFlag: int;
  69239. }
  69240. /**
  69241. * @hidden
  69242. */
  69243. export interface IViewportLike {
  69244. x: float;
  69245. y: float;
  69246. width: float;
  69247. height: float;
  69248. }
  69249. /**
  69250. * @hidden
  69251. */
  69252. export interface IPlaneLike {
  69253. normal: IVector3Like;
  69254. d: float;
  69255. normalize(): void;
  69256. }
  69257. }
  69258. declare module BABYLON {
  69259. /**
  69260. * Interface used to define common properties for effect fallbacks
  69261. */
  69262. export interface IEffectFallbacks {
  69263. /**
  69264. * Removes the defines that should be removed when falling back.
  69265. * @param currentDefines defines the current define statements for the shader.
  69266. * @param effect defines the current effect we try to compile
  69267. * @returns The resulting defines with defines of the current rank removed.
  69268. */
  69269. reduce(currentDefines: string, effect: Effect): string;
  69270. /**
  69271. * Removes the fallback from the bound mesh.
  69272. */
  69273. unBindMesh(): void;
  69274. /**
  69275. * Checks to see if more fallbacks are still availible.
  69276. */
  69277. hasMoreFallbacks: boolean;
  69278. }
  69279. }
  69280. declare module BABYLON {
  69281. /**
  69282. * Class used to evalaute queries containing `and` and `or` operators
  69283. */
  69284. export class AndOrNotEvaluator {
  69285. /**
  69286. * Evaluate a query
  69287. * @param query defines the query to evaluate
  69288. * @param evaluateCallback defines the callback used to filter result
  69289. * @returns true if the query matches
  69290. */
  69291. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69292. private static _HandleParenthesisContent;
  69293. private static _SimplifyNegation;
  69294. }
  69295. }
  69296. declare module BABYLON {
  69297. /**
  69298. * Class used to store custom tags
  69299. */
  69300. export class Tags {
  69301. /**
  69302. * Adds support for tags on the given object
  69303. * @param obj defines the object to use
  69304. */
  69305. static EnableFor(obj: any): void;
  69306. /**
  69307. * Removes tags support
  69308. * @param obj defines the object to use
  69309. */
  69310. static DisableFor(obj: any): void;
  69311. /**
  69312. * Gets a boolean indicating if the given object has tags
  69313. * @param obj defines the object to use
  69314. * @returns a boolean
  69315. */
  69316. static HasTags(obj: any): boolean;
  69317. /**
  69318. * Gets the tags available on a given object
  69319. * @param obj defines the object to use
  69320. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69321. * @returns the tags
  69322. */
  69323. static GetTags(obj: any, asString?: boolean): any;
  69324. /**
  69325. * Adds tags to an object
  69326. * @param obj defines the object to use
  69327. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69328. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69329. */
  69330. static AddTagsTo(obj: any, tagsString: string): void;
  69331. /**
  69332. * @hidden
  69333. */
  69334. static _AddTagTo(obj: any, tag: string): void;
  69335. /**
  69336. * Removes specific tags from a specific object
  69337. * @param obj defines the object to use
  69338. * @param tagsString defines the tags to remove
  69339. */
  69340. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69341. /**
  69342. * @hidden
  69343. */
  69344. static _RemoveTagFrom(obj: any, tag: string): void;
  69345. /**
  69346. * Defines if tags hosted on an object match a given query
  69347. * @param obj defines the object to use
  69348. * @param tagsQuery defines the tag query
  69349. * @returns a boolean
  69350. */
  69351. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69352. }
  69353. }
  69354. declare module BABYLON {
  69355. /**
  69356. * Scalar computation library
  69357. */
  69358. export class Scalar {
  69359. /**
  69360. * Two pi constants convenient for computation.
  69361. */
  69362. static TwoPi: number;
  69363. /**
  69364. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69365. * @param a number
  69366. * @param b number
  69367. * @param epsilon (default = 1.401298E-45)
  69368. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69369. */
  69370. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69371. /**
  69372. * Returns a string : the upper case translation of the number i to hexadecimal.
  69373. * @param i number
  69374. * @returns the upper case translation of the number i to hexadecimal.
  69375. */
  69376. static ToHex(i: number): string;
  69377. /**
  69378. * Returns -1 if value is negative and +1 is value is positive.
  69379. * @param value the value
  69380. * @returns the value itself if it's equal to zero.
  69381. */
  69382. static Sign(value: number): number;
  69383. /**
  69384. * Returns the value itself if it's between min and max.
  69385. * Returns min if the value is lower than min.
  69386. * Returns max if the value is greater than max.
  69387. * @param value the value to clmap
  69388. * @param min the min value to clamp to (default: 0)
  69389. * @param max the max value to clamp to (default: 1)
  69390. * @returns the clamped value
  69391. */
  69392. static Clamp(value: number, min?: number, max?: number): number;
  69393. /**
  69394. * the log2 of value.
  69395. * @param value the value to compute log2 of
  69396. * @returns the log2 of value.
  69397. */
  69398. static Log2(value: number): number;
  69399. /**
  69400. * Loops the value, so that it is never larger than length and never smaller than 0.
  69401. *
  69402. * This is similar to the modulo operator but it works with floating point numbers.
  69403. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69404. * With t = 5 and length = 2.5, the result would be 0.0.
  69405. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69406. * @param value the value
  69407. * @param length the length
  69408. * @returns the looped value
  69409. */
  69410. static Repeat(value: number, length: number): number;
  69411. /**
  69412. * Normalize the value between 0.0 and 1.0 using min and max values
  69413. * @param value value to normalize
  69414. * @param min max to normalize between
  69415. * @param max min to normalize between
  69416. * @returns the normalized value
  69417. */
  69418. static Normalize(value: number, min: number, max: number): number;
  69419. /**
  69420. * Denormalize the value from 0.0 and 1.0 using min and max values
  69421. * @param normalized value to denormalize
  69422. * @param min max to denormalize between
  69423. * @param max min to denormalize between
  69424. * @returns the denormalized value
  69425. */
  69426. static Denormalize(normalized: number, min: number, max: number): number;
  69427. /**
  69428. * Calculates the shortest difference between two given angles given in degrees.
  69429. * @param current current angle in degrees
  69430. * @param target target angle in degrees
  69431. * @returns the delta
  69432. */
  69433. static DeltaAngle(current: number, target: number): number;
  69434. /**
  69435. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69436. * @param tx value
  69437. * @param length length
  69438. * @returns The returned value will move back and forth between 0 and length
  69439. */
  69440. static PingPong(tx: number, length: number): number;
  69441. /**
  69442. * Interpolates between min and max with smoothing at the limits.
  69443. *
  69444. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69445. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69446. * @param from from
  69447. * @param to to
  69448. * @param tx value
  69449. * @returns the smooth stepped value
  69450. */
  69451. static SmoothStep(from: number, to: number, tx: number): number;
  69452. /**
  69453. * Moves a value current towards target.
  69454. *
  69455. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69456. * Negative values of maxDelta pushes the value away from target.
  69457. * @param current current value
  69458. * @param target target value
  69459. * @param maxDelta max distance to move
  69460. * @returns resulting value
  69461. */
  69462. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69463. /**
  69464. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69465. *
  69466. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69467. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69468. * @param current current value
  69469. * @param target target value
  69470. * @param maxDelta max distance to move
  69471. * @returns resulting angle
  69472. */
  69473. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69474. /**
  69475. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69476. * @param start start value
  69477. * @param end target value
  69478. * @param amount amount to lerp between
  69479. * @returns the lerped value
  69480. */
  69481. static Lerp(start: number, end: number, amount: number): number;
  69482. /**
  69483. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69484. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69485. * @param start start value
  69486. * @param end target value
  69487. * @param amount amount to lerp between
  69488. * @returns the lerped value
  69489. */
  69490. static LerpAngle(start: number, end: number, amount: number): number;
  69491. /**
  69492. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69493. * @param a start value
  69494. * @param b target value
  69495. * @param value value between a and b
  69496. * @returns the inverseLerp value
  69497. */
  69498. static InverseLerp(a: number, b: number, value: number): number;
  69499. /**
  69500. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69501. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69502. * @param value1 spline value
  69503. * @param tangent1 spline value
  69504. * @param value2 spline value
  69505. * @param tangent2 spline value
  69506. * @param amount input value
  69507. * @returns hermite result
  69508. */
  69509. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69510. /**
  69511. * Returns a random float number between and min and max values
  69512. * @param min min value of random
  69513. * @param max max value of random
  69514. * @returns random value
  69515. */
  69516. static RandomRange(min: number, max: number): number;
  69517. /**
  69518. * This function returns percentage of a number in a given range.
  69519. *
  69520. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69521. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69522. * @param number to convert to percentage
  69523. * @param min min range
  69524. * @param max max range
  69525. * @returns the percentage
  69526. */
  69527. static RangeToPercent(number: number, min: number, max: number): number;
  69528. /**
  69529. * This function returns number that corresponds to the percentage in a given range.
  69530. *
  69531. * PercentToRange(0.34,0,100) will return 34.
  69532. * @param percent to convert to number
  69533. * @param min min range
  69534. * @param max max range
  69535. * @returns the number
  69536. */
  69537. static PercentToRange(percent: number, min: number, max: number): number;
  69538. /**
  69539. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69540. * @param angle The angle to normalize in radian.
  69541. * @return The converted angle.
  69542. */
  69543. static NormalizeRadians(angle: number): number;
  69544. }
  69545. }
  69546. declare module BABYLON {
  69547. /**
  69548. * Constant used to convert a value to gamma space
  69549. * @ignorenaming
  69550. */
  69551. export const ToGammaSpace: number;
  69552. /**
  69553. * Constant used to convert a value to linear space
  69554. * @ignorenaming
  69555. */
  69556. export const ToLinearSpace = 2.2;
  69557. /**
  69558. * Constant used to define the minimal number value in Babylon.js
  69559. * @ignorenaming
  69560. */
  69561. let Epsilon: number;
  69562. }
  69563. declare module BABYLON {
  69564. /**
  69565. * Class used to represent a viewport on screen
  69566. */
  69567. export class Viewport {
  69568. /** viewport left coordinate */
  69569. x: number;
  69570. /** viewport top coordinate */
  69571. y: number;
  69572. /**viewport width */
  69573. width: number;
  69574. /** viewport height */
  69575. height: number;
  69576. /**
  69577. * Creates a Viewport object located at (x, y) and sized (width, height)
  69578. * @param x defines viewport left coordinate
  69579. * @param y defines viewport top coordinate
  69580. * @param width defines the viewport width
  69581. * @param height defines the viewport height
  69582. */
  69583. constructor(
  69584. /** viewport left coordinate */
  69585. x: number,
  69586. /** viewport top coordinate */
  69587. y: number,
  69588. /**viewport width */
  69589. width: number,
  69590. /** viewport height */
  69591. height: number);
  69592. /**
  69593. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69594. * @param renderWidth defines the rendering width
  69595. * @param renderHeight defines the rendering height
  69596. * @returns a new Viewport
  69597. */
  69598. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69599. /**
  69600. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69601. * @param renderWidth defines the rendering width
  69602. * @param renderHeight defines the rendering height
  69603. * @param ref defines the target viewport
  69604. * @returns the current viewport
  69605. */
  69606. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69607. /**
  69608. * Returns a new Viewport copied from the current one
  69609. * @returns a new Viewport
  69610. */
  69611. clone(): Viewport;
  69612. }
  69613. }
  69614. declare module BABYLON {
  69615. /**
  69616. * Class containing a set of static utilities functions for arrays.
  69617. */
  69618. export class ArrayTools {
  69619. /**
  69620. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69621. * @param size the number of element to construct and put in the array
  69622. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69623. * @returns a new array filled with new objects
  69624. */
  69625. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69626. }
  69627. }
  69628. declare module BABYLON {
  69629. /**
  69630. * Class representing a vector containing 2 coordinates
  69631. */
  69632. export class Vector2 {
  69633. /** defines the first coordinate */
  69634. x: number;
  69635. /** defines the second coordinate */
  69636. y: number;
  69637. /**
  69638. * Creates a new Vector2 from the given x and y coordinates
  69639. * @param x defines the first coordinate
  69640. * @param y defines the second coordinate
  69641. */
  69642. constructor(
  69643. /** defines the first coordinate */
  69644. x?: number,
  69645. /** defines the second coordinate */
  69646. y?: number);
  69647. /**
  69648. * Gets a string with the Vector2 coordinates
  69649. * @returns a string with the Vector2 coordinates
  69650. */
  69651. toString(): string;
  69652. /**
  69653. * Gets class name
  69654. * @returns the string "Vector2"
  69655. */
  69656. getClassName(): string;
  69657. /**
  69658. * Gets current vector hash code
  69659. * @returns the Vector2 hash code as a number
  69660. */
  69661. getHashCode(): number;
  69662. /**
  69663. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69664. * @param array defines the source array
  69665. * @param index defines the offset in source array
  69666. * @returns the current Vector2
  69667. */
  69668. toArray(array: FloatArray, index?: number): Vector2;
  69669. /**
  69670. * Copy the current vector to an array
  69671. * @returns a new array with 2 elements: the Vector2 coordinates.
  69672. */
  69673. asArray(): number[];
  69674. /**
  69675. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69676. * @param source defines the source Vector2
  69677. * @returns the current updated Vector2
  69678. */
  69679. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69680. /**
  69681. * Sets the Vector2 coordinates with the given floats
  69682. * @param x defines the first coordinate
  69683. * @param y defines the second coordinate
  69684. * @returns the current updated Vector2
  69685. */
  69686. copyFromFloats(x: number, y: number): Vector2;
  69687. /**
  69688. * Sets the Vector2 coordinates with the given floats
  69689. * @param x defines the first coordinate
  69690. * @param y defines the second coordinate
  69691. * @returns the current updated Vector2
  69692. */
  69693. set(x: number, y: number): Vector2;
  69694. /**
  69695. * Add another vector with the current one
  69696. * @param otherVector defines the other vector
  69697. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  69698. */
  69699. add(otherVector: DeepImmutable<Vector2>): Vector2;
  69700. /**
  69701. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  69702. * @param otherVector defines the other vector
  69703. * @param result defines the target vector
  69704. * @returns the unmodified current Vector2
  69705. */
  69706. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69707. /**
  69708. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  69709. * @param otherVector defines the other vector
  69710. * @returns the current updated Vector2
  69711. */
  69712. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69713. /**
  69714. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  69715. * @param otherVector defines the other vector
  69716. * @returns a new Vector2
  69717. */
  69718. addVector3(otherVector: Vector3): Vector2;
  69719. /**
  69720. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  69721. * @param otherVector defines the other vector
  69722. * @returns a new Vector2
  69723. */
  69724. subtract(otherVector: Vector2): Vector2;
  69725. /**
  69726. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  69727. * @param otherVector defines the other vector
  69728. * @param result defines the target vector
  69729. * @returns the unmodified current Vector2
  69730. */
  69731. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69732. /**
  69733. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  69734. * @param otherVector defines the other vector
  69735. * @returns the current updated Vector2
  69736. */
  69737. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69738. /**
  69739. * Multiplies in place the current Vector2 coordinates by the given ones
  69740. * @param otherVector defines the other vector
  69741. * @returns the current updated Vector2
  69742. */
  69743. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69744. /**
  69745. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  69746. * @param otherVector defines the other vector
  69747. * @returns a new Vector2
  69748. */
  69749. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  69750. /**
  69751. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  69752. * @param otherVector defines the other vector
  69753. * @param result defines the target vector
  69754. * @returns the unmodified current Vector2
  69755. */
  69756. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69757. /**
  69758. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  69759. * @param x defines the first coordinate
  69760. * @param y defines the second coordinate
  69761. * @returns a new Vector2
  69762. */
  69763. multiplyByFloats(x: number, y: number): Vector2;
  69764. /**
  69765. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  69766. * @param otherVector defines the other vector
  69767. * @returns a new Vector2
  69768. */
  69769. divide(otherVector: Vector2): Vector2;
  69770. /**
  69771. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  69772. * @param otherVector defines the other vector
  69773. * @param result defines the target vector
  69774. * @returns the unmodified current Vector2
  69775. */
  69776. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69777. /**
  69778. * Divides the current Vector2 coordinates by the given ones
  69779. * @param otherVector defines the other vector
  69780. * @returns the current updated Vector2
  69781. */
  69782. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69783. /**
  69784. * Gets a new Vector2 with current Vector2 negated coordinates
  69785. * @returns a new Vector2
  69786. */
  69787. negate(): Vector2;
  69788. /**
  69789. * Multiply the Vector2 coordinates by scale
  69790. * @param scale defines the scaling factor
  69791. * @returns the current updated Vector2
  69792. */
  69793. scaleInPlace(scale: number): Vector2;
  69794. /**
  69795. * Returns a new Vector2 scaled by "scale" from the current Vector2
  69796. * @param scale defines the scaling factor
  69797. * @returns a new Vector2
  69798. */
  69799. scale(scale: number): Vector2;
  69800. /**
  69801. * Scale the current Vector2 values by a factor to a given Vector2
  69802. * @param scale defines the scale factor
  69803. * @param result defines the Vector2 object where to store the result
  69804. * @returns the unmodified current Vector2
  69805. */
  69806. scaleToRef(scale: number, result: Vector2): Vector2;
  69807. /**
  69808. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  69809. * @param scale defines the scale factor
  69810. * @param result defines the Vector2 object where to store the result
  69811. * @returns the unmodified current Vector2
  69812. */
  69813. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  69814. /**
  69815. * Gets a boolean if two vectors are equals
  69816. * @param otherVector defines the other vector
  69817. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  69818. */
  69819. equals(otherVector: DeepImmutable<Vector2>): boolean;
  69820. /**
  69821. * Gets a boolean if two vectors are equals (using an epsilon value)
  69822. * @param otherVector defines the other vector
  69823. * @param epsilon defines the minimal distance to consider equality
  69824. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  69825. */
  69826. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  69827. /**
  69828. * Gets a new Vector2 from current Vector2 floored values
  69829. * @returns a new Vector2
  69830. */
  69831. floor(): Vector2;
  69832. /**
  69833. * Gets a new Vector2 from current Vector2 floored values
  69834. * @returns a new Vector2
  69835. */
  69836. fract(): Vector2;
  69837. /**
  69838. * Gets the length of the vector
  69839. * @returns the vector length (float)
  69840. */
  69841. length(): number;
  69842. /**
  69843. * Gets the vector squared length
  69844. * @returns the vector squared length (float)
  69845. */
  69846. lengthSquared(): number;
  69847. /**
  69848. * Normalize the vector
  69849. * @returns the current updated Vector2
  69850. */
  69851. normalize(): Vector2;
  69852. /**
  69853. * Gets a new Vector2 copied from the Vector2
  69854. * @returns a new Vector2
  69855. */
  69856. clone(): Vector2;
  69857. /**
  69858. * Gets a new Vector2(0, 0)
  69859. * @returns a new Vector2
  69860. */
  69861. static Zero(): Vector2;
  69862. /**
  69863. * Gets a new Vector2(1, 1)
  69864. * @returns a new Vector2
  69865. */
  69866. static One(): Vector2;
  69867. /**
  69868. * Gets a new Vector2 set from the given index element of the given array
  69869. * @param array defines the data source
  69870. * @param offset defines the offset in the data source
  69871. * @returns a new Vector2
  69872. */
  69873. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  69874. /**
  69875. * Sets "result" from the given index element of the given array
  69876. * @param array defines the data source
  69877. * @param offset defines the offset in the data source
  69878. * @param result defines the target vector
  69879. */
  69880. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  69881. /**
  69882. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  69883. * @param value1 defines 1st point of control
  69884. * @param value2 defines 2nd point of control
  69885. * @param value3 defines 3rd point of control
  69886. * @param value4 defines 4th point of control
  69887. * @param amount defines the interpolation factor
  69888. * @returns a new Vector2
  69889. */
  69890. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  69891. /**
  69892. * 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".
  69893. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  69894. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  69895. * @param value defines the value to clamp
  69896. * @param min defines the lower limit
  69897. * @param max defines the upper limit
  69898. * @returns a new Vector2
  69899. */
  69900. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  69901. /**
  69902. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  69903. * @param value1 defines the 1st control point
  69904. * @param tangent1 defines the outgoing tangent
  69905. * @param value2 defines the 2nd control point
  69906. * @param tangent2 defines the incoming tangent
  69907. * @param amount defines the interpolation factor
  69908. * @returns a new Vector2
  69909. */
  69910. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  69911. /**
  69912. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  69913. * @param start defines the start vector
  69914. * @param end defines the end vector
  69915. * @param amount defines the interpolation factor
  69916. * @returns a new Vector2
  69917. */
  69918. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  69919. /**
  69920. * Gets the dot product of the vector "left" and the vector "right"
  69921. * @param left defines first vector
  69922. * @param right defines second vector
  69923. * @returns the dot product (float)
  69924. */
  69925. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  69926. /**
  69927. * Returns a new Vector2 equal to the normalized given vector
  69928. * @param vector defines the vector to normalize
  69929. * @returns a new Vector2
  69930. */
  69931. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  69932. /**
  69933. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  69934. * @param left defines 1st vector
  69935. * @param right defines 2nd vector
  69936. * @returns a new Vector2
  69937. */
  69938. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69939. /**
  69940. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  69941. * @param left defines 1st vector
  69942. * @param right defines 2nd vector
  69943. * @returns a new Vector2
  69944. */
  69945. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69946. /**
  69947. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  69948. * @param vector defines the vector to transform
  69949. * @param transformation defines the matrix to apply
  69950. * @returns a new Vector2
  69951. */
  69952. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  69953. /**
  69954. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  69955. * @param vector defines the vector to transform
  69956. * @param transformation defines the matrix to apply
  69957. * @param result defines the target vector
  69958. */
  69959. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  69960. /**
  69961. * Determines if a given vector is included in a triangle
  69962. * @param p defines the vector to test
  69963. * @param p0 defines 1st triangle point
  69964. * @param p1 defines 2nd triangle point
  69965. * @param p2 defines 3rd triangle point
  69966. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  69967. */
  69968. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  69969. /**
  69970. * Gets the distance between the vectors "value1" and "value2"
  69971. * @param value1 defines first vector
  69972. * @param value2 defines second vector
  69973. * @returns the distance between vectors
  69974. */
  69975. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69976. /**
  69977. * Returns the squared distance between the vectors "value1" and "value2"
  69978. * @param value1 defines first vector
  69979. * @param value2 defines second vector
  69980. * @returns the squared distance between vectors
  69981. */
  69982. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69983. /**
  69984. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  69985. * @param value1 defines first vector
  69986. * @param value2 defines second vector
  69987. * @returns a new Vector2
  69988. */
  69989. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  69990. /**
  69991. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  69992. * @param p defines the middle point
  69993. * @param segA defines one point of the segment
  69994. * @param segB defines the other point of the segment
  69995. * @returns the shortest distance
  69996. */
  69997. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  69998. }
  69999. /**
  70000. * Classed used to store (x,y,z) vector representation
  70001. * A Vector3 is the main object used in 3D geometry
  70002. * It can represent etiher the coordinates of a point the space, either a direction
  70003. * Reminder: js uses a left handed forward facing system
  70004. */
  70005. export class Vector3 {
  70006. /**
  70007. * Defines the first coordinates (on X axis)
  70008. */
  70009. x: number;
  70010. /**
  70011. * Defines the second coordinates (on Y axis)
  70012. */
  70013. y: number;
  70014. /**
  70015. * Defines the third coordinates (on Z axis)
  70016. */
  70017. z: number;
  70018. private static _UpReadOnly;
  70019. private static _ZeroReadOnly;
  70020. /**
  70021. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70022. * @param x defines the first coordinates (on X axis)
  70023. * @param y defines the second coordinates (on Y axis)
  70024. * @param z defines the third coordinates (on Z axis)
  70025. */
  70026. constructor(
  70027. /**
  70028. * Defines the first coordinates (on X axis)
  70029. */
  70030. x?: number,
  70031. /**
  70032. * Defines the second coordinates (on Y axis)
  70033. */
  70034. y?: number,
  70035. /**
  70036. * Defines the third coordinates (on Z axis)
  70037. */
  70038. z?: number);
  70039. /**
  70040. * Creates a string representation of the Vector3
  70041. * @returns a string with the Vector3 coordinates.
  70042. */
  70043. toString(): string;
  70044. /**
  70045. * Gets the class name
  70046. * @returns the string "Vector3"
  70047. */
  70048. getClassName(): string;
  70049. /**
  70050. * Creates the Vector3 hash code
  70051. * @returns a number which tends to be unique between Vector3 instances
  70052. */
  70053. getHashCode(): number;
  70054. /**
  70055. * Creates an array containing three elements : the coordinates of the Vector3
  70056. * @returns a new array of numbers
  70057. */
  70058. asArray(): number[];
  70059. /**
  70060. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70061. * @param array defines the destination array
  70062. * @param index defines the offset in the destination array
  70063. * @returns the current Vector3
  70064. */
  70065. toArray(array: FloatArray, index?: number): Vector3;
  70066. /**
  70067. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70068. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70069. */
  70070. toQuaternion(): Quaternion;
  70071. /**
  70072. * Adds the given vector to the current Vector3
  70073. * @param otherVector defines the second operand
  70074. * @returns the current updated Vector3
  70075. */
  70076. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70077. /**
  70078. * Adds the given coordinates to the current Vector3
  70079. * @param x defines the x coordinate of the operand
  70080. * @param y defines the y coordinate of the operand
  70081. * @param z defines the z coordinate of the operand
  70082. * @returns the current updated Vector3
  70083. */
  70084. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70085. /**
  70086. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70087. * @param otherVector defines the second operand
  70088. * @returns the resulting Vector3
  70089. */
  70090. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70091. /**
  70092. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70093. * @param otherVector defines the second operand
  70094. * @param result defines the Vector3 object where to store the result
  70095. * @returns the current Vector3
  70096. */
  70097. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70098. /**
  70099. * Subtract the given vector from the current Vector3
  70100. * @param otherVector defines the second operand
  70101. * @returns the current updated Vector3
  70102. */
  70103. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70104. /**
  70105. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70106. * @param otherVector defines the second operand
  70107. * @returns the resulting Vector3
  70108. */
  70109. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70110. /**
  70111. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70112. * @param otherVector defines the second operand
  70113. * @param result defines the Vector3 object where to store the result
  70114. * @returns the current Vector3
  70115. */
  70116. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70117. /**
  70118. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70119. * @param x defines the x coordinate of the operand
  70120. * @param y defines the y coordinate of the operand
  70121. * @param z defines the z coordinate of the operand
  70122. * @returns the resulting Vector3
  70123. */
  70124. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70125. /**
  70126. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70127. * @param x defines the x coordinate of the operand
  70128. * @param y defines the y coordinate of the operand
  70129. * @param z defines the z coordinate of the operand
  70130. * @param result defines the Vector3 object where to store the result
  70131. * @returns the current Vector3
  70132. */
  70133. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70134. /**
  70135. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70136. * @returns a new Vector3
  70137. */
  70138. negate(): Vector3;
  70139. /**
  70140. * Multiplies the Vector3 coordinates by the float "scale"
  70141. * @param scale defines the multiplier factor
  70142. * @returns the current updated Vector3
  70143. */
  70144. scaleInPlace(scale: number): Vector3;
  70145. /**
  70146. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70147. * @param scale defines the multiplier factor
  70148. * @returns a new Vector3
  70149. */
  70150. scale(scale: number): Vector3;
  70151. /**
  70152. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70153. * @param scale defines the multiplier factor
  70154. * @param result defines the Vector3 object where to store the result
  70155. * @returns the current Vector3
  70156. */
  70157. scaleToRef(scale: number, result: Vector3): Vector3;
  70158. /**
  70159. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70160. * @param scale defines the scale factor
  70161. * @param result defines the Vector3 object where to store the result
  70162. * @returns the unmodified current Vector3
  70163. */
  70164. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70165. /**
  70166. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70167. * @param otherVector defines the second operand
  70168. * @returns true if both vectors are equals
  70169. */
  70170. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70171. /**
  70172. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70173. * @param otherVector defines the second operand
  70174. * @param epsilon defines the minimal distance to define values as equals
  70175. * @returns true if both vectors are distant less than epsilon
  70176. */
  70177. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70178. /**
  70179. * Returns true if the current Vector3 coordinates equals the given floats
  70180. * @param x defines the x coordinate of the operand
  70181. * @param y defines the y coordinate of the operand
  70182. * @param z defines the z coordinate of the operand
  70183. * @returns true if both vectors are equals
  70184. */
  70185. equalsToFloats(x: number, y: number, z: number): boolean;
  70186. /**
  70187. * Multiplies the current Vector3 coordinates by the given ones
  70188. * @param otherVector defines the second operand
  70189. * @returns the current updated Vector3
  70190. */
  70191. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70192. /**
  70193. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70194. * @param otherVector defines the second operand
  70195. * @returns the new Vector3
  70196. */
  70197. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70198. /**
  70199. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70200. * @param otherVector defines the second operand
  70201. * @param result defines the Vector3 object where to store the result
  70202. * @returns the current Vector3
  70203. */
  70204. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70205. /**
  70206. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70207. * @param x defines the x coordinate of the operand
  70208. * @param y defines the y coordinate of the operand
  70209. * @param z defines the z coordinate of the operand
  70210. * @returns the new Vector3
  70211. */
  70212. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70213. /**
  70214. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70215. * @param otherVector defines the second operand
  70216. * @returns the new Vector3
  70217. */
  70218. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70219. /**
  70220. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70221. * @param otherVector defines the second operand
  70222. * @param result defines the Vector3 object where to store the result
  70223. * @returns the current Vector3
  70224. */
  70225. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70226. /**
  70227. * Divides the current Vector3 coordinates by the given ones.
  70228. * @param otherVector defines the second operand
  70229. * @returns the current updated Vector3
  70230. */
  70231. divideInPlace(otherVector: Vector3): Vector3;
  70232. /**
  70233. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70234. * @param other defines the second operand
  70235. * @returns the current updated Vector3
  70236. */
  70237. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70238. /**
  70239. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70240. * @param other defines the second operand
  70241. * @returns the current updated Vector3
  70242. */
  70243. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70244. /**
  70245. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70246. * @param x defines the x coordinate of the operand
  70247. * @param y defines the y coordinate of the operand
  70248. * @param z defines the z coordinate of the operand
  70249. * @returns the current updated Vector3
  70250. */
  70251. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70252. /**
  70253. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70254. * @param x defines the x coordinate of the operand
  70255. * @param y defines the y coordinate of the operand
  70256. * @param z defines the z coordinate of the operand
  70257. * @returns the current updated Vector3
  70258. */
  70259. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70260. /**
  70261. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70262. * Check if is non uniform within a certain amount of decimal places to account for this
  70263. * @param epsilon the amount the values can differ
  70264. * @returns if the the vector is non uniform to a certain number of decimal places
  70265. */
  70266. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70267. /**
  70268. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70269. */
  70270. readonly isNonUniform: boolean;
  70271. /**
  70272. * Gets a new Vector3 from current Vector3 floored values
  70273. * @returns a new Vector3
  70274. */
  70275. floor(): Vector3;
  70276. /**
  70277. * Gets a new Vector3 from current Vector3 floored values
  70278. * @returns a new Vector3
  70279. */
  70280. fract(): Vector3;
  70281. /**
  70282. * Gets the length of the Vector3
  70283. * @returns the length of the Vector3
  70284. */
  70285. length(): number;
  70286. /**
  70287. * Gets the squared length of the Vector3
  70288. * @returns squared length of the Vector3
  70289. */
  70290. lengthSquared(): number;
  70291. /**
  70292. * Normalize the current Vector3.
  70293. * Please note that this is an in place operation.
  70294. * @returns the current updated Vector3
  70295. */
  70296. normalize(): Vector3;
  70297. /**
  70298. * Reorders the x y z properties of the vector in place
  70299. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70300. * @returns the current updated vector
  70301. */
  70302. reorderInPlace(order: string): this;
  70303. /**
  70304. * Rotates the vector around 0,0,0 by a quaternion
  70305. * @param quaternion the rotation quaternion
  70306. * @param result vector to store the result
  70307. * @returns the resulting vector
  70308. */
  70309. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70310. /**
  70311. * Rotates a vector around a given point
  70312. * @param quaternion the rotation quaternion
  70313. * @param point the point to rotate around
  70314. * @param result vector to store the result
  70315. * @returns the resulting vector
  70316. */
  70317. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70318. /**
  70319. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70320. * The cross product is then orthogonal to both current and "other"
  70321. * @param other defines the right operand
  70322. * @returns the cross product
  70323. */
  70324. cross(other: Vector3): Vector3;
  70325. /**
  70326. * Normalize the current Vector3 with the given input length.
  70327. * Please note that this is an in place operation.
  70328. * @param len the length of the vector
  70329. * @returns the current updated Vector3
  70330. */
  70331. normalizeFromLength(len: number): Vector3;
  70332. /**
  70333. * Normalize the current Vector3 to a new vector
  70334. * @returns the new Vector3
  70335. */
  70336. normalizeToNew(): Vector3;
  70337. /**
  70338. * Normalize the current Vector3 to the reference
  70339. * @param reference define the Vector3 to update
  70340. * @returns the updated Vector3
  70341. */
  70342. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70343. /**
  70344. * Creates a new Vector3 copied from the current Vector3
  70345. * @returns the new Vector3
  70346. */
  70347. clone(): Vector3;
  70348. /**
  70349. * Copies the given vector coordinates to the current Vector3 ones
  70350. * @param source defines the source Vector3
  70351. * @returns the current updated Vector3
  70352. */
  70353. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70354. /**
  70355. * Copies the given floats to the current Vector3 coordinates
  70356. * @param x defines the x coordinate of the operand
  70357. * @param y defines the y coordinate of the operand
  70358. * @param z defines the z coordinate of the operand
  70359. * @returns the current updated Vector3
  70360. */
  70361. copyFromFloats(x: number, y: number, z: number): Vector3;
  70362. /**
  70363. * Copies the given floats to the current Vector3 coordinates
  70364. * @param x defines the x coordinate of the operand
  70365. * @param y defines the y coordinate of the operand
  70366. * @param z defines the z coordinate of the operand
  70367. * @returns the current updated Vector3
  70368. */
  70369. set(x: number, y: number, z: number): Vector3;
  70370. /**
  70371. * Copies the given float to the current Vector3 coordinates
  70372. * @param v defines the x, y and z coordinates of the operand
  70373. * @returns the current updated Vector3
  70374. */
  70375. setAll(v: number): Vector3;
  70376. /**
  70377. * Get the clip factor between two vectors
  70378. * @param vector0 defines the first operand
  70379. * @param vector1 defines the second operand
  70380. * @param axis defines the axis to use
  70381. * @param size defines the size along the axis
  70382. * @returns the clip factor
  70383. */
  70384. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70385. /**
  70386. * Get angle between two vectors
  70387. * @param vector0 angle between vector0 and vector1
  70388. * @param vector1 angle between vector0 and vector1
  70389. * @param normal direction of the normal
  70390. * @return the angle between vector0 and vector1
  70391. */
  70392. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70393. /**
  70394. * Returns a new Vector3 set from the index "offset" of the given array
  70395. * @param array defines the source array
  70396. * @param offset defines the offset in the source array
  70397. * @returns the new Vector3
  70398. */
  70399. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70400. /**
  70401. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70402. * This function is deprecated. Use FromArray instead
  70403. * @param array defines the source array
  70404. * @param offset defines the offset in the source array
  70405. * @returns the new Vector3
  70406. */
  70407. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70408. /**
  70409. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70410. * @param array defines the source array
  70411. * @param offset defines the offset in the source array
  70412. * @param result defines the Vector3 where to store the result
  70413. */
  70414. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70415. /**
  70416. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70417. * This function is deprecated. Use FromArrayToRef instead.
  70418. * @param array defines the source array
  70419. * @param offset defines the offset in the source array
  70420. * @param result defines the Vector3 where to store the result
  70421. */
  70422. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70423. /**
  70424. * Sets the given vector "result" with the given floats.
  70425. * @param x defines the x coordinate of the source
  70426. * @param y defines the y coordinate of the source
  70427. * @param z defines the z coordinate of the source
  70428. * @param result defines the Vector3 where to store the result
  70429. */
  70430. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70431. /**
  70432. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70433. * @returns a new empty Vector3
  70434. */
  70435. static Zero(): Vector3;
  70436. /**
  70437. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70438. * @returns a new unit Vector3
  70439. */
  70440. static One(): Vector3;
  70441. /**
  70442. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70443. * @returns a new up Vector3
  70444. */
  70445. static Up(): Vector3;
  70446. /**
  70447. * Gets a up Vector3 that must not be updated
  70448. */
  70449. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70450. /**
  70451. * Gets a zero Vector3 that must not be updated
  70452. */
  70453. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70454. /**
  70455. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70456. * @returns a new down Vector3
  70457. */
  70458. static Down(): Vector3;
  70459. /**
  70460. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70461. * @returns a new forward Vector3
  70462. */
  70463. static Forward(): Vector3;
  70464. /**
  70465. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70466. * @returns a new forward Vector3
  70467. */
  70468. static Backward(): Vector3;
  70469. /**
  70470. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70471. * @returns a new right Vector3
  70472. */
  70473. static Right(): Vector3;
  70474. /**
  70475. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70476. * @returns a new left Vector3
  70477. */
  70478. static Left(): Vector3;
  70479. /**
  70480. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70481. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70482. * @param vector defines the Vector3 to transform
  70483. * @param transformation defines the transformation matrix
  70484. * @returns the transformed Vector3
  70485. */
  70486. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70487. /**
  70488. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70489. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70490. * @param vector defines the Vector3 to transform
  70491. * @param transformation defines the transformation matrix
  70492. * @param result defines the Vector3 where to store the result
  70493. */
  70494. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70495. /**
  70496. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70497. * This method computes tranformed coordinates only, not transformed direction vectors
  70498. * @param x define the x coordinate of the source vector
  70499. * @param y define the y coordinate of the source vector
  70500. * @param z define the z coordinate of the source vector
  70501. * @param transformation defines the transformation matrix
  70502. * @param result defines the Vector3 where to store the result
  70503. */
  70504. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70505. /**
  70506. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70507. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70508. * @param vector defines the Vector3 to transform
  70509. * @param transformation defines the transformation matrix
  70510. * @returns the new Vector3
  70511. */
  70512. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70513. /**
  70514. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70515. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70516. * @param vector defines the Vector3 to transform
  70517. * @param transformation defines the transformation matrix
  70518. * @param result defines the Vector3 where to store the result
  70519. */
  70520. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70521. /**
  70522. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70523. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70524. * @param x define the x coordinate of the source vector
  70525. * @param y define the y coordinate of the source vector
  70526. * @param z define the z coordinate of the source vector
  70527. * @param transformation defines the transformation matrix
  70528. * @param result defines the Vector3 where to store the result
  70529. */
  70530. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70531. /**
  70532. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70533. * @param value1 defines the first control point
  70534. * @param value2 defines the second control point
  70535. * @param value3 defines the third control point
  70536. * @param value4 defines the fourth control point
  70537. * @param amount defines the amount on the spline to use
  70538. * @returns the new Vector3
  70539. */
  70540. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70541. /**
  70542. * 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"
  70543. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70544. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70545. * @param value defines the current value
  70546. * @param min defines the lower range value
  70547. * @param max defines the upper range value
  70548. * @returns the new Vector3
  70549. */
  70550. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70551. /**
  70552. * 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"
  70553. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70554. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70555. * @param value defines the current value
  70556. * @param min defines the lower range value
  70557. * @param max defines the upper range value
  70558. * @param result defines the Vector3 where to store the result
  70559. */
  70560. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70561. /**
  70562. * Checks if a given vector is inside a specific range
  70563. * @param v defines the vector to test
  70564. * @param min defines the minimum range
  70565. * @param max defines the maximum range
  70566. */
  70567. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70568. /**
  70569. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70570. * @param value1 defines the first control point
  70571. * @param tangent1 defines the first tangent vector
  70572. * @param value2 defines the second control point
  70573. * @param tangent2 defines the second tangent vector
  70574. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70575. * @returns the new Vector3
  70576. */
  70577. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70578. /**
  70579. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70580. * @param start defines the start value
  70581. * @param end defines the end value
  70582. * @param amount max defines amount between both (between 0 and 1)
  70583. * @returns the new Vector3
  70584. */
  70585. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70586. /**
  70587. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70588. * @param start defines the start value
  70589. * @param end defines the end value
  70590. * @param amount max defines amount between both (between 0 and 1)
  70591. * @param result defines the Vector3 where to store the result
  70592. */
  70593. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70594. /**
  70595. * Returns the dot product (float) between the vectors "left" and "right"
  70596. * @param left defines the left operand
  70597. * @param right defines the right operand
  70598. * @returns the dot product
  70599. */
  70600. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70601. /**
  70602. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70603. * The cross product is then orthogonal to both "left" and "right"
  70604. * @param left defines the left operand
  70605. * @param right defines the right operand
  70606. * @returns the cross product
  70607. */
  70608. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70609. /**
  70610. * Sets the given vector "result" with the cross product of "left" and "right"
  70611. * The cross product is then orthogonal to both "left" and "right"
  70612. * @param left defines the left operand
  70613. * @param right defines the right operand
  70614. * @param result defines the Vector3 where to store the result
  70615. */
  70616. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70617. /**
  70618. * Returns a new Vector3 as the normalization of the given vector
  70619. * @param vector defines the Vector3 to normalize
  70620. * @returns the new Vector3
  70621. */
  70622. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70623. /**
  70624. * Sets the given vector "result" with the normalization of the given first vector
  70625. * @param vector defines the Vector3 to normalize
  70626. * @param result defines the Vector3 where to store the result
  70627. */
  70628. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70629. /**
  70630. * Project a Vector3 onto screen space
  70631. * @param vector defines the Vector3 to project
  70632. * @param world defines the world matrix to use
  70633. * @param transform defines the transform (view x projection) matrix to use
  70634. * @param viewport defines the screen viewport to use
  70635. * @returns the new Vector3
  70636. */
  70637. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70638. /** @hidden */
  70639. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70640. /**
  70641. * Unproject from screen space to object space
  70642. * @param source defines the screen space Vector3 to use
  70643. * @param viewportWidth defines the current width of the viewport
  70644. * @param viewportHeight defines the current height of the viewport
  70645. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70646. * @param transform defines the transform (view x projection) matrix to use
  70647. * @returns the new Vector3
  70648. */
  70649. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70650. /**
  70651. * Unproject from screen space to object space
  70652. * @param source defines the screen space Vector3 to use
  70653. * @param viewportWidth defines the current width of the viewport
  70654. * @param viewportHeight defines the current height of the viewport
  70655. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70656. * @param view defines the view matrix to use
  70657. * @param projection defines the projection matrix to use
  70658. * @returns the new Vector3
  70659. */
  70660. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70661. /**
  70662. * Unproject from screen space to object space
  70663. * @param source defines the screen space Vector3 to use
  70664. * @param viewportWidth defines the current width of the viewport
  70665. * @param viewportHeight defines the current height of the viewport
  70666. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70667. * @param view defines the view matrix to use
  70668. * @param projection defines the projection matrix to use
  70669. * @param result defines the Vector3 where to store the result
  70670. */
  70671. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70672. /**
  70673. * Unproject from screen space to object space
  70674. * @param sourceX defines the screen space x coordinate to use
  70675. * @param sourceY defines the screen space y coordinate to use
  70676. * @param sourceZ defines the screen space z coordinate to use
  70677. * @param viewportWidth defines the current width of the viewport
  70678. * @param viewportHeight defines the current height of the viewport
  70679. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70680. * @param view defines the view matrix to use
  70681. * @param projection defines the projection matrix to use
  70682. * @param result defines the Vector3 where to store the result
  70683. */
  70684. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70685. /**
  70686. * Gets the minimal coordinate values between two Vector3
  70687. * @param left defines the first operand
  70688. * @param right defines the second operand
  70689. * @returns the new Vector3
  70690. */
  70691. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70692. /**
  70693. * Gets the maximal coordinate values between two Vector3
  70694. * @param left defines the first operand
  70695. * @param right defines the second operand
  70696. * @returns the new Vector3
  70697. */
  70698. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70699. /**
  70700. * Returns the distance between the vectors "value1" and "value2"
  70701. * @param value1 defines the first operand
  70702. * @param value2 defines the second operand
  70703. * @returns the distance
  70704. */
  70705. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70706. /**
  70707. * Returns the squared distance between the vectors "value1" and "value2"
  70708. * @param value1 defines the first operand
  70709. * @param value2 defines the second operand
  70710. * @returns the squared distance
  70711. */
  70712. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70713. /**
  70714. * Returns a new Vector3 located at the center between "value1" and "value2"
  70715. * @param value1 defines the first operand
  70716. * @param value2 defines the second operand
  70717. * @returns the new Vector3
  70718. */
  70719. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  70720. /**
  70721. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  70722. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  70723. * to something in order to rotate it from its local system to the given target system
  70724. * Note: axis1, axis2 and axis3 are normalized during this operation
  70725. * @param axis1 defines the first axis
  70726. * @param axis2 defines the second axis
  70727. * @param axis3 defines the third axis
  70728. * @returns a new Vector3
  70729. */
  70730. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  70731. /**
  70732. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  70733. * @param axis1 defines the first axis
  70734. * @param axis2 defines the second axis
  70735. * @param axis3 defines the third axis
  70736. * @param ref defines the Vector3 where to store the result
  70737. */
  70738. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  70739. }
  70740. /**
  70741. * Vector4 class created for EulerAngle class conversion to Quaternion
  70742. */
  70743. export class Vector4 {
  70744. /** x value of the vector */
  70745. x: number;
  70746. /** y value of the vector */
  70747. y: number;
  70748. /** z value of the vector */
  70749. z: number;
  70750. /** w value of the vector */
  70751. w: number;
  70752. /**
  70753. * Creates a Vector4 object from the given floats.
  70754. * @param x x value of the vector
  70755. * @param y y value of the vector
  70756. * @param z z value of the vector
  70757. * @param w w value of the vector
  70758. */
  70759. constructor(
  70760. /** x value of the vector */
  70761. x: number,
  70762. /** y value of the vector */
  70763. y: number,
  70764. /** z value of the vector */
  70765. z: number,
  70766. /** w value of the vector */
  70767. w: number);
  70768. /**
  70769. * Returns the string with the Vector4 coordinates.
  70770. * @returns a string containing all the vector values
  70771. */
  70772. toString(): string;
  70773. /**
  70774. * Returns the string "Vector4".
  70775. * @returns "Vector4"
  70776. */
  70777. getClassName(): string;
  70778. /**
  70779. * Returns the Vector4 hash code.
  70780. * @returns a unique hash code
  70781. */
  70782. getHashCode(): number;
  70783. /**
  70784. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  70785. * @returns the resulting array
  70786. */
  70787. asArray(): number[];
  70788. /**
  70789. * Populates the given array from the given index with the Vector4 coordinates.
  70790. * @param array array to populate
  70791. * @param index index of the array to start at (default: 0)
  70792. * @returns the Vector4.
  70793. */
  70794. toArray(array: FloatArray, index?: number): Vector4;
  70795. /**
  70796. * Adds the given vector to the current Vector4.
  70797. * @param otherVector the vector to add
  70798. * @returns the updated Vector4.
  70799. */
  70800. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70801. /**
  70802. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  70803. * @param otherVector the vector to add
  70804. * @returns the resulting vector
  70805. */
  70806. add(otherVector: DeepImmutable<Vector4>): Vector4;
  70807. /**
  70808. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  70809. * @param otherVector the vector to add
  70810. * @param result the vector to store the result
  70811. * @returns the current Vector4.
  70812. */
  70813. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70814. /**
  70815. * Subtract in place the given vector from the current Vector4.
  70816. * @param otherVector the vector to subtract
  70817. * @returns the updated Vector4.
  70818. */
  70819. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70820. /**
  70821. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  70822. * @param otherVector the vector to add
  70823. * @returns the new vector with the result
  70824. */
  70825. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  70826. /**
  70827. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  70828. * @param otherVector the vector to subtract
  70829. * @param result the vector to store the result
  70830. * @returns the current Vector4.
  70831. */
  70832. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70833. /**
  70834. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70835. */
  70836. /**
  70837. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70838. * @param x value to subtract
  70839. * @param y value to subtract
  70840. * @param z value to subtract
  70841. * @param w value to subtract
  70842. * @returns new vector containing the result
  70843. */
  70844. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70845. /**
  70846. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70847. * @param x value to subtract
  70848. * @param y value to subtract
  70849. * @param z value to subtract
  70850. * @param w value to subtract
  70851. * @param result the vector to store the result in
  70852. * @returns the current Vector4.
  70853. */
  70854. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  70855. /**
  70856. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  70857. * @returns a new vector with the negated values
  70858. */
  70859. negate(): Vector4;
  70860. /**
  70861. * Multiplies the current Vector4 coordinates by scale (float).
  70862. * @param scale the number to scale with
  70863. * @returns the updated Vector4.
  70864. */
  70865. scaleInPlace(scale: number): Vector4;
  70866. /**
  70867. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  70868. * @param scale the number to scale with
  70869. * @returns a new vector with the result
  70870. */
  70871. scale(scale: number): Vector4;
  70872. /**
  70873. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  70874. * @param scale the number to scale with
  70875. * @param result a vector to store the result in
  70876. * @returns the current Vector4.
  70877. */
  70878. scaleToRef(scale: number, result: Vector4): Vector4;
  70879. /**
  70880. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  70881. * @param scale defines the scale factor
  70882. * @param result defines the Vector4 object where to store the result
  70883. * @returns the unmodified current Vector4
  70884. */
  70885. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  70886. /**
  70887. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  70888. * @param otherVector the vector to compare against
  70889. * @returns true if they are equal
  70890. */
  70891. equals(otherVector: DeepImmutable<Vector4>): boolean;
  70892. /**
  70893. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  70894. * @param otherVector vector to compare against
  70895. * @param epsilon (Default: very small number)
  70896. * @returns true if they are equal
  70897. */
  70898. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  70899. /**
  70900. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  70901. * @param x x value to compare against
  70902. * @param y y value to compare against
  70903. * @param z z value to compare against
  70904. * @param w w value to compare against
  70905. * @returns true if equal
  70906. */
  70907. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  70908. /**
  70909. * Multiplies in place the current Vector4 by the given one.
  70910. * @param otherVector vector to multiple with
  70911. * @returns the updated Vector4.
  70912. */
  70913. multiplyInPlace(otherVector: Vector4): Vector4;
  70914. /**
  70915. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  70916. * @param otherVector vector to multiple with
  70917. * @returns resulting new vector
  70918. */
  70919. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  70920. /**
  70921. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  70922. * @param otherVector vector to multiple with
  70923. * @param result vector to store the result
  70924. * @returns the current Vector4.
  70925. */
  70926. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70927. /**
  70928. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  70929. * @param x x value multiply with
  70930. * @param y y value multiply with
  70931. * @param z z value multiply with
  70932. * @param w w value multiply with
  70933. * @returns resulting new vector
  70934. */
  70935. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  70936. /**
  70937. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  70938. * @param otherVector vector to devide with
  70939. * @returns resulting new vector
  70940. */
  70941. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  70942. /**
  70943. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  70944. * @param otherVector vector to devide with
  70945. * @param result vector to store the result
  70946. * @returns the current Vector4.
  70947. */
  70948. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70949. /**
  70950. * Divides the current Vector3 coordinates by the given ones.
  70951. * @param otherVector vector to devide with
  70952. * @returns the updated Vector3.
  70953. */
  70954. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70955. /**
  70956. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  70957. * @param other defines the second operand
  70958. * @returns the current updated Vector4
  70959. */
  70960. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70961. /**
  70962. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  70963. * @param other defines the second operand
  70964. * @returns the current updated Vector4
  70965. */
  70966. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70967. /**
  70968. * Gets a new Vector4 from current Vector4 floored values
  70969. * @returns a new Vector4
  70970. */
  70971. floor(): Vector4;
  70972. /**
  70973. * Gets a new Vector4 from current Vector3 floored values
  70974. * @returns a new Vector4
  70975. */
  70976. fract(): Vector4;
  70977. /**
  70978. * Returns the Vector4 length (float).
  70979. * @returns the length
  70980. */
  70981. length(): number;
  70982. /**
  70983. * Returns the Vector4 squared length (float).
  70984. * @returns the length squared
  70985. */
  70986. lengthSquared(): number;
  70987. /**
  70988. * Normalizes in place the Vector4.
  70989. * @returns the updated Vector4.
  70990. */
  70991. normalize(): Vector4;
  70992. /**
  70993. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  70994. * @returns this converted to a new vector3
  70995. */
  70996. toVector3(): Vector3;
  70997. /**
  70998. * Returns a new Vector4 copied from the current one.
  70999. * @returns the new cloned vector
  71000. */
  71001. clone(): Vector4;
  71002. /**
  71003. * Updates the current Vector4 with the given one coordinates.
  71004. * @param source the source vector to copy from
  71005. * @returns the updated Vector4.
  71006. */
  71007. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71008. /**
  71009. * Updates the current Vector4 coordinates with the given floats.
  71010. * @param x float to copy from
  71011. * @param y float to copy from
  71012. * @param z float to copy from
  71013. * @param w float to copy from
  71014. * @returns the updated Vector4.
  71015. */
  71016. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71017. /**
  71018. * Updates the current Vector4 coordinates with the given floats.
  71019. * @param x float to set from
  71020. * @param y float to set from
  71021. * @param z float to set from
  71022. * @param w float to set from
  71023. * @returns the updated Vector4.
  71024. */
  71025. set(x: number, y: number, z: number, w: number): Vector4;
  71026. /**
  71027. * Copies the given float to the current Vector3 coordinates
  71028. * @param v defines the x, y, z and w coordinates of the operand
  71029. * @returns the current updated Vector3
  71030. */
  71031. setAll(v: number): Vector4;
  71032. /**
  71033. * Returns a new Vector4 set from the starting index of the given array.
  71034. * @param array the array to pull values from
  71035. * @param offset the offset into the array to start at
  71036. * @returns the new vector
  71037. */
  71038. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71039. /**
  71040. * Updates the given vector "result" from the starting index of the given array.
  71041. * @param array the array to pull values from
  71042. * @param offset the offset into the array to start at
  71043. * @param result the vector to store the result in
  71044. */
  71045. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71046. /**
  71047. * Updates the given vector "result" from the starting index of the given Float32Array.
  71048. * @param array the array to pull values from
  71049. * @param offset the offset into the array to start at
  71050. * @param result the vector to store the result in
  71051. */
  71052. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71053. /**
  71054. * Updates the given vector "result" coordinates from the given floats.
  71055. * @param x float to set from
  71056. * @param y float to set from
  71057. * @param z float to set from
  71058. * @param w float to set from
  71059. * @param result the vector to the floats in
  71060. */
  71061. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71062. /**
  71063. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71064. * @returns the new vector
  71065. */
  71066. static Zero(): Vector4;
  71067. /**
  71068. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71069. * @returns the new vector
  71070. */
  71071. static One(): Vector4;
  71072. /**
  71073. * Returns a new normalized Vector4 from the given one.
  71074. * @param vector the vector to normalize
  71075. * @returns the vector
  71076. */
  71077. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71078. /**
  71079. * Updates the given vector "result" from the normalization of the given one.
  71080. * @param vector the vector to normalize
  71081. * @param result the vector to store the result in
  71082. */
  71083. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71084. /**
  71085. * Returns a vector with the minimum values from the left and right vectors
  71086. * @param left left vector to minimize
  71087. * @param right right vector to minimize
  71088. * @returns a new vector with the minimum of the left and right vector values
  71089. */
  71090. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71091. /**
  71092. * Returns a vector with the maximum values from the left and right vectors
  71093. * @param left left vector to maximize
  71094. * @param right right vector to maximize
  71095. * @returns a new vector with the maximum of the left and right vector values
  71096. */
  71097. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71098. /**
  71099. * Returns the distance (float) between the vectors "value1" and "value2".
  71100. * @param value1 value to calulate the distance between
  71101. * @param value2 value to calulate the distance between
  71102. * @return the distance between the two vectors
  71103. */
  71104. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71105. /**
  71106. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71107. * @param value1 value to calulate the distance between
  71108. * @param value2 value to calulate the distance between
  71109. * @return the distance between the two vectors squared
  71110. */
  71111. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71112. /**
  71113. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71114. * @param value1 value to calulate the center between
  71115. * @param value2 value to calulate the center between
  71116. * @return the center between the two vectors
  71117. */
  71118. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71119. /**
  71120. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71121. * This methods computes transformed normalized direction vectors only.
  71122. * @param vector the vector to transform
  71123. * @param transformation the transformation matrix to apply
  71124. * @returns the new vector
  71125. */
  71126. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71127. /**
  71128. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71129. * This methods computes transformed normalized direction vectors only.
  71130. * @param vector the vector to transform
  71131. * @param transformation the transformation matrix to apply
  71132. * @param result the vector to store the result in
  71133. */
  71134. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71135. /**
  71136. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71137. * This methods computes transformed normalized direction vectors only.
  71138. * @param x value to transform
  71139. * @param y value to transform
  71140. * @param z value to transform
  71141. * @param w value to transform
  71142. * @param transformation the transformation matrix to apply
  71143. * @param result the vector to store the results in
  71144. */
  71145. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71146. /**
  71147. * Creates a new Vector4 from a Vector3
  71148. * @param source defines the source data
  71149. * @param w defines the 4th component (default is 0)
  71150. * @returns a new Vector4
  71151. */
  71152. static FromVector3(source: Vector3, w?: number): Vector4;
  71153. }
  71154. /**
  71155. * Class used to store quaternion data
  71156. * @see https://en.wikipedia.org/wiki/Quaternion
  71157. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71158. */
  71159. export class Quaternion {
  71160. /** defines the first component (0 by default) */
  71161. x: number;
  71162. /** defines the second component (0 by default) */
  71163. y: number;
  71164. /** defines the third component (0 by default) */
  71165. z: number;
  71166. /** defines the fourth component (1.0 by default) */
  71167. w: number;
  71168. /**
  71169. * Creates a new Quaternion from the given floats
  71170. * @param x defines the first component (0 by default)
  71171. * @param y defines the second component (0 by default)
  71172. * @param z defines the third component (0 by default)
  71173. * @param w defines the fourth component (1.0 by default)
  71174. */
  71175. constructor(
  71176. /** defines the first component (0 by default) */
  71177. x?: number,
  71178. /** defines the second component (0 by default) */
  71179. y?: number,
  71180. /** defines the third component (0 by default) */
  71181. z?: number,
  71182. /** defines the fourth component (1.0 by default) */
  71183. w?: number);
  71184. /**
  71185. * Gets a string representation for the current quaternion
  71186. * @returns a string with the Quaternion coordinates
  71187. */
  71188. toString(): string;
  71189. /**
  71190. * Gets the class name of the quaternion
  71191. * @returns the string "Quaternion"
  71192. */
  71193. getClassName(): string;
  71194. /**
  71195. * Gets a hash code for this quaternion
  71196. * @returns the quaternion hash code
  71197. */
  71198. getHashCode(): number;
  71199. /**
  71200. * Copy the quaternion to an array
  71201. * @returns a new array populated with 4 elements from the quaternion coordinates
  71202. */
  71203. asArray(): number[];
  71204. /**
  71205. * Check if two quaternions are equals
  71206. * @param otherQuaternion defines the second operand
  71207. * @return true if the current quaternion and the given one coordinates are strictly equals
  71208. */
  71209. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71210. /**
  71211. * Clone the current quaternion
  71212. * @returns a new quaternion copied from the current one
  71213. */
  71214. clone(): Quaternion;
  71215. /**
  71216. * Copy a quaternion to the current one
  71217. * @param other defines the other quaternion
  71218. * @returns the updated current quaternion
  71219. */
  71220. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71221. /**
  71222. * Updates the current quaternion with the given float coordinates
  71223. * @param x defines the x coordinate
  71224. * @param y defines the y coordinate
  71225. * @param z defines the z coordinate
  71226. * @param w defines the w coordinate
  71227. * @returns the updated current quaternion
  71228. */
  71229. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71230. /**
  71231. * Updates the current quaternion from the given float coordinates
  71232. * @param x defines the x coordinate
  71233. * @param y defines the y coordinate
  71234. * @param z defines the z coordinate
  71235. * @param w defines the w coordinate
  71236. * @returns the updated current quaternion
  71237. */
  71238. set(x: number, y: number, z: number, w: number): Quaternion;
  71239. /**
  71240. * Adds two quaternions
  71241. * @param other defines the second operand
  71242. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71243. */
  71244. add(other: DeepImmutable<Quaternion>): Quaternion;
  71245. /**
  71246. * Add a quaternion to the current one
  71247. * @param other defines the quaternion to add
  71248. * @returns the current quaternion
  71249. */
  71250. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71251. /**
  71252. * Subtract two quaternions
  71253. * @param other defines the second operand
  71254. * @returns a new quaternion as the subtraction result of the given one from the current one
  71255. */
  71256. subtract(other: Quaternion): Quaternion;
  71257. /**
  71258. * Multiplies the current quaternion by a scale factor
  71259. * @param value defines the scale factor
  71260. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71261. */
  71262. scale(value: number): Quaternion;
  71263. /**
  71264. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71265. * @param scale defines the scale factor
  71266. * @param result defines the Quaternion object where to store the result
  71267. * @returns the unmodified current quaternion
  71268. */
  71269. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71270. /**
  71271. * Multiplies in place the current quaternion by a scale factor
  71272. * @param value defines the scale factor
  71273. * @returns the current modified quaternion
  71274. */
  71275. scaleInPlace(value: number): Quaternion;
  71276. /**
  71277. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71278. * @param scale defines the scale factor
  71279. * @param result defines the Quaternion object where to store the result
  71280. * @returns the unmodified current quaternion
  71281. */
  71282. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71283. /**
  71284. * Multiplies two quaternions
  71285. * @param q1 defines the second operand
  71286. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71287. */
  71288. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71289. /**
  71290. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71291. * @param q1 defines the second operand
  71292. * @param result defines the target quaternion
  71293. * @returns the current quaternion
  71294. */
  71295. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71296. /**
  71297. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71298. * @param q1 defines the second operand
  71299. * @returns the currentupdated quaternion
  71300. */
  71301. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71302. /**
  71303. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71304. * @param ref defines the target quaternion
  71305. * @returns the current quaternion
  71306. */
  71307. conjugateToRef(ref: Quaternion): Quaternion;
  71308. /**
  71309. * Conjugates in place (1-q) the current quaternion
  71310. * @returns the current updated quaternion
  71311. */
  71312. conjugateInPlace(): Quaternion;
  71313. /**
  71314. * Conjugates in place (1-q) the current quaternion
  71315. * @returns a new quaternion
  71316. */
  71317. conjugate(): Quaternion;
  71318. /**
  71319. * Gets length of current quaternion
  71320. * @returns the quaternion length (float)
  71321. */
  71322. length(): number;
  71323. /**
  71324. * Normalize in place the current quaternion
  71325. * @returns the current updated quaternion
  71326. */
  71327. normalize(): Quaternion;
  71328. /**
  71329. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71330. * @param order is a reserved parameter and is ignore for now
  71331. * @returns a new Vector3 containing the Euler angles
  71332. */
  71333. toEulerAngles(order?: string): Vector3;
  71334. /**
  71335. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71336. * @param result defines the vector which will be filled with the Euler angles
  71337. * @param order is a reserved parameter and is ignore for now
  71338. * @returns the current unchanged quaternion
  71339. */
  71340. toEulerAnglesToRef(result: Vector3): Quaternion;
  71341. /**
  71342. * Updates the given rotation matrix with the current quaternion values
  71343. * @param result defines the target matrix
  71344. * @returns the current unchanged quaternion
  71345. */
  71346. toRotationMatrix(result: Matrix): Quaternion;
  71347. /**
  71348. * Updates the current quaternion from the given rotation matrix values
  71349. * @param matrix defines the source matrix
  71350. * @returns the current updated quaternion
  71351. */
  71352. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71353. /**
  71354. * Creates a new quaternion from a rotation matrix
  71355. * @param matrix defines the source matrix
  71356. * @returns a new quaternion created from the given rotation matrix values
  71357. */
  71358. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71359. /**
  71360. * Updates the given quaternion with the given rotation matrix values
  71361. * @param matrix defines the source matrix
  71362. * @param result defines the target quaternion
  71363. */
  71364. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71365. /**
  71366. * Returns the dot product (float) between the quaternions "left" and "right"
  71367. * @param left defines the left operand
  71368. * @param right defines the right operand
  71369. * @returns the dot product
  71370. */
  71371. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71372. /**
  71373. * Checks if the two quaternions are close to each other
  71374. * @param quat0 defines the first quaternion to check
  71375. * @param quat1 defines the second quaternion to check
  71376. * @returns true if the two quaternions are close to each other
  71377. */
  71378. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71379. /**
  71380. * Creates an empty quaternion
  71381. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71382. */
  71383. static Zero(): Quaternion;
  71384. /**
  71385. * Inverse a given quaternion
  71386. * @param q defines the source quaternion
  71387. * @returns a new quaternion as the inverted current quaternion
  71388. */
  71389. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71390. /**
  71391. * Inverse a given quaternion
  71392. * @param q defines the source quaternion
  71393. * @param result the quaternion the result will be stored in
  71394. * @returns the result quaternion
  71395. */
  71396. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71397. /**
  71398. * Creates an identity quaternion
  71399. * @returns the identity quaternion
  71400. */
  71401. static Identity(): Quaternion;
  71402. /**
  71403. * Gets a boolean indicating if the given quaternion is identity
  71404. * @param quaternion defines the quaternion to check
  71405. * @returns true if the quaternion is identity
  71406. */
  71407. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71408. /**
  71409. * Creates a quaternion from a rotation around an axis
  71410. * @param axis defines the axis to use
  71411. * @param angle defines the angle to use
  71412. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71413. */
  71414. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71415. /**
  71416. * Creates a rotation around an axis and stores it into the given quaternion
  71417. * @param axis defines the axis to use
  71418. * @param angle defines the angle to use
  71419. * @param result defines the target quaternion
  71420. * @returns the target quaternion
  71421. */
  71422. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71423. /**
  71424. * Creates a new quaternion from data stored into an array
  71425. * @param array defines the data source
  71426. * @param offset defines the offset in the source array where the data starts
  71427. * @returns a new quaternion
  71428. */
  71429. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71430. /**
  71431. * Create a quaternion from Euler rotation angles
  71432. * @param x Pitch
  71433. * @param y Yaw
  71434. * @param z Roll
  71435. * @returns the new Quaternion
  71436. */
  71437. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71438. /**
  71439. * Updates a quaternion from Euler rotation angles
  71440. * @param x Pitch
  71441. * @param y Yaw
  71442. * @param z Roll
  71443. * @param result the quaternion to store the result
  71444. * @returns the updated quaternion
  71445. */
  71446. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71447. /**
  71448. * Create a quaternion from Euler rotation vector
  71449. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71450. * @returns the new Quaternion
  71451. */
  71452. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71453. /**
  71454. * Updates a quaternion from Euler rotation vector
  71455. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71456. * @param result the quaternion to store the result
  71457. * @returns the updated quaternion
  71458. */
  71459. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71460. /**
  71461. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71462. * @param yaw defines the rotation around Y axis
  71463. * @param pitch defines the rotation around X axis
  71464. * @param roll defines the rotation around Z axis
  71465. * @returns the new quaternion
  71466. */
  71467. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71468. /**
  71469. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71470. * @param yaw defines the rotation around Y axis
  71471. * @param pitch defines the rotation around X axis
  71472. * @param roll defines the rotation around Z axis
  71473. * @param result defines the target quaternion
  71474. */
  71475. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71476. /**
  71477. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71478. * @param alpha defines the rotation around first axis
  71479. * @param beta defines the rotation around second axis
  71480. * @param gamma defines the rotation around third axis
  71481. * @returns the new quaternion
  71482. */
  71483. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71484. /**
  71485. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71486. * @param alpha defines the rotation around first axis
  71487. * @param beta defines the rotation around second axis
  71488. * @param gamma defines the rotation around third axis
  71489. * @param result defines the target quaternion
  71490. */
  71491. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71492. /**
  71493. * 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)
  71494. * @param axis1 defines the first axis
  71495. * @param axis2 defines the second axis
  71496. * @param axis3 defines the third axis
  71497. * @returns the new quaternion
  71498. */
  71499. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71500. /**
  71501. * 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
  71502. * @param axis1 defines the first axis
  71503. * @param axis2 defines the second axis
  71504. * @param axis3 defines the third axis
  71505. * @param ref defines the target quaternion
  71506. */
  71507. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71508. /**
  71509. * Interpolates between two quaternions
  71510. * @param left defines first quaternion
  71511. * @param right defines second quaternion
  71512. * @param amount defines the gradient to use
  71513. * @returns the new interpolated quaternion
  71514. */
  71515. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71516. /**
  71517. * Interpolates between two quaternions and stores it into a target quaternion
  71518. * @param left defines first quaternion
  71519. * @param right defines second quaternion
  71520. * @param amount defines the gradient to use
  71521. * @param result defines the target quaternion
  71522. */
  71523. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71524. /**
  71525. * Interpolate between two quaternions using Hermite interpolation
  71526. * @param value1 defines first quaternion
  71527. * @param tangent1 defines the incoming tangent
  71528. * @param value2 defines second quaternion
  71529. * @param tangent2 defines the outgoing tangent
  71530. * @param amount defines the target quaternion
  71531. * @returns the new interpolated quaternion
  71532. */
  71533. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71534. }
  71535. /**
  71536. * Class used to store matrix data (4x4)
  71537. */
  71538. export class Matrix {
  71539. private static _updateFlagSeed;
  71540. private static _identityReadOnly;
  71541. private _isIdentity;
  71542. private _isIdentityDirty;
  71543. private _isIdentity3x2;
  71544. private _isIdentity3x2Dirty;
  71545. /**
  71546. * Gets the update flag of the matrix which is an unique number for the matrix.
  71547. * It will be incremented every time the matrix data change.
  71548. * You can use it to speed the comparison between two versions of the same matrix.
  71549. */
  71550. updateFlag: number;
  71551. private readonly _m;
  71552. /**
  71553. * Gets the internal data of the matrix
  71554. */
  71555. readonly m: DeepImmutable<Float32Array>;
  71556. /** @hidden */
  71557. _markAsUpdated(): void;
  71558. /** @hidden */
  71559. private _updateIdentityStatus;
  71560. /**
  71561. * Creates an empty matrix (filled with zeros)
  71562. */
  71563. constructor();
  71564. /**
  71565. * Check if the current matrix is identity
  71566. * @returns true is the matrix is the identity matrix
  71567. */
  71568. isIdentity(): boolean;
  71569. /**
  71570. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71571. * @returns true is the matrix is the identity matrix
  71572. */
  71573. isIdentityAs3x2(): boolean;
  71574. /**
  71575. * Gets the determinant of the matrix
  71576. * @returns the matrix determinant
  71577. */
  71578. determinant(): number;
  71579. /**
  71580. * Returns the matrix as a Float32Array
  71581. * @returns the matrix underlying array
  71582. */
  71583. toArray(): DeepImmutable<Float32Array>;
  71584. /**
  71585. * Returns the matrix as a Float32Array
  71586. * @returns the matrix underlying array.
  71587. */
  71588. asArray(): DeepImmutable<Float32Array>;
  71589. /**
  71590. * Inverts the current matrix in place
  71591. * @returns the current inverted matrix
  71592. */
  71593. invert(): Matrix;
  71594. /**
  71595. * Sets all the matrix elements to zero
  71596. * @returns the current matrix
  71597. */
  71598. reset(): Matrix;
  71599. /**
  71600. * Adds the current matrix with a second one
  71601. * @param other defines the matrix to add
  71602. * @returns a new matrix as the addition of the current matrix and the given one
  71603. */
  71604. add(other: DeepImmutable<Matrix>): Matrix;
  71605. /**
  71606. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71607. * @param other defines the matrix to add
  71608. * @param result defines the target matrix
  71609. * @returns the current matrix
  71610. */
  71611. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71612. /**
  71613. * Adds in place the given matrix to the current matrix
  71614. * @param other defines the second operand
  71615. * @returns the current updated matrix
  71616. */
  71617. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71618. /**
  71619. * Sets the given matrix to the current inverted Matrix
  71620. * @param other defines the target matrix
  71621. * @returns the unmodified current matrix
  71622. */
  71623. invertToRef(other: Matrix): Matrix;
  71624. /**
  71625. * add a value at the specified position in the current Matrix
  71626. * @param index the index of the value within the matrix. between 0 and 15.
  71627. * @param value the value to be added
  71628. * @returns the current updated matrix
  71629. */
  71630. addAtIndex(index: number, value: number): Matrix;
  71631. /**
  71632. * mutiply the specified position in the current Matrix by a value
  71633. * @param index the index of the value within the matrix. between 0 and 15.
  71634. * @param value the value to be added
  71635. * @returns the current updated matrix
  71636. */
  71637. multiplyAtIndex(index: number, value: number): Matrix;
  71638. /**
  71639. * Inserts the translation vector (using 3 floats) in the current matrix
  71640. * @param x defines the 1st component of the translation
  71641. * @param y defines the 2nd component of the translation
  71642. * @param z defines the 3rd component of the translation
  71643. * @returns the current updated matrix
  71644. */
  71645. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71646. /**
  71647. * Adds the translation vector (using 3 floats) in the current matrix
  71648. * @param x defines the 1st component of the translation
  71649. * @param y defines the 2nd component of the translation
  71650. * @param z defines the 3rd component of the translation
  71651. * @returns the current updated matrix
  71652. */
  71653. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71654. /**
  71655. * Inserts the translation vector in the current matrix
  71656. * @param vector3 defines the translation to insert
  71657. * @returns the current updated matrix
  71658. */
  71659. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71660. /**
  71661. * Gets the translation value of the current matrix
  71662. * @returns a new Vector3 as the extracted translation from the matrix
  71663. */
  71664. getTranslation(): Vector3;
  71665. /**
  71666. * Fill a Vector3 with the extracted translation from the matrix
  71667. * @param result defines the Vector3 where to store the translation
  71668. * @returns the current matrix
  71669. */
  71670. getTranslationToRef(result: Vector3): Matrix;
  71671. /**
  71672. * Remove rotation and scaling part from the matrix
  71673. * @returns the updated matrix
  71674. */
  71675. removeRotationAndScaling(): Matrix;
  71676. /**
  71677. * Multiply two matrices
  71678. * @param other defines the second operand
  71679. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71680. */
  71681. multiply(other: DeepImmutable<Matrix>): Matrix;
  71682. /**
  71683. * Copy the current matrix from the given one
  71684. * @param other defines the source matrix
  71685. * @returns the current updated matrix
  71686. */
  71687. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  71688. /**
  71689. * Populates the given array from the starting index with the current matrix values
  71690. * @param array defines the target array
  71691. * @param offset defines the offset in the target array where to start storing values
  71692. * @returns the current matrix
  71693. */
  71694. copyToArray(array: Float32Array, offset?: number): Matrix;
  71695. /**
  71696. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  71697. * @param other defines the second operand
  71698. * @param result defines the matrix where to store the multiplication
  71699. * @returns the current matrix
  71700. */
  71701. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71702. /**
  71703. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  71704. * @param other defines the second operand
  71705. * @param result defines the array where to store the multiplication
  71706. * @param offset defines the offset in the target array where to start storing values
  71707. * @returns the current matrix
  71708. */
  71709. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  71710. /**
  71711. * Check equality between this matrix and a second one
  71712. * @param value defines the second matrix to compare
  71713. * @returns true is the current matrix and the given one values are strictly equal
  71714. */
  71715. equals(value: DeepImmutable<Matrix>): boolean;
  71716. /**
  71717. * Clone the current matrix
  71718. * @returns a new matrix from the current matrix
  71719. */
  71720. clone(): Matrix;
  71721. /**
  71722. * Returns the name of the current matrix class
  71723. * @returns the string "Matrix"
  71724. */
  71725. getClassName(): string;
  71726. /**
  71727. * Gets the hash code of the current matrix
  71728. * @returns the hash code
  71729. */
  71730. getHashCode(): number;
  71731. /**
  71732. * Decomposes the current Matrix into a translation, rotation and scaling components
  71733. * @param scale defines the scale vector3 given as a reference to update
  71734. * @param rotation defines the rotation quaternion given as a reference to update
  71735. * @param translation defines the translation vector3 given as a reference to update
  71736. * @returns true if operation was successful
  71737. */
  71738. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  71739. /**
  71740. * Gets specific row of the matrix
  71741. * @param index defines the number of the row to get
  71742. * @returns the index-th row of the current matrix as a new Vector4
  71743. */
  71744. getRow(index: number): Nullable<Vector4>;
  71745. /**
  71746. * Sets the index-th row of the current matrix to the vector4 values
  71747. * @param index defines the number of the row to set
  71748. * @param row defines the target vector4
  71749. * @returns the updated current matrix
  71750. */
  71751. setRow(index: number, row: Vector4): Matrix;
  71752. /**
  71753. * Compute the transpose of the matrix
  71754. * @returns the new transposed matrix
  71755. */
  71756. transpose(): Matrix;
  71757. /**
  71758. * Compute the transpose of the matrix and store it in a given matrix
  71759. * @param result defines the target matrix
  71760. * @returns the current matrix
  71761. */
  71762. transposeToRef(result: Matrix): Matrix;
  71763. /**
  71764. * Sets the index-th row of the current matrix with the given 4 x float values
  71765. * @param index defines the row index
  71766. * @param x defines the x component to set
  71767. * @param y defines the y component to set
  71768. * @param z defines the z component to set
  71769. * @param w defines the w component to set
  71770. * @returns the updated current matrix
  71771. */
  71772. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  71773. /**
  71774. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  71775. * @param scale defines the scale factor
  71776. * @returns a new matrix
  71777. */
  71778. scale(scale: number): Matrix;
  71779. /**
  71780. * Scale the current matrix values by a factor to a given result matrix
  71781. * @param scale defines the scale factor
  71782. * @param result defines the matrix to store the result
  71783. * @returns the current matrix
  71784. */
  71785. scaleToRef(scale: number, result: Matrix): Matrix;
  71786. /**
  71787. * Scale the current matrix values by a factor and add the result to a given matrix
  71788. * @param scale defines the scale factor
  71789. * @param result defines the Matrix to store the result
  71790. * @returns the current matrix
  71791. */
  71792. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  71793. /**
  71794. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  71795. * @param ref matrix to store the result
  71796. */
  71797. toNormalMatrix(ref: Matrix): void;
  71798. /**
  71799. * Gets only rotation part of the current matrix
  71800. * @returns a new matrix sets to the extracted rotation matrix from the current one
  71801. */
  71802. getRotationMatrix(): Matrix;
  71803. /**
  71804. * Extracts the rotation matrix from the current one and sets it as the given "result"
  71805. * @param result defines the target matrix to store data to
  71806. * @returns the current matrix
  71807. */
  71808. getRotationMatrixToRef(result: Matrix): Matrix;
  71809. /**
  71810. * Toggles model matrix from being right handed to left handed in place and vice versa
  71811. */
  71812. toggleModelMatrixHandInPlace(): void;
  71813. /**
  71814. * Toggles projection matrix from being right handed to left handed in place and vice versa
  71815. */
  71816. toggleProjectionMatrixHandInPlace(): void;
  71817. /**
  71818. * Creates a matrix from an array
  71819. * @param array defines the source array
  71820. * @param offset defines an offset in the source array
  71821. * @returns a new Matrix set from the starting index of the given array
  71822. */
  71823. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  71824. /**
  71825. * Copy the content of an array into a given matrix
  71826. * @param array defines the source array
  71827. * @param offset defines an offset in the source array
  71828. * @param result defines the target matrix
  71829. */
  71830. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  71831. /**
  71832. * Stores an array into a matrix after having multiplied each component by a given factor
  71833. * @param array defines the source array
  71834. * @param offset defines the offset in the source array
  71835. * @param scale defines the scaling factor
  71836. * @param result defines the target matrix
  71837. */
  71838. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  71839. /**
  71840. * Gets an identity matrix that must not be updated
  71841. */
  71842. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  71843. /**
  71844. * Stores a list of values (16) inside a given matrix
  71845. * @param initialM11 defines 1st value of 1st row
  71846. * @param initialM12 defines 2nd value of 1st row
  71847. * @param initialM13 defines 3rd value of 1st row
  71848. * @param initialM14 defines 4th value of 1st row
  71849. * @param initialM21 defines 1st value of 2nd row
  71850. * @param initialM22 defines 2nd value of 2nd row
  71851. * @param initialM23 defines 3rd value of 2nd row
  71852. * @param initialM24 defines 4th value of 2nd row
  71853. * @param initialM31 defines 1st value of 3rd row
  71854. * @param initialM32 defines 2nd value of 3rd row
  71855. * @param initialM33 defines 3rd value of 3rd row
  71856. * @param initialM34 defines 4th value of 3rd row
  71857. * @param initialM41 defines 1st value of 4th row
  71858. * @param initialM42 defines 2nd value of 4th row
  71859. * @param initialM43 defines 3rd value of 4th row
  71860. * @param initialM44 defines 4th value of 4th row
  71861. * @param result defines the target matrix
  71862. */
  71863. 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;
  71864. /**
  71865. * Creates new matrix from a list of values (16)
  71866. * @param initialM11 defines 1st value of 1st row
  71867. * @param initialM12 defines 2nd value of 1st row
  71868. * @param initialM13 defines 3rd value of 1st row
  71869. * @param initialM14 defines 4th value of 1st row
  71870. * @param initialM21 defines 1st value of 2nd row
  71871. * @param initialM22 defines 2nd value of 2nd row
  71872. * @param initialM23 defines 3rd value of 2nd row
  71873. * @param initialM24 defines 4th value of 2nd row
  71874. * @param initialM31 defines 1st value of 3rd row
  71875. * @param initialM32 defines 2nd value of 3rd row
  71876. * @param initialM33 defines 3rd value of 3rd row
  71877. * @param initialM34 defines 4th value of 3rd row
  71878. * @param initialM41 defines 1st value of 4th row
  71879. * @param initialM42 defines 2nd value of 4th row
  71880. * @param initialM43 defines 3rd value of 4th row
  71881. * @param initialM44 defines 4th value of 4th row
  71882. * @returns the new matrix
  71883. */
  71884. 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;
  71885. /**
  71886. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71887. * @param scale defines the scale vector3
  71888. * @param rotation defines the rotation quaternion
  71889. * @param translation defines the translation vector3
  71890. * @returns a new matrix
  71891. */
  71892. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  71893. /**
  71894. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71895. * @param scale defines the scale vector3
  71896. * @param rotation defines the rotation quaternion
  71897. * @param translation defines the translation vector3
  71898. * @param result defines the target matrix
  71899. */
  71900. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  71901. /**
  71902. * Creates a new identity matrix
  71903. * @returns a new identity matrix
  71904. */
  71905. static Identity(): Matrix;
  71906. /**
  71907. * Creates a new identity matrix and stores the result in a given matrix
  71908. * @param result defines the target matrix
  71909. */
  71910. static IdentityToRef(result: Matrix): void;
  71911. /**
  71912. * Creates a new zero matrix
  71913. * @returns a new zero matrix
  71914. */
  71915. static Zero(): Matrix;
  71916. /**
  71917. * Creates a new rotation matrix for "angle" radians around the X axis
  71918. * @param angle defines the angle (in radians) to use
  71919. * @return the new matrix
  71920. */
  71921. static RotationX(angle: number): Matrix;
  71922. /**
  71923. * Creates a new matrix as the invert of a given matrix
  71924. * @param source defines the source matrix
  71925. * @returns the new matrix
  71926. */
  71927. static Invert(source: DeepImmutable<Matrix>): Matrix;
  71928. /**
  71929. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  71930. * @param angle defines the angle (in radians) to use
  71931. * @param result defines the target matrix
  71932. */
  71933. static RotationXToRef(angle: number, result: Matrix): void;
  71934. /**
  71935. * Creates a new rotation matrix for "angle" radians around the Y axis
  71936. * @param angle defines the angle (in radians) to use
  71937. * @return the new matrix
  71938. */
  71939. static RotationY(angle: number): Matrix;
  71940. /**
  71941. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  71942. * @param angle defines the angle (in radians) to use
  71943. * @param result defines the target matrix
  71944. */
  71945. static RotationYToRef(angle: number, result: Matrix): void;
  71946. /**
  71947. * Creates a new rotation matrix for "angle" radians around the Z axis
  71948. * @param angle defines the angle (in radians) to use
  71949. * @return the new matrix
  71950. */
  71951. static RotationZ(angle: number): Matrix;
  71952. /**
  71953. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  71954. * @param angle defines the angle (in radians) to use
  71955. * @param result defines the target matrix
  71956. */
  71957. static RotationZToRef(angle: number, result: Matrix): void;
  71958. /**
  71959. * Creates a new rotation matrix for "angle" radians around the given axis
  71960. * @param axis defines the axis to use
  71961. * @param angle defines the angle (in radians) to use
  71962. * @return the new matrix
  71963. */
  71964. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  71965. /**
  71966. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  71967. * @param axis defines the axis to use
  71968. * @param angle defines the angle (in radians) to use
  71969. * @param result defines the target matrix
  71970. */
  71971. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  71972. /**
  71973. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  71974. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  71975. * @param from defines the vector to align
  71976. * @param to defines the vector to align to
  71977. * @param result defines the target matrix
  71978. */
  71979. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  71980. /**
  71981. * Creates a rotation matrix
  71982. * @param yaw defines the yaw angle in radians (Y axis)
  71983. * @param pitch defines the pitch angle in radians (X axis)
  71984. * @param roll defines the roll angle in radians (X axis)
  71985. * @returns the new rotation matrix
  71986. */
  71987. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  71988. /**
  71989. * Creates a rotation matrix and stores it in a given matrix
  71990. * @param yaw defines the yaw angle in radians (Y axis)
  71991. * @param pitch defines the pitch angle in radians (X axis)
  71992. * @param roll defines the roll angle in radians (X axis)
  71993. * @param result defines the target matrix
  71994. */
  71995. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  71996. /**
  71997. * Creates a scaling matrix
  71998. * @param x defines the scale factor on X axis
  71999. * @param y defines the scale factor on Y axis
  72000. * @param z defines the scale factor on Z axis
  72001. * @returns the new matrix
  72002. */
  72003. static Scaling(x: number, y: number, z: number): Matrix;
  72004. /**
  72005. * Creates a scaling matrix and stores it in a given matrix
  72006. * @param x defines the scale factor on X axis
  72007. * @param y defines the scale factor on Y axis
  72008. * @param z defines the scale factor on Z axis
  72009. * @param result defines the target matrix
  72010. */
  72011. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72012. /**
  72013. * Creates a translation matrix
  72014. * @param x defines the translation on X axis
  72015. * @param y defines the translation on Y axis
  72016. * @param z defines the translationon Z axis
  72017. * @returns the new matrix
  72018. */
  72019. static Translation(x: number, y: number, z: number): Matrix;
  72020. /**
  72021. * Creates a translation matrix and stores it in a given matrix
  72022. * @param x defines the translation on X axis
  72023. * @param y defines the translation on Y axis
  72024. * @param z defines the translationon Z axis
  72025. * @param result defines the target matrix
  72026. */
  72027. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72028. /**
  72029. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72030. * @param startValue defines the start value
  72031. * @param endValue defines the end value
  72032. * @param gradient defines the gradient factor
  72033. * @returns the new matrix
  72034. */
  72035. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72036. /**
  72037. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72038. * @param startValue defines the start value
  72039. * @param endValue defines the end value
  72040. * @param gradient defines the gradient factor
  72041. * @param result defines the Matrix object where to store data
  72042. */
  72043. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72044. /**
  72045. * Builds a new matrix whose values are computed by:
  72046. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72047. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72048. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72049. * @param startValue defines the first matrix
  72050. * @param endValue defines the second matrix
  72051. * @param gradient defines the gradient between the two matrices
  72052. * @returns the new matrix
  72053. */
  72054. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72055. /**
  72056. * Update a matrix to values which are computed by:
  72057. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72058. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72059. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72060. * @param startValue defines the first matrix
  72061. * @param endValue defines the second matrix
  72062. * @param gradient defines the gradient between the two matrices
  72063. * @param result defines the target matrix
  72064. */
  72065. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72066. /**
  72067. * 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"
  72068. * This function works in left handed mode
  72069. * @param eye defines the final position of the entity
  72070. * @param target defines where the entity should look at
  72071. * @param up defines the up vector for the entity
  72072. * @returns the new matrix
  72073. */
  72074. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72075. /**
  72076. * 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".
  72077. * This function works in left handed mode
  72078. * @param eye defines the final position of the entity
  72079. * @param target defines where the entity should look at
  72080. * @param up defines the up vector for the entity
  72081. * @param result defines the target matrix
  72082. */
  72083. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72084. /**
  72085. * 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"
  72086. * This function works in right handed mode
  72087. * @param eye defines the final position of the entity
  72088. * @param target defines where the entity should look at
  72089. * @param up defines the up vector for the entity
  72090. * @returns the new matrix
  72091. */
  72092. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72093. /**
  72094. * 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".
  72095. * This function works in right handed mode
  72096. * @param eye defines the final position of the entity
  72097. * @param target defines where the entity should look at
  72098. * @param up defines the up vector for the entity
  72099. * @param result defines the target matrix
  72100. */
  72101. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72102. /**
  72103. * Create a left-handed orthographic projection matrix
  72104. * @param width defines the viewport width
  72105. * @param height defines the viewport height
  72106. * @param znear defines the near clip plane
  72107. * @param zfar defines the far clip plane
  72108. * @returns a new matrix as a left-handed orthographic projection matrix
  72109. */
  72110. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72111. /**
  72112. * Store a left-handed orthographic projection to a given matrix
  72113. * @param width defines the viewport width
  72114. * @param height defines the viewport height
  72115. * @param znear defines the near clip plane
  72116. * @param zfar defines the far clip plane
  72117. * @param result defines the target matrix
  72118. */
  72119. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72120. /**
  72121. * Create a left-handed orthographic projection matrix
  72122. * @param left defines the viewport left coordinate
  72123. * @param right defines the viewport right coordinate
  72124. * @param bottom defines the viewport bottom coordinate
  72125. * @param top defines the viewport top coordinate
  72126. * @param znear defines the near clip plane
  72127. * @param zfar defines the far clip plane
  72128. * @returns a new matrix as a left-handed orthographic projection matrix
  72129. */
  72130. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72131. /**
  72132. * Stores a left-handed orthographic projection into a given matrix
  72133. * @param left defines the viewport left coordinate
  72134. * @param right defines the viewport right coordinate
  72135. * @param bottom defines the viewport bottom coordinate
  72136. * @param top defines the viewport top coordinate
  72137. * @param znear defines the near clip plane
  72138. * @param zfar defines the far clip plane
  72139. * @param result defines the target matrix
  72140. */
  72141. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72142. /**
  72143. * Creates a right-handed orthographic projection matrix
  72144. * @param left defines the viewport left coordinate
  72145. * @param right defines the viewport right coordinate
  72146. * @param bottom defines the viewport bottom coordinate
  72147. * @param top defines the viewport top coordinate
  72148. * @param znear defines the near clip plane
  72149. * @param zfar defines the far clip plane
  72150. * @returns a new matrix as a right-handed orthographic projection matrix
  72151. */
  72152. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72153. /**
  72154. * Stores a right-handed orthographic projection into a given matrix
  72155. * @param left defines the viewport left coordinate
  72156. * @param right defines the viewport right coordinate
  72157. * @param bottom defines the viewport bottom coordinate
  72158. * @param top defines the viewport top coordinate
  72159. * @param znear defines the near clip plane
  72160. * @param zfar defines the far clip plane
  72161. * @param result defines the target matrix
  72162. */
  72163. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72164. /**
  72165. * Creates a left-handed perspective projection matrix
  72166. * @param width defines the viewport width
  72167. * @param height defines the viewport height
  72168. * @param znear defines the near clip plane
  72169. * @param zfar defines the far clip plane
  72170. * @returns a new matrix as a left-handed perspective projection matrix
  72171. */
  72172. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72173. /**
  72174. * Creates a left-handed perspective projection matrix
  72175. * @param fov defines the horizontal field of view
  72176. * @param aspect defines the aspect ratio
  72177. * @param znear defines the near clip plane
  72178. * @param zfar defines the far clip plane
  72179. * @returns a new matrix as a left-handed perspective projection matrix
  72180. */
  72181. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72182. /**
  72183. * Stores a left-handed perspective projection into a given matrix
  72184. * @param fov defines the horizontal field of view
  72185. * @param aspect defines the aspect ratio
  72186. * @param znear defines the near clip plane
  72187. * @param zfar defines the far clip plane
  72188. * @param result defines the target matrix
  72189. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72190. */
  72191. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72192. /**
  72193. * Creates a right-handed perspective projection matrix
  72194. * @param fov defines the horizontal field of view
  72195. * @param aspect defines the aspect ratio
  72196. * @param znear defines the near clip plane
  72197. * @param zfar defines the far clip plane
  72198. * @returns a new matrix as a right-handed perspective projection matrix
  72199. */
  72200. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72201. /**
  72202. * Stores a right-handed perspective projection into a given matrix
  72203. * @param fov defines the horizontal field of view
  72204. * @param aspect defines the aspect ratio
  72205. * @param znear defines the near clip plane
  72206. * @param zfar defines the far clip plane
  72207. * @param result defines the target matrix
  72208. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72209. */
  72210. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72211. /**
  72212. * Stores a perspective projection for WebVR info a given matrix
  72213. * @param fov defines the field of view
  72214. * @param znear defines the near clip plane
  72215. * @param zfar defines the far clip plane
  72216. * @param result defines the target matrix
  72217. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72218. */
  72219. static PerspectiveFovWebVRToRef(fov: {
  72220. upDegrees: number;
  72221. downDegrees: number;
  72222. leftDegrees: number;
  72223. rightDegrees: number;
  72224. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72225. /**
  72226. * Computes a complete transformation matrix
  72227. * @param viewport defines the viewport to use
  72228. * @param world defines the world matrix
  72229. * @param view defines the view matrix
  72230. * @param projection defines the projection matrix
  72231. * @param zmin defines the near clip plane
  72232. * @param zmax defines the far clip plane
  72233. * @returns the transformation matrix
  72234. */
  72235. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72236. /**
  72237. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72238. * @param matrix defines the matrix to use
  72239. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72240. */
  72241. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72242. /**
  72243. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72244. * @param matrix defines the matrix to use
  72245. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72246. */
  72247. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72248. /**
  72249. * Compute the transpose of a given matrix
  72250. * @param matrix defines the matrix to transpose
  72251. * @returns the new matrix
  72252. */
  72253. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72254. /**
  72255. * Compute the transpose of a matrix and store it in a target matrix
  72256. * @param matrix defines the matrix to transpose
  72257. * @param result defines the target matrix
  72258. */
  72259. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72260. /**
  72261. * Computes a reflection matrix from a plane
  72262. * @param plane defines the reflection plane
  72263. * @returns a new matrix
  72264. */
  72265. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72266. /**
  72267. * Computes a reflection matrix from a plane
  72268. * @param plane defines the reflection plane
  72269. * @param result defines the target matrix
  72270. */
  72271. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72272. /**
  72273. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72274. * @param xaxis defines the value of the 1st axis
  72275. * @param yaxis defines the value of the 2nd axis
  72276. * @param zaxis defines the value of the 3rd axis
  72277. * @param result defines the target matrix
  72278. */
  72279. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72280. /**
  72281. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72282. * @param quat defines the quaternion to use
  72283. * @param result defines the target matrix
  72284. */
  72285. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72286. }
  72287. /**
  72288. * @hidden
  72289. */
  72290. export class TmpVectors {
  72291. static Vector2: Vector2[];
  72292. static Vector3: Vector3[];
  72293. static Vector4: Vector4[];
  72294. static Quaternion: Quaternion[];
  72295. static Matrix: Matrix[];
  72296. }
  72297. }
  72298. declare module BABYLON {
  72299. /**
  72300. * Defines potential orientation for back face culling
  72301. */
  72302. export enum Orientation {
  72303. /**
  72304. * Clockwise
  72305. */
  72306. CW = 0,
  72307. /** Counter clockwise */
  72308. CCW = 1
  72309. }
  72310. /** Class used to represent a Bezier curve */
  72311. export class BezierCurve {
  72312. /**
  72313. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72314. * @param t defines the time
  72315. * @param x1 defines the left coordinate on X axis
  72316. * @param y1 defines the left coordinate on Y axis
  72317. * @param x2 defines the right coordinate on X axis
  72318. * @param y2 defines the right coordinate on Y axis
  72319. * @returns the interpolated value
  72320. */
  72321. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72322. }
  72323. /**
  72324. * Defines angle representation
  72325. */
  72326. export class Angle {
  72327. private _radians;
  72328. /**
  72329. * Creates an Angle object of "radians" radians (float).
  72330. * @param radians the angle in radians
  72331. */
  72332. constructor(radians: number);
  72333. /**
  72334. * Get value in degrees
  72335. * @returns the Angle value in degrees (float)
  72336. */
  72337. degrees(): number;
  72338. /**
  72339. * Get value in radians
  72340. * @returns the Angle value in radians (float)
  72341. */
  72342. radians(): number;
  72343. /**
  72344. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72345. * @param a defines first vector
  72346. * @param b defines second vector
  72347. * @returns a new Angle
  72348. */
  72349. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72350. /**
  72351. * Gets a new Angle object from the given float in radians
  72352. * @param radians defines the angle value in radians
  72353. * @returns a new Angle
  72354. */
  72355. static FromRadians(radians: number): Angle;
  72356. /**
  72357. * Gets a new Angle object from the given float in degrees
  72358. * @param degrees defines the angle value in degrees
  72359. * @returns a new Angle
  72360. */
  72361. static FromDegrees(degrees: number): Angle;
  72362. }
  72363. /**
  72364. * This represents an arc in a 2d space.
  72365. */
  72366. export class Arc2 {
  72367. /** Defines the start point of the arc */
  72368. startPoint: Vector2;
  72369. /** Defines the mid point of the arc */
  72370. midPoint: Vector2;
  72371. /** Defines the end point of the arc */
  72372. endPoint: Vector2;
  72373. /**
  72374. * Defines the center point of the arc.
  72375. */
  72376. centerPoint: Vector2;
  72377. /**
  72378. * Defines the radius of the arc.
  72379. */
  72380. radius: number;
  72381. /**
  72382. * Defines the angle of the arc (from mid point to end point).
  72383. */
  72384. angle: Angle;
  72385. /**
  72386. * Defines the start angle of the arc (from start point to middle point).
  72387. */
  72388. startAngle: Angle;
  72389. /**
  72390. * Defines the orientation of the arc (clock wise/counter clock wise).
  72391. */
  72392. orientation: Orientation;
  72393. /**
  72394. * Creates an Arc object from the three given points : start, middle and end.
  72395. * @param startPoint Defines the start point of the arc
  72396. * @param midPoint Defines the midlle point of the arc
  72397. * @param endPoint Defines the end point of the arc
  72398. */
  72399. constructor(
  72400. /** Defines the start point of the arc */
  72401. startPoint: Vector2,
  72402. /** Defines the mid point of the arc */
  72403. midPoint: Vector2,
  72404. /** Defines the end point of the arc */
  72405. endPoint: Vector2);
  72406. }
  72407. /**
  72408. * Represents a 2D path made up of multiple 2D points
  72409. */
  72410. export class Path2 {
  72411. private _points;
  72412. private _length;
  72413. /**
  72414. * If the path start and end point are the same
  72415. */
  72416. closed: boolean;
  72417. /**
  72418. * Creates a Path2 object from the starting 2D coordinates x and y.
  72419. * @param x the starting points x value
  72420. * @param y the starting points y value
  72421. */
  72422. constructor(x: number, y: number);
  72423. /**
  72424. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72425. * @param x the added points x value
  72426. * @param y the added points y value
  72427. * @returns the updated Path2.
  72428. */
  72429. addLineTo(x: number, y: number): Path2;
  72430. /**
  72431. * 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.
  72432. * @param midX middle point x value
  72433. * @param midY middle point y value
  72434. * @param endX end point x value
  72435. * @param endY end point y value
  72436. * @param numberOfSegments (default: 36)
  72437. * @returns the updated Path2.
  72438. */
  72439. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72440. /**
  72441. * Closes the Path2.
  72442. * @returns the Path2.
  72443. */
  72444. close(): Path2;
  72445. /**
  72446. * Gets the sum of the distance between each sequential point in the path
  72447. * @returns the Path2 total length (float).
  72448. */
  72449. length(): number;
  72450. /**
  72451. * Gets the points which construct the path
  72452. * @returns the Path2 internal array of points.
  72453. */
  72454. getPoints(): Vector2[];
  72455. /**
  72456. * Retreives the point at the distance aways from the starting point
  72457. * @param normalizedLengthPosition the length along the path to retreive the point from
  72458. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72459. */
  72460. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72461. /**
  72462. * Creates a new path starting from an x and y position
  72463. * @param x starting x value
  72464. * @param y starting y value
  72465. * @returns a new Path2 starting at the coordinates (x, y).
  72466. */
  72467. static StartingAt(x: number, y: number): Path2;
  72468. }
  72469. /**
  72470. * Represents a 3D path made up of multiple 3D points
  72471. */
  72472. export class Path3D {
  72473. /**
  72474. * an array of Vector3, the curve axis of the Path3D
  72475. */
  72476. path: Vector3[];
  72477. private _curve;
  72478. private _distances;
  72479. private _tangents;
  72480. private _normals;
  72481. private _binormals;
  72482. private _raw;
  72483. /**
  72484. * new Path3D(path, normal, raw)
  72485. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72486. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72487. * @param path an array of Vector3, the curve axis of the Path3D
  72488. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72489. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72490. */
  72491. constructor(
  72492. /**
  72493. * an array of Vector3, the curve axis of the Path3D
  72494. */
  72495. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72496. /**
  72497. * Returns the Path3D array of successive Vector3 designing its curve.
  72498. * @returns the Path3D array of successive Vector3 designing its curve.
  72499. */
  72500. getCurve(): Vector3[];
  72501. /**
  72502. * Returns an array populated with tangent vectors on each Path3D curve point.
  72503. * @returns an array populated with tangent vectors on each Path3D curve point.
  72504. */
  72505. getTangents(): Vector3[];
  72506. /**
  72507. * Returns an array populated with normal vectors on each Path3D curve point.
  72508. * @returns an array populated with normal vectors on each Path3D curve point.
  72509. */
  72510. getNormals(): Vector3[];
  72511. /**
  72512. * Returns an array populated with binormal vectors on each Path3D curve point.
  72513. * @returns an array populated with binormal vectors on each Path3D curve point.
  72514. */
  72515. getBinormals(): Vector3[];
  72516. /**
  72517. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72518. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72519. */
  72520. getDistances(): number[];
  72521. /**
  72522. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72523. * @param path path which all values are copied into the curves points
  72524. * @param firstNormal which should be projected onto the curve
  72525. * @returns the same object updated.
  72526. */
  72527. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72528. private _compute;
  72529. private _getFirstNonNullVector;
  72530. private _getLastNonNullVector;
  72531. private _normalVector;
  72532. }
  72533. /**
  72534. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72535. * A Curve3 is designed from a series of successive Vector3.
  72536. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72537. */
  72538. export class Curve3 {
  72539. private _points;
  72540. private _length;
  72541. /**
  72542. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72543. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72544. * @param v1 (Vector3) the control point
  72545. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72546. * @param nbPoints (integer) the wanted number of points in the curve
  72547. * @returns the created Curve3
  72548. */
  72549. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72550. /**
  72551. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72552. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72553. * @param v1 (Vector3) the first control point
  72554. * @param v2 (Vector3) the second control point
  72555. * @param v3 (Vector3) the end point of the Cubic Bezier
  72556. * @param nbPoints (integer) the wanted number of points in the curve
  72557. * @returns the created Curve3
  72558. */
  72559. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72560. /**
  72561. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72562. * @param p1 (Vector3) the origin point of the Hermite Spline
  72563. * @param t1 (Vector3) the tangent vector at the origin point
  72564. * @param p2 (Vector3) the end point of the Hermite Spline
  72565. * @param t2 (Vector3) the tangent vector at the end point
  72566. * @param nbPoints (integer) the wanted number of points in the curve
  72567. * @returns the created Curve3
  72568. */
  72569. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72570. /**
  72571. * Returns a Curve3 object along a CatmullRom Spline curve :
  72572. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72573. * @param nbPoints (integer) the wanted number of points between each curve control points
  72574. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72575. * @returns the created Curve3
  72576. */
  72577. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72578. /**
  72579. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72580. * A Curve3 is designed from a series of successive Vector3.
  72581. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72582. * @param points points which make up the curve
  72583. */
  72584. constructor(points: Vector3[]);
  72585. /**
  72586. * @returns the Curve3 stored array of successive Vector3
  72587. */
  72588. getPoints(): Vector3[];
  72589. /**
  72590. * @returns the computed length (float) of the curve.
  72591. */
  72592. length(): number;
  72593. /**
  72594. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72595. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72596. * curveA and curveB keep unchanged.
  72597. * @param curve the curve to continue from this curve
  72598. * @returns the newly constructed curve
  72599. */
  72600. continue(curve: DeepImmutable<Curve3>): Curve3;
  72601. private _computeLength;
  72602. }
  72603. }
  72604. declare module BABYLON {
  72605. /**
  72606. * This represents the main contract an easing function should follow.
  72607. * Easing functions are used throughout the animation system.
  72608. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72609. */
  72610. export interface IEasingFunction {
  72611. /**
  72612. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72613. * of the easing function.
  72614. * The link below provides some of the most common examples of easing functions.
  72615. * @see https://easings.net/
  72616. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72617. * @returns the corresponding value on the curve defined by the easing function
  72618. */
  72619. ease(gradient: number): number;
  72620. }
  72621. /**
  72622. * Base class used for every default easing function.
  72623. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72624. */
  72625. export class EasingFunction implements IEasingFunction {
  72626. /**
  72627. * Interpolation follows the mathematical formula associated with the easing function.
  72628. */
  72629. static readonly EASINGMODE_EASEIN: number;
  72630. /**
  72631. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72632. */
  72633. static readonly EASINGMODE_EASEOUT: number;
  72634. /**
  72635. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72636. */
  72637. static readonly EASINGMODE_EASEINOUT: number;
  72638. private _easingMode;
  72639. /**
  72640. * Sets the easing mode of the current function.
  72641. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72642. */
  72643. setEasingMode(easingMode: number): void;
  72644. /**
  72645. * Gets the current easing mode.
  72646. * @returns the easing mode
  72647. */
  72648. getEasingMode(): number;
  72649. /**
  72650. * @hidden
  72651. */
  72652. easeInCore(gradient: number): number;
  72653. /**
  72654. * Given an input gradient between 0 and 1, this returns the corresponding value
  72655. * of the easing function.
  72656. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72657. * @returns the corresponding value on the curve defined by the easing function
  72658. */
  72659. ease(gradient: number): number;
  72660. }
  72661. /**
  72662. * Easing function with a circle shape (see link below).
  72663. * @see https://easings.net/#easeInCirc
  72664. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72665. */
  72666. export class CircleEase extends EasingFunction implements IEasingFunction {
  72667. /** @hidden */
  72668. easeInCore(gradient: number): number;
  72669. }
  72670. /**
  72671. * Easing function with a ease back shape (see link below).
  72672. * @see https://easings.net/#easeInBack
  72673. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72674. */
  72675. export class BackEase extends EasingFunction implements IEasingFunction {
  72676. /** Defines the amplitude of the function */
  72677. amplitude: number;
  72678. /**
  72679. * Instantiates a back ease easing
  72680. * @see https://easings.net/#easeInBack
  72681. * @param amplitude Defines the amplitude of the function
  72682. */
  72683. constructor(
  72684. /** Defines the amplitude of the function */
  72685. amplitude?: number);
  72686. /** @hidden */
  72687. easeInCore(gradient: number): number;
  72688. }
  72689. /**
  72690. * Easing function with a bouncing shape (see link below).
  72691. * @see https://easings.net/#easeInBounce
  72692. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72693. */
  72694. export class BounceEase extends EasingFunction implements IEasingFunction {
  72695. /** Defines the number of bounces */
  72696. bounces: number;
  72697. /** Defines the amplitude of the bounce */
  72698. bounciness: number;
  72699. /**
  72700. * Instantiates a bounce easing
  72701. * @see https://easings.net/#easeInBounce
  72702. * @param bounces Defines the number of bounces
  72703. * @param bounciness Defines the amplitude of the bounce
  72704. */
  72705. constructor(
  72706. /** Defines the number of bounces */
  72707. bounces?: number,
  72708. /** Defines the amplitude of the bounce */
  72709. bounciness?: number);
  72710. /** @hidden */
  72711. easeInCore(gradient: number): number;
  72712. }
  72713. /**
  72714. * Easing function with a power of 3 shape (see link below).
  72715. * @see https://easings.net/#easeInCubic
  72716. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72717. */
  72718. export class CubicEase extends EasingFunction implements IEasingFunction {
  72719. /** @hidden */
  72720. easeInCore(gradient: number): number;
  72721. }
  72722. /**
  72723. * Easing function with an elastic shape (see link below).
  72724. * @see https://easings.net/#easeInElastic
  72725. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72726. */
  72727. export class ElasticEase extends EasingFunction implements IEasingFunction {
  72728. /** Defines the number of oscillations*/
  72729. oscillations: number;
  72730. /** Defines the amplitude of the oscillations*/
  72731. springiness: number;
  72732. /**
  72733. * Instantiates an elastic easing function
  72734. * @see https://easings.net/#easeInElastic
  72735. * @param oscillations Defines the number of oscillations
  72736. * @param springiness Defines the amplitude of the oscillations
  72737. */
  72738. constructor(
  72739. /** Defines the number of oscillations*/
  72740. oscillations?: number,
  72741. /** Defines the amplitude of the oscillations*/
  72742. springiness?: number);
  72743. /** @hidden */
  72744. easeInCore(gradient: number): number;
  72745. }
  72746. /**
  72747. * Easing function with an exponential shape (see link below).
  72748. * @see https://easings.net/#easeInExpo
  72749. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72750. */
  72751. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  72752. /** Defines the exponent of the function */
  72753. exponent: number;
  72754. /**
  72755. * Instantiates an exponential easing function
  72756. * @see https://easings.net/#easeInExpo
  72757. * @param exponent Defines the exponent of the function
  72758. */
  72759. constructor(
  72760. /** Defines the exponent of the function */
  72761. exponent?: number);
  72762. /** @hidden */
  72763. easeInCore(gradient: number): number;
  72764. }
  72765. /**
  72766. * Easing function with a power shape (see link below).
  72767. * @see https://easings.net/#easeInQuad
  72768. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72769. */
  72770. export class PowerEase extends EasingFunction implements IEasingFunction {
  72771. /** Defines the power of the function */
  72772. power: number;
  72773. /**
  72774. * Instantiates an power base easing function
  72775. * @see https://easings.net/#easeInQuad
  72776. * @param power Defines the power of the function
  72777. */
  72778. constructor(
  72779. /** Defines the power of the function */
  72780. power?: number);
  72781. /** @hidden */
  72782. easeInCore(gradient: number): number;
  72783. }
  72784. /**
  72785. * Easing function with a power of 2 shape (see link below).
  72786. * @see https://easings.net/#easeInQuad
  72787. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72788. */
  72789. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  72790. /** @hidden */
  72791. easeInCore(gradient: number): number;
  72792. }
  72793. /**
  72794. * Easing function with a power of 4 shape (see link below).
  72795. * @see https://easings.net/#easeInQuart
  72796. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72797. */
  72798. export class QuarticEase extends EasingFunction implements IEasingFunction {
  72799. /** @hidden */
  72800. easeInCore(gradient: number): number;
  72801. }
  72802. /**
  72803. * Easing function with a power of 5 shape (see link below).
  72804. * @see https://easings.net/#easeInQuint
  72805. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72806. */
  72807. export class QuinticEase extends EasingFunction implements IEasingFunction {
  72808. /** @hidden */
  72809. easeInCore(gradient: number): number;
  72810. }
  72811. /**
  72812. * Easing function with a sin shape (see link below).
  72813. * @see https://easings.net/#easeInSine
  72814. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72815. */
  72816. export class SineEase extends EasingFunction implements IEasingFunction {
  72817. /** @hidden */
  72818. easeInCore(gradient: number): number;
  72819. }
  72820. /**
  72821. * Easing function with a bezier shape (see link below).
  72822. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72823. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72824. */
  72825. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72826. /** Defines the x component of the start tangent in the bezier curve */
  72827. x1: number;
  72828. /** Defines the y component of the start tangent in the bezier curve */
  72829. y1: number;
  72830. /** Defines the x component of the end tangent in the bezier curve */
  72831. x2: number;
  72832. /** Defines the y component of the end tangent in the bezier curve */
  72833. y2: number;
  72834. /**
  72835. * Instantiates a bezier function
  72836. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72837. * @param x1 Defines the x component of the start tangent in the bezier curve
  72838. * @param y1 Defines the y component of the start tangent in the bezier curve
  72839. * @param x2 Defines the x component of the end tangent in the bezier curve
  72840. * @param y2 Defines the y component of the end tangent in the bezier curve
  72841. */
  72842. constructor(
  72843. /** Defines the x component of the start tangent in the bezier curve */
  72844. x1?: number,
  72845. /** Defines the y component of the start tangent in the bezier curve */
  72846. y1?: number,
  72847. /** Defines the x component of the end tangent in the bezier curve */
  72848. x2?: number,
  72849. /** Defines the y component of the end tangent in the bezier curve */
  72850. y2?: number);
  72851. /** @hidden */
  72852. easeInCore(gradient: number): number;
  72853. }
  72854. }
  72855. declare module BABYLON {
  72856. /**
  72857. * Class used to hold a RBG color
  72858. */
  72859. export class Color3 {
  72860. /**
  72861. * Defines the red component (between 0 and 1, default is 0)
  72862. */
  72863. r: number;
  72864. /**
  72865. * Defines the green component (between 0 and 1, default is 0)
  72866. */
  72867. g: number;
  72868. /**
  72869. * Defines the blue component (between 0 and 1, default is 0)
  72870. */
  72871. b: number;
  72872. /**
  72873. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  72874. * @param r defines the red component (between 0 and 1, default is 0)
  72875. * @param g defines the green component (between 0 and 1, default is 0)
  72876. * @param b defines the blue component (between 0 and 1, default is 0)
  72877. */
  72878. constructor(
  72879. /**
  72880. * Defines the red component (between 0 and 1, default is 0)
  72881. */
  72882. r?: number,
  72883. /**
  72884. * Defines the green component (between 0 and 1, default is 0)
  72885. */
  72886. g?: number,
  72887. /**
  72888. * Defines the blue component (between 0 and 1, default is 0)
  72889. */
  72890. b?: number);
  72891. /**
  72892. * Creates a string with the Color3 current values
  72893. * @returns the string representation of the Color3 object
  72894. */
  72895. toString(): string;
  72896. /**
  72897. * Returns the string "Color3"
  72898. * @returns "Color3"
  72899. */
  72900. getClassName(): string;
  72901. /**
  72902. * Compute the Color3 hash code
  72903. * @returns an unique number that can be used to hash Color3 objects
  72904. */
  72905. getHashCode(): number;
  72906. /**
  72907. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  72908. * @param array defines the array where to store the r,g,b components
  72909. * @param index defines an optional index in the target array to define where to start storing values
  72910. * @returns the current Color3 object
  72911. */
  72912. toArray(array: FloatArray, index?: number): Color3;
  72913. /**
  72914. * Returns a new Color4 object from the current Color3 and the given alpha
  72915. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  72916. * @returns a new Color4 object
  72917. */
  72918. toColor4(alpha?: number): Color4;
  72919. /**
  72920. * Returns a new array populated with 3 numeric elements : red, green and blue values
  72921. * @returns the new array
  72922. */
  72923. asArray(): number[];
  72924. /**
  72925. * Returns the luminance value
  72926. * @returns a float value
  72927. */
  72928. toLuminance(): number;
  72929. /**
  72930. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  72931. * @param otherColor defines the second operand
  72932. * @returns the new Color3 object
  72933. */
  72934. multiply(otherColor: DeepImmutable<Color3>): Color3;
  72935. /**
  72936. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  72937. * @param otherColor defines the second operand
  72938. * @param result defines the Color3 object where to store the result
  72939. * @returns the current Color3
  72940. */
  72941. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72942. /**
  72943. * Determines equality between Color3 objects
  72944. * @param otherColor defines the second operand
  72945. * @returns true if the rgb values are equal to the given ones
  72946. */
  72947. equals(otherColor: DeepImmutable<Color3>): boolean;
  72948. /**
  72949. * Determines equality between the current Color3 object and a set of r,b,g values
  72950. * @param r defines the red component to check
  72951. * @param g defines the green component to check
  72952. * @param b defines the blue component to check
  72953. * @returns true if the rgb values are equal to the given ones
  72954. */
  72955. equalsFloats(r: number, g: number, b: number): boolean;
  72956. /**
  72957. * Multiplies in place each rgb value by scale
  72958. * @param scale defines the scaling factor
  72959. * @returns the updated Color3
  72960. */
  72961. scale(scale: number): Color3;
  72962. /**
  72963. * Multiplies the rgb values by scale and stores the result into "result"
  72964. * @param scale defines the scaling factor
  72965. * @param result defines the Color3 object where to store the result
  72966. * @returns the unmodified current Color3
  72967. */
  72968. scaleToRef(scale: number, result: Color3): Color3;
  72969. /**
  72970. * Scale the current Color3 values by a factor and add the result to a given Color3
  72971. * @param scale defines the scale factor
  72972. * @param result defines color to store the result into
  72973. * @returns the unmodified current Color3
  72974. */
  72975. scaleAndAddToRef(scale: number, result: Color3): Color3;
  72976. /**
  72977. * Clamps the rgb values by the min and max values and stores the result into "result"
  72978. * @param min defines minimum clamping value (default is 0)
  72979. * @param max defines maximum clamping value (default is 1)
  72980. * @param result defines color to store the result into
  72981. * @returns the original Color3
  72982. */
  72983. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  72984. /**
  72985. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  72986. * @param otherColor defines the second operand
  72987. * @returns the new Color3
  72988. */
  72989. add(otherColor: DeepImmutable<Color3>): Color3;
  72990. /**
  72991. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  72992. * @param otherColor defines the second operand
  72993. * @param result defines Color3 object to store the result into
  72994. * @returns the unmodified current Color3
  72995. */
  72996. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72997. /**
  72998. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  72999. * @param otherColor defines the second operand
  73000. * @returns the new Color3
  73001. */
  73002. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73003. /**
  73004. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73005. * @param otherColor defines the second operand
  73006. * @param result defines Color3 object to store the result into
  73007. * @returns the unmodified current Color3
  73008. */
  73009. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73010. /**
  73011. * Copy the current object
  73012. * @returns a new Color3 copied the current one
  73013. */
  73014. clone(): Color3;
  73015. /**
  73016. * Copies the rgb values from the source in the current Color3
  73017. * @param source defines the source Color3 object
  73018. * @returns the updated Color3 object
  73019. */
  73020. copyFrom(source: DeepImmutable<Color3>): Color3;
  73021. /**
  73022. * Updates the Color3 rgb values from the given floats
  73023. * @param r defines the red component to read from
  73024. * @param g defines the green component to read from
  73025. * @param b defines the blue component to read from
  73026. * @returns the current Color3 object
  73027. */
  73028. copyFromFloats(r: number, g: number, b: number): Color3;
  73029. /**
  73030. * Updates the Color3 rgb values from the given floats
  73031. * @param r defines the red component to read from
  73032. * @param g defines the green component to read from
  73033. * @param b defines the blue component to read from
  73034. * @returns the current Color3 object
  73035. */
  73036. set(r: number, g: number, b: number): Color3;
  73037. /**
  73038. * Compute the Color3 hexadecimal code as a string
  73039. * @returns a string containing the hexadecimal representation of the Color3 object
  73040. */
  73041. toHexString(): string;
  73042. /**
  73043. * Computes a new Color3 converted from the current one to linear space
  73044. * @returns a new Color3 object
  73045. */
  73046. toLinearSpace(): Color3;
  73047. /**
  73048. * Converts current color in rgb space to HSV values
  73049. * @returns a new color3 representing the HSV values
  73050. */
  73051. toHSV(): Color3;
  73052. /**
  73053. * Converts current color in rgb space to HSV values
  73054. * @param result defines the Color3 where to store the HSV values
  73055. */
  73056. toHSVToRef(result: Color3): void;
  73057. /**
  73058. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73059. * @param convertedColor defines the Color3 object where to store the linear space version
  73060. * @returns the unmodified Color3
  73061. */
  73062. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73063. /**
  73064. * Computes a new Color3 converted from the current one to gamma space
  73065. * @returns a new Color3 object
  73066. */
  73067. toGammaSpace(): Color3;
  73068. /**
  73069. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73070. * @param convertedColor defines the Color3 object where to store the gamma space version
  73071. * @returns the unmodified Color3
  73072. */
  73073. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73074. private static _BlackReadOnly;
  73075. /**
  73076. * Convert Hue, saturation and value to a Color3 (RGB)
  73077. * @param hue defines the hue
  73078. * @param saturation defines the saturation
  73079. * @param value defines the value
  73080. * @param result defines the Color3 where to store the RGB values
  73081. */
  73082. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73083. /**
  73084. * Creates a new Color3 from the string containing valid hexadecimal values
  73085. * @param hex defines a string containing valid hexadecimal values
  73086. * @returns a new Color3 object
  73087. */
  73088. static FromHexString(hex: string): Color3;
  73089. /**
  73090. * Creates a new Color3 from the starting index of the given array
  73091. * @param array defines the source array
  73092. * @param offset defines an offset in the source array
  73093. * @returns a new Color3 object
  73094. */
  73095. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73096. /**
  73097. * Creates a new Color3 from integer values (< 256)
  73098. * @param r defines the red component to read from (value between 0 and 255)
  73099. * @param g defines the green component to read from (value between 0 and 255)
  73100. * @param b defines the blue component to read from (value between 0 and 255)
  73101. * @returns a new Color3 object
  73102. */
  73103. static FromInts(r: number, g: number, b: number): Color3;
  73104. /**
  73105. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73106. * @param start defines the start Color3 value
  73107. * @param end defines the end Color3 value
  73108. * @param amount defines the gradient value between start and end
  73109. * @returns a new Color3 object
  73110. */
  73111. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73112. /**
  73113. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73114. * @param left defines the start value
  73115. * @param right defines the end value
  73116. * @param amount defines the gradient factor
  73117. * @param result defines the Color3 object where to store the result
  73118. */
  73119. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73120. /**
  73121. * Returns a Color3 value containing a red color
  73122. * @returns a new Color3 object
  73123. */
  73124. static Red(): Color3;
  73125. /**
  73126. * Returns a Color3 value containing a green color
  73127. * @returns a new Color3 object
  73128. */
  73129. static Green(): Color3;
  73130. /**
  73131. * Returns a Color3 value containing a blue color
  73132. * @returns a new Color3 object
  73133. */
  73134. static Blue(): Color3;
  73135. /**
  73136. * Returns a Color3 value containing a black color
  73137. * @returns a new Color3 object
  73138. */
  73139. static Black(): Color3;
  73140. /**
  73141. * Gets a Color3 value containing a black color that must not be updated
  73142. */
  73143. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73144. /**
  73145. * Returns a Color3 value containing a white color
  73146. * @returns a new Color3 object
  73147. */
  73148. static White(): Color3;
  73149. /**
  73150. * Returns a Color3 value containing a purple color
  73151. * @returns a new Color3 object
  73152. */
  73153. static Purple(): Color3;
  73154. /**
  73155. * Returns a Color3 value containing a magenta color
  73156. * @returns a new Color3 object
  73157. */
  73158. static Magenta(): Color3;
  73159. /**
  73160. * Returns a Color3 value containing a yellow color
  73161. * @returns a new Color3 object
  73162. */
  73163. static Yellow(): Color3;
  73164. /**
  73165. * Returns a Color3 value containing a gray color
  73166. * @returns a new Color3 object
  73167. */
  73168. static Gray(): Color3;
  73169. /**
  73170. * Returns a Color3 value containing a teal color
  73171. * @returns a new Color3 object
  73172. */
  73173. static Teal(): Color3;
  73174. /**
  73175. * Returns a Color3 value containing a random color
  73176. * @returns a new Color3 object
  73177. */
  73178. static Random(): Color3;
  73179. }
  73180. /**
  73181. * Class used to hold a RBGA color
  73182. */
  73183. export class Color4 {
  73184. /**
  73185. * Defines the red component (between 0 and 1, default is 0)
  73186. */
  73187. r: number;
  73188. /**
  73189. * Defines the green component (between 0 and 1, default is 0)
  73190. */
  73191. g: number;
  73192. /**
  73193. * Defines the blue component (between 0 and 1, default is 0)
  73194. */
  73195. b: number;
  73196. /**
  73197. * Defines the alpha component (between 0 and 1, default is 1)
  73198. */
  73199. a: number;
  73200. /**
  73201. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73202. * @param r defines the red component (between 0 and 1, default is 0)
  73203. * @param g defines the green component (between 0 and 1, default is 0)
  73204. * @param b defines the blue component (between 0 and 1, default is 0)
  73205. * @param a defines the alpha component (between 0 and 1, default is 1)
  73206. */
  73207. constructor(
  73208. /**
  73209. * Defines the red component (between 0 and 1, default is 0)
  73210. */
  73211. r?: number,
  73212. /**
  73213. * Defines the green component (between 0 and 1, default is 0)
  73214. */
  73215. g?: number,
  73216. /**
  73217. * Defines the blue component (between 0 and 1, default is 0)
  73218. */
  73219. b?: number,
  73220. /**
  73221. * Defines the alpha component (between 0 and 1, default is 1)
  73222. */
  73223. a?: number);
  73224. /**
  73225. * Adds in place the given Color4 values to the current Color4 object
  73226. * @param right defines the second operand
  73227. * @returns the current updated Color4 object
  73228. */
  73229. addInPlace(right: DeepImmutable<Color4>): Color4;
  73230. /**
  73231. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73232. * @returns the new array
  73233. */
  73234. asArray(): number[];
  73235. /**
  73236. * Stores from the starting index in the given array the Color4 successive values
  73237. * @param array defines the array where to store the r,g,b components
  73238. * @param index defines an optional index in the target array to define where to start storing values
  73239. * @returns the current Color4 object
  73240. */
  73241. toArray(array: number[], index?: number): Color4;
  73242. /**
  73243. * Determines equality between Color4 objects
  73244. * @param otherColor defines the second operand
  73245. * @returns true if the rgba values are equal to the given ones
  73246. */
  73247. equals(otherColor: DeepImmutable<Color4>): boolean;
  73248. /**
  73249. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73250. * @param right defines the second operand
  73251. * @returns a new Color4 object
  73252. */
  73253. add(right: DeepImmutable<Color4>): Color4;
  73254. /**
  73255. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73256. * @param right defines the second operand
  73257. * @returns a new Color4 object
  73258. */
  73259. subtract(right: DeepImmutable<Color4>): Color4;
  73260. /**
  73261. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73262. * @param right defines the second operand
  73263. * @param result defines the Color4 object where to store the result
  73264. * @returns the current Color4 object
  73265. */
  73266. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73267. /**
  73268. * Creates a new Color4 with the current Color4 values multiplied by scale
  73269. * @param scale defines the scaling factor to apply
  73270. * @returns a new Color4 object
  73271. */
  73272. scale(scale: number): Color4;
  73273. /**
  73274. * Multiplies the current Color4 values by scale and stores the result in "result"
  73275. * @param scale defines the scaling factor to apply
  73276. * @param result defines the Color4 object where to store the result
  73277. * @returns the current unmodified Color4
  73278. */
  73279. scaleToRef(scale: number, result: Color4): Color4;
  73280. /**
  73281. * Scale the current Color4 values by a factor and add the result to a given Color4
  73282. * @param scale defines the scale factor
  73283. * @param result defines the Color4 object where to store the result
  73284. * @returns the unmodified current Color4
  73285. */
  73286. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73287. /**
  73288. * Clamps the rgb values by the min and max values and stores the result into "result"
  73289. * @param min defines minimum clamping value (default is 0)
  73290. * @param max defines maximum clamping value (default is 1)
  73291. * @param result defines color to store the result into.
  73292. * @returns the cuurent Color4
  73293. */
  73294. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73295. /**
  73296. * Multipy an Color4 value by another and return a new Color4 object
  73297. * @param color defines the Color4 value to multiply by
  73298. * @returns a new Color4 object
  73299. */
  73300. multiply(color: Color4): Color4;
  73301. /**
  73302. * Multipy a Color4 value by another and push the result in a reference value
  73303. * @param color defines the Color4 value to multiply by
  73304. * @param result defines the Color4 to fill the result in
  73305. * @returns the result Color4
  73306. */
  73307. multiplyToRef(color: Color4, result: Color4): Color4;
  73308. /**
  73309. * Creates a string with the Color4 current values
  73310. * @returns the string representation of the Color4 object
  73311. */
  73312. toString(): string;
  73313. /**
  73314. * Returns the string "Color4"
  73315. * @returns "Color4"
  73316. */
  73317. getClassName(): string;
  73318. /**
  73319. * Compute the Color4 hash code
  73320. * @returns an unique number that can be used to hash Color4 objects
  73321. */
  73322. getHashCode(): number;
  73323. /**
  73324. * Creates a new Color4 copied from the current one
  73325. * @returns a new Color4 object
  73326. */
  73327. clone(): Color4;
  73328. /**
  73329. * Copies the given Color4 values into the current one
  73330. * @param source defines the source Color4 object
  73331. * @returns the current updated Color4 object
  73332. */
  73333. copyFrom(source: Color4): Color4;
  73334. /**
  73335. * Copies the given float values into the current one
  73336. * @param r defines the red component to read from
  73337. * @param g defines the green component to read from
  73338. * @param b defines the blue component to read from
  73339. * @param a defines the alpha component to read from
  73340. * @returns the current updated Color4 object
  73341. */
  73342. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73343. /**
  73344. * Copies the given float values into the current one
  73345. * @param r defines the red component to read from
  73346. * @param g defines the green component to read from
  73347. * @param b defines the blue component to read from
  73348. * @param a defines the alpha component to read from
  73349. * @returns the current updated Color4 object
  73350. */
  73351. set(r: number, g: number, b: number, a: number): Color4;
  73352. /**
  73353. * Compute the Color4 hexadecimal code as a string
  73354. * @returns a string containing the hexadecimal representation of the Color4 object
  73355. */
  73356. toHexString(): string;
  73357. /**
  73358. * Computes a new Color4 converted from the current one to linear space
  73359. * @returns a new Color4 object
  73360. */
  73361. toLinearSpace(): Color4;
  73362. /**
  73363. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73364. * @param convertedColor defines the Color4 object where to store the linear space version
  73365. * @returns the unmodified Color4
  73366. */
  73367. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73368. /**
  73369. * Computes a new Color4 converted from the current one to gamma space
  73370. * @returns a new Color4 object
  73371. */
  73372. toGammaSpace(): Color4;
  73373. /**
  73374. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73375. * @param convertedColor defines the Color4 object where to store the gamma space version
  73376. * @returns the unmodified Color4
  73377. */
  73378. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73379. /**
  73380. * Creates a new Color4 from the string containing valid hexadecimal values
  73381. * @param hex defines a string containing valid hexadecimal values
  73382. * @returns a new Color4 object
  73383. */
  73384. static FromHexString(hex: string): Color4;
  73385. /**
  73386. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73387. * @param left defines the start value
  73388. * @param right defines the end value
  73389. * @param amount defines the gradient factor
  73390. * @returns a new Color4 object
  73391. */
  73392. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73393. /**
  73394. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73395. * @param left defines the start value
  73396. * @param right defines the end value
  73397. * @param amount defines the gradient factor
  73398. * @param result defines the Color4 object where to store data
  73399. */
  73400. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73401. /**
  73402. * Creates a new Color4 from a Color3 and an alpha value
  73403. * @param color3 defines the source Color3 to read from
  73404. * @param alpha defines the alpha component (1.0 by default)
  73405. * @returns a new Color4 object
  73406. */
  73407. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73408. /**
  73409. * Creates a new Color4 from the starting index element of the given array
  73410. * @param array defines the source array to read from
  73411. * @param offset defines the offset in the source array
  73412. * @returns a new Color4 object
  73413. */
  73414. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73415. /**
  73416. * Creates a new Color3 from integer values (< 256)
  73417. * @param r defines the red component to read from (value between 0 and 255)
  73418. * @param g defines the green component to read from (value between 0 and 255)
  73419. * @param b defines the blue component to read from (value between 0 and 255)
  73420. * @param a defines the alpha component to read from (value between 0 and 255)
  73421. * @returns a new Color3 object
  73422. */
  73423. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73424. /**
  73425. * Check the content of a given array and convert it to an array containing RGBA data
  73426. * If the original array was already containing count * 4 values then it is returned directly
  73427. * @param colors defines the array to check
  73428. * @param count defines the number of RGBA data to expect
  73429. * @returns an array containing count * 4 values (RGBA)
  73430. */
  73431. static CheckColors4(colors: number[], count: number): number[];
  73432. }
  73433. /**
  73434. * @hidden
  73435. */
  73436. export class TmpColors {
  73437. static Color3: Color3[];
  73438. static Color4: Color4[];
  73439. }
  73440. }
  73441. declare module BABYLON {
  73442. /**
  73443. * Defines an interface which represents an animation key frame
  73444. */
  73445. export interface IAnimationKey {
  73446. /**
  73447. * Frame of the key frame
  73448. */
  73449. frame: number;
  73450. /**
  73451. * Value at the specifies key frame
  73452. */
  73453. value: any;
  73454. /**
  73455. * The input tangent for the cubic hermite spline
  73456. */
  73457. inTangent?: any;
  73458. /**
  73459. * The output tangent for the cubic hermite spline
  73460. */
  73461. outTangent?: any;
  73462. /**
  73463. * The animation interpolation type
  73464. */
  73465. interpolation?: AnimationKeyInterpolation;
  73466. }
  73467. /**
  73468. * Enum for the animation key frame interpolation type
  73469. */
  73470. export enum AnimationKeyInterpolation {
  73471. /**
  73472. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73473. */
  73474. STEP = 1
  73475. }
  73476. }
  73477. declare module BABYLON {
  73478. /**
  73479. * Represents the range of an animation
  73480. */
  73481. export class AnimationRange {
  73482. /**The name of the animation range**/
  73483. name: string;
  73484. /**The starting frame of the animation */
  73485. from: number;
  73486. /**The ending frame of the animation*/
  73487. to: number;
  73488. /**
  73489. * Initializes the range of an animation
  73490. * @param name The name of the animation range
  73491. * @param from The starting frame of the animation
  73492. * @param to The ending frame of the animation
  73493. */
  73494. constructor(
  73495. /**The name of the animation range**/
  73496. name: string,
  73497. /**The starting frame of the animation */
  73498. from: number,
  73499. /**The ending frame of the animation*/
  73500. to: number);
  73501. /**
  73502. * Makes a copy of the animation range
  73503. * @returns A copy of the animation range
  73504. */
  73505. clone(): AnimationRange;
  73506. }
  73507. }
  73508. declare module BABYLON {
  73509. /**
  73510. * Composed of a frame, and an action function
  73511. */
  73512. export class AnimationEvent {
  73513. /** The frame for which the event is triggered **/
  73514. frame: number;
  73515. /** The event to perform when triggered **/
  73516. action: (currentFrame: number) => void;
  73517. /** Specifies if the event should be triggered only once**/
  73518. onlyOnce?: boolean | undefined;
  73519. /**
  73520. * Specifies if the animation event is done
  73521. */
  73522. isDone: boolean;
  73523. /**
  73524. * Initializes the animation event
  73525. * @param frame The frame for which the event is triggered
  73526. * @param action The event to perform when triggered
  73527. * @param onlyOnce Specifies if the event should be triggered only once
  73528. */
  73529. constructor(
  73530. /** The frame for which the event is triggered **/
  73531. frame: number,
  73532. /** The event to perform when triggered **/
  73533. action: (currentFrame: number) => void,
  73534. /** Specifies if the event should be triggered only once**/
  73535. onlyOnce?: boolean | undefined);
  73536. /** @hidden */
  73537. _clone(): AnimationEvent;
  73538. }
  73539. }
  73540. declare module BABYLON {
  73541. /**
  73542. * Interface used to define a behavior
  73543. */
  73544. export interface Behavior<T> {
  73545. /** gets or sets behavior's name */
  73546. name: string;
  73547. /**
  73548. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73549. */
  73550. init(): void;
  73551. /**
  73552. * Called when the behavior is attached to a target
  73553. * @param target defines the target where the behavior is attached to
  73554. */
  73555. attach(target: T): void;
  73556. /**
  73557. * Called when the behavior is detached from its target
  73558. */
  73559. detach(): void;
  73560. }
  73561. /**
  73562. * Interface implemented by classes supporting behaviors
  73563. */
  73564. export interface IBehaviorAware<T> {
  73565. /**
  73566. * Attach a behavior
  73567. * @param behavior defines the behavior to attach
  73568. * @returns the current host
  73569. */
  73570. addBehavior(behavior: Behavior<T>): T;
  73571. /**
  73572. * Remove a behavior from the current object
  73573. * @param behavior defines the behavior to detach
  73574. * @returns the current host
  73575. */
  73576. removeBehavior(behavior: Behavior<T>): T;
  73577. /**
  73578. * Gets a behavior using its name to search
  73579. * @param name defines the name to search
  73580. * @returns the behavior or null if not found
  73581. */
  73582. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73583. }
  73584. }
  73585. declare module BABYLON {
  73586. /**
  73587. * Defines an array and its length.
  73588. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73589. */
  73590. export interface ISmartArrayLike<T> {
  73591. /**
  73592. * The data of the array.
  73593. */
  73594. data: Array<T>;
  73595. /**
  73596. * The active length of the array.
  73597. */
  73598. length: number;
  73599. }
  73600. /**
  73601. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73602. */
  73603. export class SmartArray<T> implements ISmartArrayLike<T> {
  73604. /**
  73605. * The full set of data from the array.
  73606. */
  73607. data: Array<T>;
  73608. /**
  73609. * The active length of the array.
  73610. */
  73611. length: number;
  73612. protected _id: number;
  73613. /**
  73614. * Instantiates a Smart Array.
  73615. * @param capacity defines the default capacity of the array.
  73616. */
  73617. constructor(capacity: number);
  73618. /**
  73619. * Pushes a value at the end of the active data.
  73620. * @param value defines the object to push in the array.
  73621. */
  73622. push(value: T): void;
  73623. /**
  73624. * Iterates over the active data and apply the lambda to them.
  73625. * @param func defines the action to apply on each value.
  73626. */
  73627. forEach(func: (content: T) => void): void;
  73628. /**
  73629. * Sorts the full sets of data.
  73630. * @param compareFn defines the comparison function to apply.
  73631. */
  73632. sort(compareFn: (a: T, b: T) => number): void;
  73633. /**
  73634. * Resets the active data to an empty array.
  73635. */
  73636. reset(): void;
  73637. /**
  73638. * Releases all the data from the array as well as the array.
  73639. */
  73640. dispose(): void;
  73641. /**
  73642. * Concats the active data with a given array.
  73643. * @param array defines the data to concatenate with.
  73644. */
  73645. concat(array: any): void;
  73646. /**
  73647. * Returns the position of a value in the active data.
  73648. * @param value defines the value to find the index for
  73649. * @returns the index if found in the active data otherwise -1
  73650. */
  73651. indexOf(value: T): number;
  73652. /**
  73653. * Returns whether an element is part of the active data.
  73654. * @param value defines the value to look for
  73655. * @returns true if found in the active data otherwise false
  73656. */
  73657. contains(value: T): boolean;
  73658. private static _GlobalId;
  73659. }
  73660. /**
  73661. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73662. * The data in this array can only be present once
  73663. */
  73664. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73665. private _duplicateId;
  73666. /**
  73667. * Pushes a value at the end of the active data.
  73668. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73669. * @param value defines the object to push in the array.
  73670. */
  73671. push(value: T): void;
  73672. /**
  73673. * Pushes a value at the end of the active data.
  73674. * If the data is already present, it won t be added again
  73675. * @param value defines the object to push in the array.
  73676. * @returns true if added false if it was already present
  73677. */
  73678. pushNoDuplicate(value: T): boolean;
  73679. /**
  73680. * Resets the active data to an empty array.
  73681. */
  73682. reset(): void;
  73683. /**
  73684. * Concats the active data with a given array.
  73685. * This ensures no dupplicate will be present in the result.
  73686. * @param array defines the data to concatenate with.
  73687. */
  73688. concatWithNoDuplicate(array: any): void;
  73689. }
  73690. }
  73691. declare module BABYLON {
  73692. /**
  73693. * @ignore
  73694. * This is a list of all the different input types that are available in the application.
  73695. * Fo instance: ArcRotateCameraGamepadInput...
  73696. */
  73697. export var CameraInputTypes: {};
  73698. /**
  73699. * This is the contract to implement in order to create a new input class.
  73700. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  73701. */
  73702. export interface ICameraInput<TCamera extends Camera> {
  73703. /**
  73704. * Defines the camera the input is attached to.
  73705. */
  73706. camera: Nullable<TCamera>;
  73707. /**
  73708. * Gets the class name of the current intput.
  73709. * @returns the class name
  73710. */
  73711. getClassName(): string;
  73712. /**
  73713. * Get the friendly name associated with the input class.
  73714. * @returns the input friendly name
  73715. */
  73716. getSimpleName(): string;
  73717. /**
  73718. * Attach the input controls to a specific dom element to get the input from.
  73719. * @param element Defines the element the controls should be listened from
  73720. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73721. */
  73722. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73723. /**
  73724. * Detach the current controls from the specified dom element.
  73725. * @param element Defines the element to stop listening the inputs from
  73726. */
  73727. detachControl(element: Nullable<HTMLElement>): void;
  73728. /**
  73729. * Update the current camera state depending on the inputs that have been used this frame.
  73730. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73731. */
  73732. checkInputs?: () => void;
  73733. }
  73734. /**
  73735. * Represents a map of input types to input instance or input index to input instance.
  73736. */
  73737. export interface CameraInputsMap<TCamera extends Camera> {
  73738. /**
  73739. * Accessor to the input by input type.
  73740. */
  73741. [name: string]: ICameraInput<TCamera>;
  73742. /**
  73743. * Accessor to the input by input index.
  73744. */
  73745. [idx: number]: ICameraInput<TCamera>;
  73746. }
  73747. /**
  73748. * This represents the input manager used within a camera.
  73749. * It helps dealing with all the different kind of input attached to a camera.
  73750. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73751. */
  73752. export class CameraInputsManager<TCamera extends Camera> {
  73753. /**
  73754. * Defines the list of inputs attahed to the camera.
  73755. */
  73756. attached: CameraInputsMap<TCamera>;
  73757. /**
  73758. * Defines the dom element the camera is collecting inputs from.
  73759. * This is null if the controls have not been attached.
  73760. */
  73761. attachedElement: Nullable<HTMLElement>;
  73762. /**
  73763. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73764. */
  73765. noPreventDefault: boolean;
  73766. /**
  73767. * Defined the camera the input manager belongs to.
  73768. */
  73769. camera: TCamera;
  73770. /**
  73771. * Update the current camera state depending on the inputs that have been used this frame.
  73772. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73773. */
  73774. checkInputs: () => void;
  73775. /**
  73776. * Instantiate a new Camera Input Manager.
  73777. * @param camera Defines the camera the input manager blongs to
  73778. */
  73779. constructor(camera: TCamera);
  73780. /**
  73781. * Add an input method to a camera
  73782. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73783. * @param input camera input method
  73784. */
  73785. add(input: ICameraInput<TCamera>): void;
  73786. /**
  73787. * Remove a specific input method from a camera
  73788. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  73789. * @param inputToRemove camera input method
  73790. */
  73791. remove(inputToRemove: ICameraInput<TCamera>): void;
  73792. /**
  73793. * Remove a specific input type from a camera
  73794. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  73795. * @param inputType the type of the input to remove
  73796. */
  73797. removeByType(inputType: string): void;
  73798. private _addCheckInputs;
  73799. /**
  73800. * Attach the input controls to the currently attached dom element to listen the events from.
  73801. * @param input Defines the input to attach
  73802. */
  73803. attachInput(input: ICameraInput<TCamera>): void;
  73804. /**
  73805. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  73806. * @param element Defines the dom element to collect the events from
  73807. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73808. */
  73809. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  73810. /**
  73811. * Detach the current manager inputs controls from a specific dom element.
  73812. * @param element Defines the dom element to collect the events from
  73813. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  73814. */
  73815. detachElement(element: HTMLElement, disconnect?: boolean): void;
  73816. /**
  73817. * Rebuild the dynamic inputCheck function from the current list of
  73818. * defined inputs in the manager.
  73819. */
  73820. rebuildInputCheck(): void;
  73821. /**
  73822. * Remove all attached input methods from a camera
  73823. */
  73824. clear(): void;
  73825. /**
  73826. * Serialize the current input manager attached to a camera.
  73827. * This ensures than once parsed,
  73828. * the input associated to the camera will be identical to the current ones
  73829. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  73830. */
  73831. serialize(serializedCamera: any): void;
  73832. /**
  73833. * Parses an input manager serialized JSON to restore the previous list of inputs
  73834. * and states associated to a camera.
  73835. * @param parsedCamera Defines the JSON to parse
  73836. */
  73837. parse(parsedCamera: any): void;
  73838. }
  73839. }
  73840. declare module BABYLON {
  73841. /**
  73842. * Class used to store data that will be store in GPU memory
  73843. */
  73844. export class Buffer {
  73845. private _engine;
  73846. private _buffer;
  73847. /** @hidden */
  73848. _data: Nullable<DataArray>;
  73849. private _updatable;
  73850. private _instanced;
  73851. private _divisor;
  73852. /**
  73853. * Gets the byte stride.
  73854. */
  73855. readonly byteStride: number;
  73856. /**
  73857. * Constructor
  73858. * @param engine the engine
  73859. * @param data the data to use for this buffer
  73860. * @param updatable whether the data is updatable
  73861. * @param stride the stride (optional)
  73862. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73863. * @param instanced whether the buffer is instanced (optional)
  73864. * @param useBytes set to true if the stride in in bytes (optional)
  73865. * @param divisor sets an optional divisor for instances (1 by default)
  73866. */
  73867. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  73868. /**
  73869. * Create a new VertexBuffer based on the current buffer
  73870. * @param kind defines the vertex buffer kind (position, normal, etc.)
  73871. * @param offset defines offset in the buffer (0 by default)
  73872. * @param size defines the size in floats of attributes (position is 3 for instance)
  73873. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  73874. * @param instanced defines if the vertex buffer contains indexed data
  73875. * @param useBytes defines if the offset and stride are in bytes *
  73876. * @param divisor sets an optional divisor for instances (1 by default)
  73877. * @returns the new vertex buffer
  73878. */
  73879. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  73880. /**
  73881. * Gets a boolean indicating if the Buffer is updatable?
  73882. * @returns true if the buffer is updatable
  73883. */
  73884. isUpdatable(): boolean;
  73885. /**
  73886. * Gets current buffer's data
  73887. * @returns a DataArray or null
  73888. */
  73889. getData(): Nullable<DataArray>;
  73890. /**
  73891. * Gets underlying native buffer
  73892. * @returns underlying native buffer
  73893. */
  73894. getBuffer(): Nullable<DataBuffer>;
  73895. /**
  73896. * Gets the stride in float32 units (i.e. byte stride / 4).
  73897. * May not be an integer if the byte stride is not divisible by 4.
  73898. * DEPRECATED. Use byteStride instead.
  73899. * @returns the stride in float32 units
  73900. */
  73901. getStrideSize(): number;
  73902. /**
  73903. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73904. * @param data defines the data to store
  73905. */
  73906. create(data?: Nullable<DataArray>): void;
  73907. /** @hidden */
  73908. _rebuild(): void;
  73909. /**
  73910. * Update current buffer data
  73911. * @param data defines the data to store
  73912. */
  73913. update(data: DataArray): void;
  73914. /**
  73915. * Updates the data directly.
  73916. * @param data the new data
  73917. * @param offset the new offset
  73918. * @param vertexCount the vertex count (optional)
  73919. * @param useBytes set to true if the offset is in bytes
  73920. */
  73921. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  73922. /**
  73923. * Release all resources
  73924. */
  73925. dispose(): void;
  73926. }
  73927. /**
  73928. * Specialized buffer used to store vertex data
  73929. */
  73930. export class VertexBuffer {
  73931. /** @hidden */
  73932. _buffer: Buffer;
  73933. private _kind;
  73934. private _size;
  73935. private _ownsBuffer;
  73936. private _instanced;
  73937. private _instanceDivisor;
  73938. /**
  73939. * The byte type.
  73940. */
  73941. static readonly BYTE: number;
  73942. /**
  73943. * The unsigned byte type.
  73944. */
  73945. static readonly UNSIGNED_BYTE: number;
  73946. /**
  73947. * The short type.
  73948. */
  73949. static readonly SHORT: number;
  73950. /**
  73951. * The unsigned short type.
  73952. */
  73953. static readonly UNSIGNED_SHORT: number;
  73954. /**
  73955. * The integer type.
  73956. */
  73957. static readonly INT: number;
  73958. /**
  73959. * The unsigned integer type.
  73960. */
  73961. static readonly UNSIGNED_INT: number;
  73962. /**
  73963. * The float type.
  73964. */
  73965. static readonly FLOAT: number;
  73966. /**
  73967. * Gets or sets the instance divisor when in instanced mode
  73968. */
  73969. instanceDivisor: number;
  73970. /**
  73971. * Gets the byte stride.
  73972. */
  73973. readonly byteStride: number;
  73974. /**
  73975. * Gets the byte offset.
  73976. */
  73977. readonly byteOffset: number;
  73978. /**
  73979. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  73980. */
  73981. readonly normalized: boolean;
  73982. /**
  73983. * Gets the data type of each component in the array.
  73984. */
  73985. readonly type: number;
  73986. /**
  73987. * Constructor
  73988. * @param engine the engine
  73989. * @param data the data to use for this vertex buffer
  73990. * @param kind the vertex buffer kind
  73991. * @param updatable whether the data is updatable
  73992. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73993. * @param stride the stride (optional)
  73994. * @param instanced whether the buffer is instanced (optional)
  73995. * @param offset the offset of the data (optional)
  73996. * @param size the number of components (optional)
  73997. * @param type the type of the component (optional)
  73998. * @param normalized whether the data contains normalized data (optional)
  73999. * @param useBytes set to true if stride and offset are in bytes (optional)
  74000. * @param divisor defines the instance divisor to use (1 by default)
  74001. */
  74002. 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, divisor?: number);
  74003. /** @hidden */
  74004. _rebuild(): void;
  74005. /**
  74006. * Returns the kind of the VertexBuffer (string)
  74007. * @returns a string
  74008. */
  74009. getKind(): string;
  74010. /**
  74011. * Gets a boolean indicating if the VertexBuffer is updatable?
  74012. * @returns true if the buffer is updatable
  74013. */
  74014. isUpdatable(): boolean;
  74015. /**
  74016. * Gets current buffer's data
  74017. * @returns a DataArray or null
  74018. */
  74019. getData(): Nullable<DataArray>;
  74020. /**
  74021. * Gets underlying native buffer
  74022. * @returns underlying native buffer
  74023. */
  74024. getBuffer(): Nullable<DataBuffer>;
  74025. /**
  74026. * Gets the stride in float32 units (i.e. byte stride / 4).
  74027. * May not be an integer if the byte stride is not divisible by 4.
  74028. * DEPRECATED. Use byteStride instead.
  74029. * @returns the stride in float32 units
  74030. */
  74031. getStrideSize(): number;
  74032. /**
  74033. * Returns the offset as a multiple of the type byte length.
  74034. * DEPRECATED. Use byteOffset instead.
  74035. * @returns the offset in bytes
  74036. */
  74037. getOffset(): number;
  74038. /**
  74039. * Returns the number of components per vertex attribute (integer)
  74040. * @returns the size in float
  74041. */
  74042. getSize(): number;
  74043. /**
  74044. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74045. * @returns true if this buffer is instanced
  74046. */
  74047. getIsInstanced(): boolean;
  74048. /**
  74049. * Returns the instancing divisor, zero for non-instanced (integer).
  74050. * @returns a number
  74051. */
  74052. getInstanceDivisor(): number;
  74053. /**
  74054. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74055. * @param data defines the data to store
  74056. */
  74057. create(data?: DataArray): void;
  74058. /**
  74059. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74060. * This function will create a new buffer if the current one is not updatable
  74061. * @param data defines the data to store
  74062. */
  74063. update(data: DataArray): void;
  74064. /**
  74065. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74066. * Returns the directly updated WebGLBuffer.
  74067. * @param data the new data
  74068. * @param offset the new offset
  74069. * @param useBytes set to true if the offset is in bytes
  74070. */
  74071. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74072. /**
  74073. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74074. */
  74075. dispose(): void;
  74076. /**
  74077. * Enumerates each value of this vertex buffer as numbers.
  74078. * @param count the number of values to enumerate
  74079. * @param callback the callback function called for each value
  74080. */
  74081. forEach(count: number, callback: (value: number, index: number) => void): void;
  74082. /**
  74083. * Positions
  74084. */
  74085. static readonly PositionKind: string;
  74086. /**
  74087. * Normals
  74088. */
  74089. static readonly NormalKind: string;
  74090. /**
  74091. * Tangents
  74092. */
  74093. static readonly TangentKind: string;
  74094. /**
  74095. * Texture coordinates
  74096. */
  74097. static readonly UVKind: string;
  74098. /**
  74099. * Texture coordinates 2
  74100. */
  74101. static readonly UV2Kind: string;
  74102. /**
  74103. * Texture coordinates 3
  74104. */
  74105. static readonly UV3Kind: string;
  74106. /**
  74107. * Texture coordinates 4
  74108. */
  74109. static readonly UV4Kind: string;
  74110. /**
  74111. * Texture coordinates 5
  74112. */
  74113. static readonly UV5Kind: string;
  74114. /**
  74115. * Texture coordinates 6
  74116. */
  74117. static readonly UV6Kind: string;
  74118. /**
  74119. * Colors
  74120. */
  74121. static readonly ColorKind: string;
  74122. /**
  74123. * Matrix indices (for bones)
  74124. */
  74125. static readonly MatricesIndicesKind: string;
  74126. /**
  74127. * Matrix weights (for bones)
  74128. */
  74129. static readonly MatricesWeightsKind: string;
  74130. /**
  74131. * Additional matrix indices (for bones)
  74132. */
  74133. static readonly MatricesIndicesExtraKind: string;
  74134. /**
  74135. * Additional matrix weights (for bones)
  74136. */
  74137. static readonly MatricesWeightsExtraKind: string;
  74138. /**
  74139. * Deduces the stride given a kind.
  74140. * @param kind The kind string to deduce
  74141. * @returns The deduced stride
  74142. */
  74143. static DeduceStride(kind: string): number;
  74144. /**
  74145. * Gets the byte length of the given type.
  74146. * @param type the type
  74147. * @returns the number of bytes
  74148. */
  74149. static GetTypeByteLength(type: number): number;
  74150. /**
  74151. * Enumerates each value of the given parameters as numbers.
  74152. * @param data the data to enumerate
  74153. * @param byteOffset the byte offset of the data
  74154. * @param byteStride the byte stride of the data
  74155. * @param componentCount the number of components per element
  74156. * @param componentType the type of the component
  74157. * @param count the number of values to enumerate
  74158. * @param normalized whether the data is normalized
  74159. * @param callback the callback function called for each value
  74160. */
  74161. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74162. private static _GetFloatValue;
  74163. }
  74164. }
  74165. declare module BABYLON {
  74166. /**
  74167. * @hidden
  74168. */
  74169. export class IntersectionInfo {
  74170. bu: Nullable<number>;
  74171. bv: Nullable<number>;
  74172. distance: number;
  74173. faceId: number;
  74174. subMeshId: number;
  74175. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74176. }
  74177. }
  74178. declare module BABYLON {
  74179. /**
  74180. * Represens a plane by the equation ax + by + cz + d = 0
  74181. */
  74182. export class Plane {
  74183. private static _TmpMatrix;
  74184. /**
  74185. * Normal of the plane (a,b,c)
  74186. */
  74187. normal: Vector3;
  74188. /**
  74189. * d component of the plane
  74190. */
  74191. d: number;
  74192. /**
  74193. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74194. * @param a a component of the plane
  74195. * @param b b component of the plane
  74196. * @param c c component of the plane
  74197. * @param d d component of the plane
  74198. */
  74199. constructor(a: number, b: number, c: number, d: number);
  74200. /**
  74201. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74202. */
  74203. asArray(): number[];
  74204. /**
  74205. * @returns a new plane copied from the current Plane.
  74206. */
  74207. clone(): Plane;
  74208. /**
  74209. * @returns the string "Plane".
  74210. */
  74211. getClassName(): string;
  74212. /**
  74213. * @returns the Plane hash code.
  74214. */
  74215. getHashCode(): number;
  74216. /**
  74217. * Normalize the current Plane in place.
  74218. * @returns the updated Plane.
  74219. */
  74220. normalize(): Plane;
  74221. /**
  74222. * Applies a transformation the plane and returns the result
  74223. * @param transformation the transformation matrix to be applied to the plane
  74224. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74225. */
  74226. transform(transformation: DeepImmutable<Matrix>): Plane;
  74227. /**
  74228. * Calcualtte the dot product between the point and the plane normal
  74229. * @param point point to calculate the dot product with
  74230. * @returns the dot product (float) of the point coordinates and the plane normal.
  74231. */
  74232. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74233. /**
  74234. * Updates the current Plane from the plane defined by the three given points.
  74235. * @param point1 one of the points used to contruct the plane
  74236. * @param point2 one of the points used to contruct the plane
  74237. * @param point3 one of the points used to contruct the plane
  74238. * @returns the updated Plane.
  74239. */
  74240. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74241. /**
  74242. * Checks if the plane is facing a given direction
  74243. * @param direction the direction to check if the plane is facing
  74244. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74245. * @returns True is the vector "direction" is the same side than the plane normal.
  74246. */
  74247. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74248. /**
  74249. * Calculates the distance to a point
  74250. * @param point point to calculate distance to
  74251. * @returns the signed distance (float) from the given point to the Plane.
  74252. */
  74253. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74254. /**
  74255. * Creates a plane from an array
  74256. * @param array the array to create a plane from
  74257. * @returns a new Plane from the given array.
  74258. */
  74259. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74260. /**
  74261. * Creates a plane from three points
  74262. * @param point1 point used to create the plane
  74263. * @param point2 point used to create the plane
  74264. * @param point3 point used to create the plane
  74265. * @returns a new Plane defined by the three given points.
  74266. */
  74267. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74268. /**
  74269. * Creates a plane from an origin point and a normal
  74270. * @param origin origin of the plane to be constructed
  74271. * @param normal normal of the plane to be constructed
  74272. * @returns a new Plane the normal vector to this plane at the given origin point.
  74273. * Note : the vector "normal" is updated because normalized.
  74274. */
  74275. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74276. /**
  74277. * Calculates the distance from a plane and a point
  74278. * @param origin origin of the plane to be constructed
  74279. * @param normal normal of the plane to be constructed
  74280. * @param point point to calculate distance to
  74281. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74282. */
  74283. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74284. }
  74285. }
  74286. declare module BABYLON {
  74287. /**
  74288. * Class used to store bounding sphere information
  74289. */
  74290. export class BoundingSphere {
  74291. /**
  74292. * Gets the center of the bounding sphere in local space
  74293. */
  74294. readonly center: Vector3;
  74295. /**
  74296. * Radius of the bounding sphere in local space
  74297. */
  74298. radius: number;
  74299. /**
  74300. * Gets the center of the bounding sphere in world space
  74301. */
  74302. readonly centerWorld: Vector3;
  74303. /**
  74304. * Radius of the bounding sphere in world space
  74305. */
  74306. radiusWorld: number;
  74307. /**
  74308. * Gets the minimum vector in local space
  74309. */
  74310. readonly minimum: Vector3;
  74311. /**
  74312. * Gets the maximum vector in local space
  74313. */
  74314. readonly maximum: Vector3;
  74315. private _worldMatrix;
  74316. private static readonly TmpVector3;
  74317. /**
  74318. * Creates a new bounding sphere
  74319. * @param min defines the minimum vector (in local space)
  74320. * @param max defines the maximum vector (in local space)
  74321. * @param worldMatrix defines the new world matrix
  74322. */
  74323. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74324. /**
  74325. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74326. * @param min defines the new minimum vector (in local space)
  74327. * @param max defines the new maximum vector (in local space)
  74328. * @param worldMatrix defines the new world matrix
  74329. */
  74330. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74331. /**
  74332. * Scale the current bounding sphere by applying a scale factor
  74333. * @param factor defines the scale factor to apply
  74334. * @returns the current bounding box
  74335. */
  74336. scale(factor: number): BoundingSphere;
  74337. /**
  74338. * Gets the world matrix of the bounding box
  74339. * @returns a matrix
  74340. */
  74341. getWorldMatrix(): DeepImmutable<Matrix>;
  74342. /** @hidden */
  74343. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74344. /**
  74345. * Tests if the bounding sphere is intersecting the frustum planes
  74346. * @param frustumPlanes defines the frustum planes to test
  74347. * @returns true if there is an intersection
  74348. */
  74349. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74350. /**
  74351. * Tests if the bounding sphere center is in between the frustum planes.
  74352. * Used for optimistic fast inclusion.
  74353. * @param frustumPlanes defines the frustum planes to test
  74354. * @returns true if the sphere center is in between the frustum planes
  74355. */
  74356. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74357. /**
  74358. * Tests if a point is inside the bounding sphere
  74359. * @param point defines the point to test
  74360. * @returns true if the point is inside the bounding sphere
  74361. */
  74362. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74363. /**
  74364. * Checks if two sphere intersct
  74365. * @param sphere0 sphere 0
  74366. * @param sphere1 sphere 1
  74367. * @returns true if the speres intersect
  74368. */
  74369. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74370. }
  74371. }
  74372. declare module BABYLON {
  74373. /**
  74374. * Class used to store bounding box information
  74375. */
  74376. export class BoundingBox implements ICullable {
  74377. /**
  74378. * Gets the 8 vectors representing the bounding box in local space
  74379. */
  74380. readonly vectors: Vector3[];
  74381. /**
  74382. * Gets the center of the bounding box in local space
  74383. */
  74384. readonly center: Vector3;
  74385. /**
  74386. * Gets the center of the bounding box in world space
  74387. */
  74388. readonly centerWorld: Vector3;
  74389. /**
  74390. * Gets the extend size in local space
  74391. */
  74392. readonly extendSize: Vector3;
  74393. /**
  74394. * Gets the extend size in world space
  74395. */
  74396. readonly extendSizeWorld: Vector3;
  74397. /**
  74398. * Gets the OBB (object bounding box) directions
  74399. */
  74400. readonly directions: Vector3[];
  74401. /**
  74402. * Gets the 8 vectors representing the bounding box in world space
  74403. */
  74404. readonly vectorsWorld: Vector3[];
  74405. /**
  74406. * Gets the minimum vector in world space
  74407. */
  74408. readonly minimumWorld: Vector3;
  74409. /**
  74410. * Gets the maximum vector in world space
  74411. */
  74412. readonly maximumWorld: Vector3;
  74413. /**
  74414. * Gets the minimum vector in local space
  74415. */
  74416. readonly minimum: Vector3;
  74417. /**
  74418. * Gets the maximum vector in local space
  74419. */
  74420. readonly maximum: Vector3;
  74421. private _worldMatrix;
  74422. private static readonly TmpVector3;
  74423. /**
  74424. * @hidden
  74425. */
  74426. _tag: number;
  74427. /**
  74428. * Creates a new bounding box
  74429. * @param min defines the minimum vector (in local space)
  74430. * @param max defines the maximum vector (in local space)
  74431. * @param worldMatrix defines the new world matrix
  74432. */
  74433. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74434. /**
  74435. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74436. * @param min defines the new minimum vector (in local space)
  74437. * @param max defines the new maximum vector (in local space)
  74438. * @param worldMatrix defines the new world matrix
  74439. */
  74440. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74441. /**
  74442. * Scale the current bounding box by applying a scale factor
  74443. * @param factor defines the scale factor to apply
  74444. * @returns the current bounding box
  74445. */
  74446. scale(factor: number): BoundingBox;
  74447. /**
  74448. * Gets the world matrix of the bounding box
  74449. * @returns a matrix
  74450. */
  74451. getWorldMatrix(): DeepImmutable<Matrix>;
  74452. /** @hidden */
  74453. _update(world: DeepImmutable<Matrix>): void;
  74454. /**
  74455. * Tests if the bounding box is intersecting the frustum planes
  74456. * @param frustumPlanes defines the frustum planes to test
  74457. * @returns true if there is an intersection
  74458. */
  74459. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74460. /**
  74461. * Tests if the bounding box is entirely inside the frustum planes
  74462. * @param frustumPlanes defines the frustum planes to test
  74463. * @returns true if there is an inclusion
  74464. */
  74465. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74466. /**
  74467. * Tests if a point is inside the bounding box
  74468. * @param point defines the point to test
  74469. * @returns true if the point is inside the bounding box
  74470. */
  74471. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74472. /**
  74473. * Tests if the bounding box intersects with a bounding sphere
  74474. * @param sphere defines the sphere to test
  74475. * @returns true if there is an intersection
  74476. */
  74477. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74478. /**
  74479. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74480. * @param min defines the min vector to use
  74481. * @param max defines the max vector to use
  74482. * @returns true if there is an intersection
  74483. */
  74484. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74485. /**
  74486. * Tests if two bounding boxes are intersections
  74487. * @param box0 defines the first box to test
  74488. * @param box1 defines the second box to test
  74489. * @returns true if there is an intersection
  74490. */
  74491. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74492. /**
  74493. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74494. * @param minPoint defines the minimum vector of the bounding box
  74495. * @param maxPoint defines the maximum vector of the bounding box
  74496. * @param sphereCenter defines the sphere center
  74497. * @param sphereRadius defines the sphere radius
  74498. * @returns true if there is an intersection
  74499. */
  74500. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74501. /**
  74502. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74503. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74504. * @param frustumPlanes defines the frustum planes to test
  74505. * @return true if there is an inclusion
  74506. */
  74507. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74508. /**
  74509. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74510. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74511. * @param frustumPlanes defines the frustum planes to test
  74512. * @return true if there is an intersection
  74513. */
  74514. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74515. }
  74516. }
  74517. declare module BABYLON {
  74518. /** @hidden */
  74519. export class Collider {
  74520. /** Define if a collision was found */
  74521. collisionFound: boolean;
  74522. /**
  74523. * Define last intersection point in local space
  74524. */
  74525. intersectionPoint: Vector3;
  74526. /**
  74527. * Define last collided mesh
  74528. */
  74529. collidedMesh: Nullable<AbstractMesh>;
  74530. private _collisionPoint;
  74531. private _planeIntersectionPoint;
  74532. private _tempVector;
  74533. private _tempVector2;
  74534. private _tempVector3;
  74535. private _tempVector4;
  74536. private _edge;
  74537. private _baseToVertex;
  74538. private _destinationPoint;
  74539. private _slidePlaneNormal;
  74540. private _displacementVector;
  74541. /** @hidden */
  74542. _radius: Vector3;
  74543. /** @hidden */
  74544. _retry: number;
  74545. private _velocity;
  74546. private _basePoint;
  74547. private _epsilon;
  74548. /** @hidden */
  74549. _velocityWorldLength: number;
  74550. /** @hidden */
  74551. _basePointWorld: Vector3;
  74552. private _velocityWorld;
  74553. private _normalizedVelocity;
  74554. /** @hidden */
  74555. _initialVelocity: Vector3;
  74556. /** @hidden */
  74557. _initialPosition: Vector3;
  74558. private _nearestDistance;
  74559. private _collisionMask;
  74560. collisionMask: number;
  74561. /**
  74562. * Gets the plane normal used to compute the sliding response (in local space)
  74563. */
  74564. readonly slidePlaneNormal: Vector3;
  74565. /** @hidden */
  74566. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74567. /** @hidden */
  74568. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74569. /** @hidden */
  74570. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74571. /** @hidden */
  74572. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74573. /** @hidden */
  74574. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74575. /** @hidden */
  74576. _getResponse(pos: Vector3, vel: Vector3): void;
  74577. }
  74578. }
  74579. declare module BABYLON {
  74580. /**
  74581. * Interface for cullable objects
  74582. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74583. */
  74584. export interface ICullable {
  74585. /**
  74586. * Checks if the object or part of the object is in the frustum
  74587. * @param frustumPlanes Camera near/planes
  74588. * @returns true if the object is in frustum otherwise false
  74589. */
  74590. isInFrustum(frustumPlanes: Plane[]): boolean;
  74591. /**
  74592. * Checks if a cullable object (mesh...) is in the camera frustum
  74593. * Unlike isInFrustum this cheks the full bounding box
  74594. * @param frustumPlanes Camera near/planes
  74595. * @returns true if the object is in frustum otherwise false
  74596. */
  74597. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74598. }
  74599. /**
  74600. * Info for a bounding data of a mesh
  74601. */
  74602. export class BoundingInfo implements ICullable {
  74603. /**
  74604. * Bounding box for the mesh
  74605. */
  74606. readonly boundingBox: BoundingBox;
  74607. /**
  74608. * Bounding sphere for the mesh
  74609. */
  74610. readonly boundingSphere: BoundingSphere;
  74611. private _isLocked;
  74612. private static readonly TmpVector3;
  74613. /**
  74614. * Constructs bounding info
  74615. * @param minimum min vector of the bounding box/sphere
  74616. * @param maximum max vector of the bounding box/sphere
  74617. * @param worldMatrix defines the new world matrix
  74618. */
  74619. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74620. /**
  74621. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74622. * @param min defines the new minimum vector (in local space)
  74623. * @param max defines the new maximum vector (in local space)
  74624. * @param worldMatrix defines the new world matrix
  74625. */
  74626. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74627. /**
  74628. * min vector of the bounding box/sphere
  74629. */
  74630. readonly minimum: Vector3;
  74631. /**
  74632. * max vector of the bounding box/sphere
  74633. */
  74634. readonly maximum: Vector3;
  74635. /**
  74636. * If the info is locked and won't be updated to avoid perf overhead
  74637. */
  74638. isLocked: boolean;
  74639. /**
  74640. * Updates the bounding sphere and box
  74641. * @param world world matrix to be used to update
  74642. */
  74643. update(world: DeepImmutable<Matrix>): void;
  74644. /**
  74645. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74646. * @param center New center of the bounding info
  74647. * @param extend New extend of the bounding info
  74648. * @returns the current bounding info
  74649. */
  74650. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74651. /**
  74652. * Scale the current bounding info by applying a scale factor
  74653. * @param factor defines the scale factor to apply
  74654. * @returns the current bounding info
  74655. */
  74656. scale(factor: number): BoundingInfo;
  74657. /**
  74658. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74659. * @param frustumPlanes defines the frustum to test
  74660. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74661. * @returns true if the bounding info is in the frustum planes
  74662. */
  74663. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74664. /**
  74665. * Gets the world distance between the min and max points of the bounding box
  74666. */
  74667. readonly diagonalLength: number;
  74668. /**
  74669. * Checks if a cullable object (mesh...) is in the camera frustum
  74670. * Unlike isInFrustum this cheks the full bounding box
  74671. * @param frustumPlanes Camera near/planes
  74672. * @returns true if the object is in frustum otherwise false
  74673. */
  74674. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74675. /** @hidden */
  74676. _checkCollision(collider: Collider): boolean;
  74677. /**
  74678. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74679. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74680. * @param point the point to check intersection with
  74681. * @returns if the point intersects
  74682. */
  74683. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74684. /**
  74685. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74686. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74687. * @param boundingInfo the bounding info to check intersection with
  74688. * @param precise if the intersection should be done using OBB
  74689. * @returns if the bounding info intersects
  74690. */
  74691. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  74692. }
  74693. }
  74694. declare module BABYLON {
  74695. /**
  74696. * Extracts minimum and maximum values from a list of indexed positions
  74697. * @param positions defines the positions to use
  74698. * @param indices defines the indices to the positions
  74699. * @param indexStart defines the start index
  74700. * @param indexCount defines the end index
  74701. * @param bias defines bias value to add to the result
  74702. * @return minimum and maximum values
  74703. */
  74704. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  74705. minimum: Vector3;
  74706. maximum: Vector3;
  74707. };
  74708. /**
  74709. * Extracts minimum and maximum values from a list of positions
  74710. * @param positions defines the positions to use
  74711. * @param start defines the start index in the positions array
  74712. * @param count defines the number of positions to handle
  74713. * @param bias defines bias value to add to the result
  74714. * @param stride defines the stride size to use (distance between two positions in the positions array)
  74715. * @return minimum and maximum values
  74716. */
  74717. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  74718. minimum: Vector3;
  74719. maximum: Vector3;
  74720. };
  74721. }
  74722. declare module BABYLON {
  74723. /** @hidden */
  74724. export class WebGLDataBuffer extends DataBuffer {
  74725. private _buffer;
  74726. constructor(resource: WebGLBuffer);
  74727. readonly underlyingResource: any;
  74728. }
  74729. }
  74730. declare module BABYLON {
  74731. /** @hidden */
  74732. export class WebGLPipelineContext implements IPipelineContext {
  74733. engine: ThinEngine;
  74734. program: Nullable<WebGLProgram>;
  74735. context?: WebGLRenderingContext;
  74736. vertexShader?: WebGLShader;
  74737. fragmentShader?: WebGLShader;
  74738. isParallelCompiled: boolean;
  74739. onCompiled?: () => void;
  74740. transformFeedback?: WebGLTransformFeedback | null;
  74741. readonly isAsync: boolean;
  74742. readonly isReady: boolean;
  74743. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  74744. }
  74745. }
  74746. declare module BABYLON {
  74747. interface ThinEngine {
  74748. /**
  74749. * Create an uniform buffer
  74750. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74751. * @param elements defines the content of the uniform buffer
  74752. * @returns the webGL uniform buffer
  74753. */
  74754. createUniformBuffer(elements: FloatArray): DataBuffer;
  74755. /**
  74756. * Create a dynamic uniform buffer
  74757. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74758. * @param elements defines the content of the uniform buffer
  74759. * @returns the webGL uniform buffer
  74760. */
  74761. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  74762. /**
  74763. * Update an existing uniform buffer
  74764. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74765. * @param uniformBuffer defines the target uniform buffer
  74766. * @param elements defines the content to update
  74767. * @param offset defines the offset in the uniform buffer where update should start
  74768. * @param count defines the size of the data to update
  74769. */
  74770. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  74771. /**
  74772. * Bind an uniform buffer to the current webGL context
  74773. * @param buffer defines the buffer to bind
  74774. */
  74775. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  74776. /**
  74777. * Bind a buffer to the current webGL context at a given location
  74778. * @param buffer defines the buffer to bind
  74779. * @param location defines the index where to bind the buffer
  74780. */
  74781. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  74782. /**
  74783. * Bind a specific block at a given index in a specific shader program
  74784. * @param pipelineContext defines the pipeline context to use
  74785. * @param blockName defines the block name
  74786. * @param index defines the index where to bind the block
  74787. */
  74788. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  74789. }
  74790. }
  74791. declare module BABYLON {
  74792. /**
  74793. * Uniform buffer objects.
  74794. *
  74795. * Handles blocks of uniform on the GPU.
  74796. *
  74797. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74798. *
  74799. * For more information, please refer to :
  74800. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74801. */
  74802. export class UniformBuffer {
  74803. private _engine;
  74804. private _buffer;
  74805. private _data;
  74806. private _bufferData;
  74807. private _dynamic?;
  74808. private _uniformLocations;
  74809. private _uniformSizes;
  74810. private _uniformLocationPointer;
  74811. private _needSync;
  74812. private _noUBO;
  74813. private _currentEffect;
  74814. /** @hidden */
  74815. _alreadyBound: boolean;
  74816. private static _MAX_UNIFORM_SIZE;
  74817. private static _tempBuffer;
  74818. /**
  74819. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  74820. * This is dynamic to allow compat with webgl 1 and 2.
  74821. * You will need to pass the name of the uniform as well as the value.
  74822. */
  74823. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  74824. /**
  74825. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  74826. * This is dynamic to allow compat with webgl 1 and 2.
  74827. * You will need to pass the name of the uniform as well as the value.
  74828. */
  74829. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  74830. /**
  74831. * Lambda to Update a single float in a uniform buffer.
  74832. * This is dynamic to allow compat with webgl 1 and 2.
  74833. * You will need to pass the name of the uniform as well as the value.
  74834. */
  74835. updateFloat: (name: string, x: number) => void;
  74836. /**
  74837. * Lambda to Update a vec2 of float in a uniform buffer.
  74838. * This is dynamic to allow compat with webgl 1 and 2.
  74839. * You will need to pass the name of the uniform as well as the value.
  74840. */
  74841. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  74842. /**
  74843. * Lambda to Update a vec3 of float in a uniform buffer.
  74844. * This is dynamic to allow compat with webgl 1 and 2.
  74845. * You will need to pass the name of the uniform as well as the value.
  74846. */
  74847. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  74848. /**
  74849. * Lambda to Update a vec4 of float in a uniform buffer.
  74850. * This is dynamic to allow compat with webgl 1 and 2.
  74851. * You will need to pass the name of the uniform as well as the value.
  74852. */
  74853. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  74854. /**
  74855. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  74856. * This is dynamic to allow compat with webgl 1 and 2.
  74857. * You will need to pass the name of the uniform as well as the value.
  74858. */
  74859. updateMatrix: (name: string, mat: Matrix) => void;
  74860. /**
  74861. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  74862. * This is dynamic to allow compat with webgl 1 and 2.
  74863. * You will need to pass the name of the uniform as well as the value.
  74864. */
  74865. updateVector3: (name: string, vector: Vector3) => void;
  74866. /**
  74867. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  74868. * This is dynamic to allow compat with webgl 1 and 2.
  74869. * You will need to pass the name of the uniform as well as the value.
  74870. */
  74871. updateVector4: (name: string, vector: Vector4) => void;
  74872. /**
  74873. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  74874. * This is dynamic to allow compat with webgl 1 and 2.
  74875. * You will need to pass the name of the uniform as well as the value.
  74876. */
  74877. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  74878. /**
  74879. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  74880. * This is dynamic to allow compat with webgl 1 and 2.
  74881. * You will need to pass the name of the uniform as well as the value.
  74882. */
  74883. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  74884. /**
  74885. * Instantiates a new Uniform buffer objects.
  74886. *
  74887. * Handles blocks of uniform on the GPU.
  74888. *
  74889. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74890. *
  74891. * For more information, please refer to :
  74892. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74893. * @param engine Define the engine the buffer is associated with
  74894. * @param data Define the data contained in the buffer
  74895. * @param dynamic Define if the buffer is updatable
  74896. */
  74897. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  74898. /**
  74899. * Indicates if the buffer is using the WebGL2 UBO implementation,
  74900. * or just falling back on setUniformXXX calls.
  74901. */
  74902. readonly useUbo: boolean;
  74903. /**
  74904. * Indicates if the WebGL underlying uniform buffer is in sync
  74905. * with the javascript cache data.
  74906. */
  74907. readonly isSync: boolean;
  74908. /**
  74909. * Indicates if the WebGL underlying uniform buffer is dynamic.
  74910. * Also, a dynamic UniformBuffer will disable cache verification and always
  74911. * update the underlying WebGL uniform buffer to the GPU.
  74912. * @returns if Dynamic, otherwise false
  74913. */
  74914. isDynamic(): boolean;
  74915. /**
  74916. * The data cache on JS side.
  74917. * @returns the underlying data as a float array
  74918. */
  74919. getData(): Float32Array;
  74920. /**
  74921. * The underlying WebGL Uniform buffer.
  74922. * @returns the webgl buffer
  74923. */
  74924. getBuffer(): Nullable<DataBuffer>;
  74925. /**
  74926. * std140 layout specifies how to align data within an UBO structure.
  74927. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  74928. * for specs.
  74929. */
  74930. private _fillAlignment;
  74931. /**
  74932. * Adds an uniform in the buffer.
  74933. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  74934. * for the layout to be correct !
  74935. * @param name Name of the uniform, as used in the uniform block in the shader.
  74936. * @param size Data size, or data directly.
  74937. */
  74938. addUniform(name: string, size: number | number[]): void;
  74939. /**
  74940. * Adds a Matrix 4x4 to the uniform buffer.
  74941. * @param name Name of the uniform, as used in the uniform block in the shader.
  74942. * @param mat A 4x4 matrix.
  74943. */
  74944. addMatrix(name: string, mat: Matrix): void;
  74945. /**
  74946. * Adds a vec2 to the uniform buffer.
  74947. * @param name Name of the uniform, as used in the uniform block in the shader.
  74948. * @param x Define the x component value of the vec2
  74949. * @param y Define the y component value of the vec2
  74950. */
  74951. addFloat2(name: string, x: number, y: number): void;
  74952. /**
  74953. * Adds a vec3 to the uniform buffer.
  74954. * @param name Name of the uniform, as used in the uniform block in the shader.
  74955. * @param x Define the x component value of the vec3
  74956. * @param y Define the y component value of the vec3
  74957. * @param z Define the z component value of the vec3
  74958. */
  74959. addFloat3(name: string, x: number, y: number, z: number): void;
  74960. /**
  74961. * Adds a vec3 to the uniform buffer.
  74962. * @param name Name of the uniform, as used in the uniform block in the shader.
  74963. * @param color Define the vec3 from a Color
  74964. */
  74965. addColor3(name: string, color: Color3): void;
  74966. /**
  74967. * Adds a vec4 to the uniform buffer.
  74968. * @param name Name of the uniform, as used in the uniform block in the shader.
  74969. * @param color Define the rgb components from a Color
  74970. * @param alpha Define the a component of the vec4
  74971. */
  74972. addColor4(name: string, color: Color3, alpha: number): void;
  74973. /**
  74974. * Adds a vec3 to the uniform buffer.
  74975. * @param name Name of the uniform, as used in the uniform block in the shader.
  74976. * @param vector Define the vec3 components from a Vector
  74977. */
  74978. addVector3(name: string, vector: Vector3): void;
  74979. /**
  74980. * Adds a Matrix 3x3 to the uniform buffer.
  74981. * @param name Name of the uniform, as used in the uniform block in the shader.
  74982. */
  74983. addMatrix3x3(name: string): void;
  74984. /**
  74985. * Adds a Matrix 2x2 to the uniform buffer.
  74986. * @param name Name of the uniform, as used in the uniform block in the shader.
  74987. */
  74988. addMatrix2x2(name: string): void;
  74989. /**
  74990. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  74991. */
  74992. create(): void;
  74993. /** @hidden */
  74994. _rebuild(): void;
  74995. /**
  74996. * Updates the WebGL Uniform Buffer on the GPU.
  74997. * If the `dynamic` flag is set to true, no cache comparison is done.
  74998. * Otherwise, the buffer will be updated only if the cache differs.
  74999. */
  75000. update(): void;
  75001. /**
  75002. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75003. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75004. * @param data Define the flattened data
  75005. * @param size Define the size of the data.
  75006. */
  75007. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75008. private _valueCache;
  75009. private _cacheMatrix;
  75010. private _updateMatrix3x3ForUniform;
  75011. private _updateMatrix3x3ForEffect;
  75012. private _updateMatrix2x2ForEffect;
  75013. private _updateMatrix2x2ForUniform;
  75014. private _updateFloatForEffect;
  75015. private _updateFloatForUniform;
  75016. private _updateFloat2ForEffect;
  75017. private _updateFloat2ForUniform;
  75018. private _updateFloat3ForEffect;
  75019. private _updateFloat3ForUniform;
  75020. private _updateFloat4ForEffect;
  75021. private _updateFloat4ForUniform;
  75022. private _updateMatrixForEffect;
  75023. private _updateMatrixForUniform;
  75024. private _updateVector3ForEffect;
  75025. private _updateVector3ForUniform;
  75026. private _updateVector4ForEffect;
  75027. private _updateVector4ForUniform;
  75028. private _updateColor3ForEffect;
  75029. private _updateColor3ForUniform;
  75030. private _updateColor4ForEffect;
  75031. private _updateColor4ForUniform;
  75032. /**
  75033. * Sets a sampler uniform on the effect.
  75034. * @param name Define the name of the sampler.
  75035. * @param texture Define the texture to set in the sampler
  75036. */
  75037. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75038. /**
  75039. * Directly updates the value of the uniform in the cache AND on the GPU.
  75040. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75041. * @param data Define the flattened data
  75042. */
  75043. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75044. /**
  75045. * Binds this uniform buffer to an effect.
  75046. * @param effect Define the effect to bind the buffer to
  75047. * @param name Name of the uniform block in the shader.
  75048. */
  75049. bindToEffect(effect: Effect, name: string): void;
  75050. /**
  75051. * Disposes the uniform buffer.
  75052. */
  75053. dispose(): void;
  75054. }
  75055. }
  75056. declare module BABYLON {
  75057. /**
  75058. * Enum that determines the text-wrapping mode to use.
  75059. */
  75060. export enum InspectableType {
  75061. /**
  75062. * Checkbox for booleans
  75063. */
  75064. Checkbox = 0,
  75065. /**
  75066. * Sliders for numbers
  75067. */
  75068. Slider = 1,
  75069. /**
  75070. * Vector3
  75071. */
  75072. Vector3 = 2,
  75073. /**
  75074. * Quaternions
  75075. */
  75076. Quaternion = 3,
  75077. /**
  75078. * Color3
  75079. */
  75080. Color3 = 4,
  75081. /**
  75082. * String
  75083. */
  75084. String = 5
  75085. }
  75086. /**
  75087. * Interface used to define custom inspectable properties.
  75088. * This interface is used by the inspector to display custom property grids
  75089. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75090. */
  75091. export interface IInspectable {
  75092. /**
  75093. * Gets the label to display
  75094. */
  75095. label: string;
  75096. /**
  75097. * Gets the name of the property to edit
  75098. */
  75099. propertyName: string;
  75100. /**
  75101. * Gets the type of the editor to use
  75102. */
  75103. type: InspectableType;
  75104. /**
  75105. * Gets the minimum value of the property when using in "slider" mode
  75106. */
  75107. min?: number;
  75108. /**
  75109. * Gets the maximum value of the property when using in "slider" mode
  75110. */
  75111. max?: number;
  75112. /**
  75113. * Gets the setp to use when using in "slider" mode
  75114. */
  75115. step?: number;
  75116. }
  75117. }
  75118. declare module BABYLON {
  75119. /**
  75120. * Class used to provide helper for timing
  75121. */
  75122. export class TimingTools {
  75123. /**
  75124. * Polyfill for setImmediate
  75125. * @param action defines the action to execute after the current execution block
  75126. */
  75127. static SetImmediate(action: () => void): void;
  75128. }
  75129. }
  75130. declare module BABYLON {
  75131. /**
  75132. * Class used to enable instatition of objects by class name
  75133. */
  75134. export class InstantiationTools {
  75135. /**
  75136. * Use this object to register external classes like custom textures or material
  75137. * to allow the laoders to instantiate them
  75138. */
  75139. static RegisteredExternalClasses: {
  75140. [key: string]: Object;
  75141. };
  75142. /**
  75143. * Tries to instantiate a new object from a given class name
  75144. * @param className defines the class name to instantiate
  75145. * @returns the new object or null if the system was not able to do the instantiation
  75146. */
  75147. static Instantiate(className: string): any;
  75148. }
  75149. }
  75150. declare module BABYLON {
  75151. /**
  75152. * Define options used to create a depth texture
  75153. */
  75154. export class DepthTextureCreationOptions {
  75155. /** Specifies whether or not a stencil should be allocated in the texture */
  75156. generateStencil?: boolean;
  75157. /** Specifies whether or not bilinear filtering is enable on the texture */
  75158. bilinearFiltering?: boolean;
  75159. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75160. comparisonFunction?: number;
  75161. /** Specifies if the created texture is a cube texture */
  75162. isCube?: boolean;
  75163. }
  75164. }
  75165. declare module BABYLON {
  75166. interface ThinEngine {
  75167. /**
  75168. * Creates a depth stencil cube texture.
  75169. * This is only available in WebGL 2.
  75170. * @param size The size of face edge in the cube texture.
  75171. * @param options The options defining the cube texture.
  75172. * @returns The cube texture
  75173. */
  75174. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75175. /**
  75176. * Creates a cube texture
  75177. * @param rootUrl defines the url where the files to load is located
  75178. * @param scene defines the current scene
  75179. * @param files defines the list of files to load (1 per face)
  75180. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75181. * @param onLoad defines an optional callback raised when the texture is loaded
  75182. * @param onError defines an optional callback raised if there is an issue to load the texture
  75183. * @param format defines the format of the data
  75184. * @param forcedExtension defines the extension to use to pick the right loader
  75185. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75186. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75187. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75188. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75189. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75190. * @returns the cube texture as an InternalTexture
  75191. */
  75192. 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;
  75193. /**
  75194. * Creates a cube texture
  75195. * @param rootUrl defines the url where the files to load is located
  75196. * @param scene defines the current scene
  75197. * @param files defines the list of files to load (1 per face)
  75198. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75199. * @param onLoad defines an optional callback raised when the texture is loaded
  75200. * @param onError defines an optional callback raised if there is an issue to load the texture
  75201. * @param format defines the format of the data
  75202. * @param forcedExtension defines the extension to use to pick the right loader
  75203. * @returns the cube texture as an InternalTexture
  75204. */
  75205. 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;
  75206. /**
  75207. * Creates a cube texture
  75208. * @param rootUrl defines the url where the files to load is located
  75209. * @param scene defines the current scene
  75210. * @param files defines the list of files to load (1 per face)
  75211. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75212. * @param onLoad defines an optional callback raised when the texture is loaded
  75213. * @param onError defines an optional callback raised if there is an issue to load the texture
  75214. * @param format defines the format of the data
  75215. * @param forcedExtension defines the extension to use to pick the right loader
  75216. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75217. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75218. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75219. * @returns the cube texture as an InternalTexture
  75220. */
  75221. 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;
  75222. /** @hidden */
  75223. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75224. /** @hidden */
  75225. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75226. /** @hidden */
  75227. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75228. /** @hidden */
  75229. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75230. /**
  75231. * @hidden
  75232. */
  75233. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75234. }
  75235. }
  75236. declare module BABYLON {
  75237. /**
  75238. * Class for creating a cube texture
  75239. */
  75240. export class CubeTexture extends BaseTexture {
  75241. private _delayedOnLoad;
  75242. /**
  75243. * The url of the texture
  75244. */
  75245. url: string;
  75246. /**
  75247. * Gets or sets the center of the bounding box associated with the cube texture.
  75248. * It must define where the camera used to render the texture was set
  75249. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75250. */
  75251. boundingBoxPosition: Vector3;
  75252. private _boundingBoxSize;
  75253. /**
  75254. * Gets or sets the size of the bounding box associated with the cube texture
  75255. * When defined, the cubemap will switch to local mode
  75256. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75257. * @example https://www.babylonjs-playground.com/#RNASML
  75258. */
  75259. /**
  75260. * Returns the bounding box size
  75261. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75262. */
  75263. boundingBoxSize: Vector3;
  75264. protected _rotationY: number;
  75265. /**
  75266. * Sets texture matrix rotation angle around Y axis in radians.
  75267. */
  75268. /**
  75269. * Gets texture matrix rotation angle around Y axis radians.
  75270. */
  75271. rotationY: number;
  75272. /**
  75273. * Are mip maps generated for this texture or not.
  75274. */
  75275. readonly noMipmap: boolean;
  75276. private _noMipmap;
  75277. private _files;
  75278. protected _forcedExtension: Nullable<string>;
  75279. private _extensions;
  75280. private _textureMatrix;
  75281. private _format;
  75282. private _createPolynomials;
  75283. /** @hidden */
  75284. _prefiltered: boolean;
  75285. /**
  75286. * Creates a cube texture from an array of image urls
  75287. * @param files defines an array of image urls
  75288. * @param scene defines the hosting scene
  75289. * @param noMipmap specifies if mip maps are not used
  75290. * @returns a cube texture
  75291. */
  75292. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75293. /**
  75294. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75295. * @param url defines the url of the prefiltered texture
  75296. * @param scene defines the scene the texture is attached to
  75297. * @param forcedExtension defines the extension of the file if different from the url
  75298. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75299. * @return the prefiltered texture
  75300. */
  75301. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75302. /**
  75303. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75304. * as prefiltered data.
  75305. * @param rootUrl defines the url of the texture or the root name of the six images
  75306. * @param scene defines the scene the texture is attached to
  75307. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75308. * @param noMipmap defines if mipmaps should be created or not
  75309. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75310. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75311. * @param onError defines a callback triggered in case of error during load
  75312. * @param format defines the internal format to use for the texture once loaded
  75313. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75314. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75315. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75316. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75317. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75318. * @return the cube texture
  75319. */
  75320. 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);
  75321. /**
  75322. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75323. */
  75324. readonly isPrefiltered: boolean;
  75325. /**
  75326. * Get the current class name of the texture useful for serialization or dynamic coding.
  75327. * @returns "CubeTexture"
  75328. */
  75329. getClassName(): string;
  75330. /**
  75331. * Update the url (and optional buffer) of this texture if url was null during construction.
  75332. * @param url the url of the texture
  75333. * @param forcedExtension defines the extension to use
  75334. * @param onLoad callback called when the texture is loaded (defaults to null)
  75335. */
  75336. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75337. /**
  75338. * Delays loading of the cube texture
  75339. * @param forcedExtension defines the extension to use
  75340. */
  75341. delayLoad(forcedExtension?: string): void;
  75342. /**
  75343. * Returns the reflection texture matrix
  75344. * @returns the reflection texture matrix
  75345. */
  75346. getReflectionTextureMatrix(): Matrix;
  75347. /**
  75348. * Sets the reflection texture matrix
  75349. * @param value Reflection texture matrix
  75350. */
  75351. setReflectionTextureMatrix(value: Matrix): void;
  75352. /**
  75353. * Parses text to create a cube texture
  75354. * @param parsedTexture define the serialized text to read from
  75355. * @param scene defines the hosting scene
  75356. * @param rootUrl defines the root url of the cube texture
  75357. * @returns a cube texture
  75358. */
  75359. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75360. /**
  75361. * Makes a clone, or deep copy, of the cube texture
  75362. * @returns a new cube texture
  75363. */
  75364. clone(): CubeTexture;
  75365. }
  75366. }
  75367. declare module BABYLON {
  75368. /**
  75369. * Manages the defines for the Material
  75370. */
  75371. export class MaterialDefines {
  75372. /** @hidden */
  75373. protected _keys: string[];
  75374. private _isDirty;
  75375. /** @hidden */
  75376. _renderId: number;
  75377. /** @hidden */
  75378. _areLightsDirty: boolean;
  75379. /** @hidden */
  75380. _areLightsDisposed: boolean;
  75381. /** @hidden */
  75382. _areAttributesDirty: boolean;
  75383. /** @hidden */
  75384. _areTexturesDirty: boolean;
  75385. /** @hidden */
  75386. _areFresnelDirty: boolean;
  75387. /** @hidden */
  75388. _areMiscDirty: boolean;
  75389. /** @hidden */
  75390. _areImageProcessingDirty: boolean;
  75391. /** @hidden */
  75392. _normals: boolean;
  75393. /** @hidden */
  75394. _uvs: boolean;
  75395. /** @hidden */
  75396. _needNormals: boolean;
  75397. /** @hidden */
  75398. _needUVs: boolean;
  75399. [id: string]: any;
  75400. /**
  75401. * Specifies if the material needs to be re-calculated
  75402. */
  75403. readonly isDirty: boolean;
  75404. /**
  75405. * Marks the material to indicate that it has been re-calculated
  75406. */
  75407. markAsProcessed(): void;
  75408. /**
  75409. * Marks the material to indicate that it needs to be re-calculated
  75410. */
  75411. markAsUnprocessed(): void;
  75412. /**
  75413. * Marks the material to indicate all of its defines need to be re-calculated
  75414. */
  75415. markAllAsDirty(): void;
  75416. /**
  75417. * Marks the material to indicate that image processing needs to be re-calculated
  75418. */
  75419. markAsImageProcessingDirty(): void;
  75420. /**
  75421. * Marks the material to indicate the lights need to be re-calculated
  75422. * @param disposed Defines whether the light is dirty due to dispose or not
  75423. */
  75424. markAsLightDirty(disposed?: boolean): void;
  75425. /**
  75426. * Marks the attribute state as changed
  75427. */
  75428. markAsAttributesDirty(): void;
  75429. /**
  75430. * Marks the texture state as changed
  75431. */
  75432. markAsTexturesDirty(): void;
  75433. /**
  75434. * Marks the fresnel state as changed
  75435. */
  75436. markAsFresnelDirty(): void;
  75437. /**
  75438. * Marks the misc state as changed
  75439. */
  75440. markAsMiscDirty(): void;
  75441. /**
  75442. * Rebuilds the material defines
  75443. */
  75444. rebuild(): void;
  75445. /**
  75446. * Specifies if two material defines are equal
  75447. * @param other - A material define instance to compare to
  75448. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75449. */
  75450. isEqual(other: MaterialDefines): boolean;
  75451. /**
  75452. * Clones this instance's defines to another instance
  75453. * @param other - material defines to clone values to
  75454. */
  75455. cloneTo(other: MaterialDefines): void;
  75456. /**
  75457. * Resets the material define values
  75458. */
  75459. reset(): void;
  75460. /**
  75461. * Converts the material define values to a string
  75462. * @returns - String of material define information
  75463. */
  75464. toString(): string;
  75465. }
  75466. }
  75467. declare module BABYLON {
  75468. /**
  75469. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75470. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75471. * 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;
  75472. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75473. */
  75474. export class ColorCurves {
  75475. private _dirty;
  75476. private _tempColor;
  75477. private _globalCurve;
  75478. private _highlightsCurve;
  75479. private _midtonesCurve;
  75480. private _shadowsCurve;
  75481. private _positiveCurve;
  75482. private _negativeCurve;
  75483. private _globalHue;
  75484. private _globalDensity;
  75485. private _globalSaturation;
  75486. private _globalExposure;
  75487. /**
  75488. * Gets the global Hue value.
  75489. * 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).
  75490. */
  75491. /**
  75492. * Sets the global Hue value.
  75493. * 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).
  75494. */
  75495. globalHue: number;
  75496. /**
  75497. * Gets the global Density value.
  75498. * 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.
  75499. * Values less than zero provide a filter of opposite hue.
  75500. */
  75501. /**
  75502. * Sets the global Density value.
  75503. * 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.
  75504. * Values less than zero provide a filter of opposite hue.
  75505. */
  75506. globalDensity: number;
  75507. /**
  75508. * Gets the global Saturation value.
  75509. * 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.
  75510. */
  75511. /**
  75512. * Sets the global Saturation value.
  75513. * 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.
  75514. */
  75515. globalSaturation: number;
  75516. /**
  75517. * Gets the global Exposure value.
  75518. * 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.
  75519. */
  75520. /**
  75521. * Sets the global Exposure value.
  75522. * 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.
  75523. */
  75524. globalExposure: number;
  75525. private _highlightsHue;
  75526. private _highlightsDensity;
  75527. private _highlightsSaturation;
  75528. private _highlightsExposure;
  75529. /**
  75530. * Gets the highlights Hue value.
  75531. * 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).
  75532. */
  75533. /**
  75534. * Sets the highlights Hue value.
  75535. * 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).
  75536. */
  75537. highlightsHue: number;
  75538. /**
  75539. * Gets the highlights Density value.
  75540. * 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.
  75541. * Values less than zero provide a filter of opposite hue.
  75542. */
  75543. /**
  75544. * Sets the highlights Density value.
  75545. * 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.
  75546. * Values less than zero provide a filter of opposite hue.
  75547. */
  75548. highlightsDensity: number;
  75549. /**
  75550. * Gets the highlights Saturation value.
  75551. * 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.
  75552. */
  75553. /**
  75554. * Sets the highlights Saturation value.
  75555. * 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.
  75556. */
  75557. highlightsSaturation: number;
  75558. /**
  75559. * Gets the highlights Exposure value.
  75560. * 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.
  75561. */
  75562. /**
  75563. * Sets the highlights Exposure value.
  75564. * 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.
  75565. */
  75566. highlightsExposure: number;
  75567. private _midtonesHue;
  75568. private _midtonesDensity;
  75569. private _midtonesSaturation;
  75570. private _midtonesExposure;
  75571. /**
  75572. * Gets the midtones Hue value.
  75573. * 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).
  75574. */
  75575. /**
  75576. * Sets the midtones Hue value.
  75577. * 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).
  75578. */
  75579. midtonesHue: number;
  75580. /**
  75581. * Gets the midtones Density value.
  75582. * 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.
  75583. * Values less than zero provide a filter of opposite hue.
  75584. */
  75585. /**
  75586. * Sets the midtones Density value.
  75587. * 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.
  75588. * Values less than zero provide a filter of opposite hue.
  75589. */
  75590. midtonesDensity: number;
  75591. /**
  75592. * Gets the midtones Saturation value.
  75593. * 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.
  75594. */
  75595. /**
  75596. * Sets the midtones Saturation value.
  75597. * 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.
  75598. */
  75599. midtonesSaturation: number;
  75600. /**
  75601. * Gets the midtones Exposure value.
  75602. * 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.
  75603. */
  75604. /**
  75605. * Sets the midtones Exposure value.
  75606. * 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.
  75607. */
  75608. midtonesExposure: number;
  75609. private _shadowsHue;
  75610. private _shadowsDensity;
  75611. private _shadowsSaturation;
  75612. private _shadowsExposure;
  75613. /**
  75614. * Gets the shadows Hue value.
  75615. * 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).
  75616. */
  75617. /**
  75618. * Sets the shadows Hue value.
  75619. * 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).
  75620. */
  75621. shadowsHue: number;
  75622. /**
  75623. * Gets the shadows Density value.
  75624. * 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.
  75625. * Values less than zero provide a filter of opposite hue.
  75626. */
  75627. /**
  75628. * Sets the shadows Density value.
  75629. * 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.
  75630. * Values less than zero provide a filter of opposite hue.
  75631. */
  75632. shadowsDensity: number;
  75633. /**
  75634. * Gets the shadows Saturation value.
  75635. * 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.
  75636. */
  75637. /**
  75638. * Sets the shadows Saturation value.
  75639. * 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.
  75640. */
  75641. shadowsSaturation: number;
  75642. /**
  75643. * Gets the shadows Exposure value.
  75644. * 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.
  75645. */
  75646. /**
  75647. * Sets the shadows Exposure value.
  75648. * 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.
  75649. */
  75650. shadowsExposure: number;
  75651. /**
  75652. * Returns the class name
  75653. * @returns The class name
  75654. */
  75655. getClassName(): string;
  75656. /**
  75657. * Binds the color curves to the shader.
  75658. * @param colorCurves The color curve to bind
  75659. * @param effect The effect to bind to
  75660. * @param positiveUniform The positive uniform shader parameter
  75661. * @param neutralUniform The neutral uniform shader parameter
  75662. * @param negativeUniform The negative uniform shader parameter
  75663. */
  75664. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75665. /**
  75666. * Prepare the list of uniforms associated with the ColorCurves effects.
  75667. * @param uniformsList The list of uniforms used in the effect
  75668. */
  75669. static PrepareUniforms(uniformsList: string[]): void;
  75670. /**
  75671. * Returns color grading data based on a hue, density, saturation and exposure value.
  75672. * @param filterHue The hue of the color filter.
  75673. * @param filterDensity The density of the color filter.
  75674. * @param saturation The saturation.
  75675. * @param exposure The exposure.
  75676. * @param result The result data container.
  75677. */
  75678. private getColorGradingDataToRef;
  75679. /**
  75680. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75681. * @param value The input slider value in range [-100,100].
  75682. * @returns Adjusted value.
  75683. */
  75684. private static applyColorGradingSliderNonlinear;
  75685. /**
  75686. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75687. * @param hue The hue (H) input.
  75688. * @param saturation The saturation (S) input.
  75689. * @param brightness The brightness (B) input.
  75690. * @result An RGBA color represented as Vector4.
  75691. */
  75692. private static fromHSBToRef;
  75693. /**
  75694. * Returns a value clamped between min and max
  75695. * @param value The value to clamp
  75696. * @param min The minimum of value
  75697. * @param max The maximum of value
  75698. * @returns The clamped value.
  75699. */
  75700. private static clamp;
  75701. /**
  75702. * Clones the current color curve instance.
  75703. * @return The cloned curves
  75704. */
  75705. clone(): ColorCurves;
  75706. /**
  75707. * Serializes the current color curve instance to a json representation.
  75708. * @return a JSON representation
  75709. */
  75710. serialize(): any;
  75711. /**
  75712. * Parses the color curve from a json representation.
  75713. * @param source the JSON source to parse
  75714. * @return The parsed curves
  75715. */
  75716. static Parse(source: any): ColorCurves;
  75717. }
  75718. }
  75719. declare module BABYLON {
  75720. /**
  75721. * Interface to follow in your material defines to integrate easily the
  75722. * Image proccessing functions.
  75723. * @hidden
  75724. */
  75725. export interface IImageProcessingConfigurationDefines {
  75726. IMAGEPROCESSING: boolean;
  75727. VIGNETTE: boolean;
  75728. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75729. VIGNETTEBLENDMODEOPAQUE: boolean;
  75730. TONEMAPPING: boolean;
  75731. TONEMAPPING_ACES: boolean;
  75732. CONTRAST: boolean;
  75733. EXPOSURE: boolean;
  75734. COLORCURVES: boolean;
  75735. COLORGRADING: boolean;
  75736. COLORGRADING3D: boolean;
  75737. SAMPLER3DGREENDEPTH: boolean;
  75738. SAMPLER3DBGRMAP: boolean;
  75739. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75740. }
  75741. /**
  75742. * @hidden
  75743. */
  75744. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  75745. IMAGEPROCESSING: boolean;
  75746. VIGNETTE: boolean;
  75747. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75748. VIGNETTEBLENDMODEOPAQUE: boolean;
  75749. TONEMAPPING: boolean;
  75750. TONEMAPPING_ACES: boolean;
  75751. CONTRAST: boolean;
  75752. COLORCURVES: boolean;
  75753. COLORGRADING: boolean;
  75754. COLORGRADING3D: boolean;
  75755. SAMPLER3DGREENDEPTH: boolean;
  75756. SAMPLER3DBGRMAP: boolean;
  75757. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75758. EXPOSURE: boolean;
  75759. constructor();
  75760. }
  75761. /**
  75762. * This groups together the common properties used for image processing either in direct forward pass
  75763. * or through post processing effect depending on the use of the image processing pipeline in your scene
  75764. * or not.
  75765. */
  75766. export class ImageProcessingConfiguration {
  75767. /**
  75768. * Default tone mapping applied in BabylonJS.
  75769. */
  75770. static readonly TONEMAPPING_STANDARD: number;
  75771. /**
  75772. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  75773. * to other engines rendering to increase portability.
  75774. */
  75775. static readonly TONEMAPPING_ACES: number;
  75776. /**
  75777. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  75778. */
  75779. colorCurves: Nullable<ColorCurves>;
  75780. private _colorCurvesEnabled;
  75781. /**
  75782. * Gets wether the color curves effect is enabled.
  75783. */
  75784. /**
  75785. * Sets wether the color curves effect is enabled.
  75786. */
  75787. colorCurvesEnabled: boolean;
  75788. private _colorGradingTexture;
  75789. /**
  75790. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75791. */
  75792. /**
  75793. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75794. */
  75795. colorGradingTexture: Nullable<BaseTexture>;
  75796. private _colorGradingEnabled;
  75797. /**
  75798. * Gets wether the color grading effect is enabled.
  75799. */
  75800. /**
  75801. * Sets wether the color grading effect is enabled.
  75802. */
  75803. colorGradingEnabled: boolean;
  75804. private _colorGradingWithGreenDepth;
  75805. /**
  75806. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  75807. */
  75808. /**
  75809. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  75810. */
  75811. colorGradingWithGreenDepth: boolean;
  75812. private _colorGradingBGR;
  75813. /**
  75814. * Gets wether the color grading texture contains BGR values.
  75815. */
  75816. /**
  75817. * Sets wether the color grading texture contains BGR values.
  75818. */
  75819. colorGradingBGR: boolean;
  75820. /** @hidden */
  75821. _exposure: number;
  75822. /**
  75823. * Gets the Exposure used in the effect.
  75824. */
  75825. /**
  75826. * Sets the Exposure used in the effect.
  75827. */
  75828. exposure: number;
  75829. private _toneMappingEnabled;
  75830. /**
  75831. * Gets wether the tone mapping effect is enabled.
  75832. */
  75833. /**
  75834. * Sets wether the tone mapping effect is enabled.
  75835. */
  75836. toneMappingEnabled: boolean;
  75837. private _toneMappingType;
  75838. /**
  75839. * Gets the type of tone mapping effect.
  75840. */
  75841. /**
  75842. * Sets the type of tone mapping effect used in BabylonJS.
  75843. */
  75844. toneMappingType: number;
  75845. protected _contrast: number;
  75846. /**
  75847. * Gets the contrast used in the effect.
  75848. */
  75849. /**
  75850. * Sets the contrast used in the effect.
  75851. */
  75852. contrast: number;
  75853. /**
  75854. * Vignette stretch size.
  75855. */
  75856. vignetteStretch: number;
  75857. /**
  75858. * Vignette centre X Offset.
  75859. */
  75860. vignetteCentreX: number;
  75861. /**
  75862. * Vignette centre Y Offset.
  75863. */
  75864. vignetteCentreY: number;
  75865. /**
  75866. * Vignette weight or intensity of the vignette effect.
  75867. */
  75868. vignetteWeight: number;
  75869. /**
  75870. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  75871. * if vignetteEnabled is set to true.
  75872. */
  75873. vignetteColor: Color4;
  75874. /**
  75875. * Camera field of view used by the Vignette effect.
  75876. */
  75877. vignetteCameraFov: number;
  75878. private _vignetteBlendMode;
  75879. /**
  75880. * Gets the vignette blend mode allowing different kind of effect.
  75881. */
  75882. /**
  75883. * Sets the vignette blend mode allowing different kind of effect.
  75884. */
  75885. vignetteBlendMode: number;
  75886. private _vignetteEnabled;
  75887. /**
  75888. * Gets wether the vignette effect is enabled.
  75889. */
  75890. /**
  75891. * Sets wether the vignette effect is enabled.
  75892. */
  75893. vignetteEnabled: boolean;
  75894. private _applyByPostProcess;
  75895. /**
  75896. * Gets wether the image processing is applied through a post process or not.
  75897. */
  75898. /**
  75899. * Sets wether the image processing is applied through a post process or not.
  75900. */
  75901. applyByPostProcess: boolean;
  75902. private _isEnabled;
  75903. /**
  75904. * Gets wether the image processing is enabled or not.
  75905. */
  75906. /**
  75907. * Sets wether the image processing is enabled or not.
  75908. */
  75909. isEnabled: boolean;
  75910. /**
  75911. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  75912. */
  75913. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  75914. /**
  75915. * Method called each time the image processing information changes requires to recompile the effect.
  75916. */
  75917. protected _updateParameters(): void;
  75918. /**
  75919. * Gets the current class name.
  75920. * @return "ImageProcessingConfiguration"
  75921. */
  75922. getClassName(): string;
  75923. /**
  75924. * Prepare the list of uniforms associated with the Image Processing effects.
  75925. * @param uniforms The list of uniforms used in the effect
  75926. * @param defines the list of defines currently in use
  75927. */
  75928. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  75929. /**
  75930. * Prepare the list of samplers associated with the Image Processing effects.
  75931. * @param samplersList The list of uniforms used in the effect
  75932. * @param defines the list of defines currently in use
  75933. */
  75934. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  75935. /**
  75936. * Prepare the list of defines associated to the shader.
  75937. * @param defines the list of defines to complete
  75938. * @param forPostProcess Define if we are currently in post process mode or not
  75939. */
  75940. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  75941. /**
  75942. * Returns true if all the image processing information are ready.
  75943. * @returns True if ready, otherwise, false
  75944. */
  75945. isReady(): boolean;
  75946. /**
  75947. * Binds the image processing to the shader.
  75948. * @param effect The effect to bind to
  75949. * @param overrideAspectRatio Override the aspect ratio of the effect
  75950. */
  75951. bind(effect: Effect, overrideAspectRatio?: number): void;
  75952. /**
  75953. * Clones the current image processing instance.
  75954. * @return The cloned image processing
  75955. */
  75956. clone(): ImageProcessingConfiguration;
  75957. /**
  75958. * Serializes the current image processing instance to a json representation.
  75959. * @return a JSON representation
  75960. */
  75961. serialize(): any;
  75962. /**
  75963. * Parses the image processing from a json representation.
  75964. * @param source the JSON source to parse
  75965. * @return The parsed image processing
  75966. */
  75967. static Parse(source: any): ImageProcessingConfiguration;
  75968. private static _VIGNETTEMODE_MULTIPLY;
  75969. private static _VIGNETTEMODE_OPAQUE;
  75970. /**
  75971. * Used to apply the vignette as a mix with the pixel color.
  75972. */
  75973. static readonly VIGNETTEMODE_MULTIPLY: number;
  75974. /**
  75975. * Used to apply the vignette as a replacement of the pixel color.
  75976. */
  75977. static readonly VIGNETTEMODE_OPAQUE: number;
  75978. }
  75979. }
  75980. declare module BABYLON {
  75981. /** @hidden */
  75982. export var postprocessVertexShader: {
  75983. name: string;
  75984. shader: string;
  75985. };
  75986. }
  75987. declare module BABYLON {
  75988. interface ThinEngine {
  75989. /**
  75990. * Creates a new render target texture
  75991. * @param size defines the size of the texture
  75992. * @param options defines the options used to create the texture
  75993. * @returns a new render target texture stored in an InternalTexture
  75994. */
  75995. createRenderTargetTexture(size: number | {
  75996. width: number;
  75997. height: number;
  75998. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  75999. /**
  76000. * Creates a depth stencil texture.
  76001. * This is only available in WebGL 2 or with the depth texture extension available.
  76002. * @param size The size of face edge in the texture.
  76003. * @param options The options defining the texture.
  76004. * @returns The texture
  76005. */
  76006. createDepthStencilTexture(size: number | {
  76007. width: number;
  76008. height: number;
  76009. }, options: DepthTextureCreationOptions): InternalTexture;
  76010. /** @hidden */
  76011. _createDepthStencilTexture(size: number | {
  76012. width: number;
  76013. height: number;
  76014. }, options: DepthTextureCreationOptions): InternalTexture;
  76015. }
  76016. }
  76017. declare module BABYLON {
  76018. /** Defines supported spaces */
  76019. export enum Space {
  76020. /** Local (object) space */
  76021. LOCAL = 0,
  76022. /** World space */
  76023. WORLD = 1,
  76024. /** Bone space */
  76025. BONE = 2
  76026. }
  76027. /** Defines the 3 main axes */
  76028. export class Axis {
  76029. /** X axis */
  76030. static X: Vector3;
  76031. /** Y axis */
  76032. static Y: Vector3;
  76033. /** Z axis */
  76034. static Z: Vector3;
  76035. }
  76036. }
  76037. declare module BABYLON {
  76038. /**
  76039. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76040. * This is the base of the follow, arc rotate cameras and Free camera
  76041. * @see http://doc.babylonjs.com/features/cameras
  76042. */
  76043. export class TargetCamera extends Camera {
  76044. private static _RigCamTransformMatrix;
  76045. private static _TargetTransformMatrix;
  76046. private static _TargetFocalPoint;
  76047. /**
  76048. * Define the current direction the camera is moving to
  76049. */
  76050. cameraDirection: Vector3;
  76051. /**
  76052. * Define the current rotation the camera is rotating to
  76053. */
  76054. cameraRotation: Vector2;
  76055. /**
  76056. * When set, the up vector of the camera will be updated by the rotation of the camera
  76057. */
  76058. updateUpVectorFromRotation: boolean;
  76059. private _tmpQuaternion;
  76060. /**
  76061. * Define the current rotation of the camera
  76062. */
  76063. rotation: Vector3;
  76064. /**
  76065. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76066. */
  76067. rotationQuaternion: Quaternion;
  76068. /**
  76069. * Define the current speed of the camera
  76070. */
  76071. speed: number;
  76072. /**
  76073. * Add cconstraint to the camera to prevent it to move freely in all directions and
  76074. * around all axis.
  76075. */
  76076. noRotationConstraint: boolean;
  76077. /**
  76078. * Define the current target of the camera as an object or a position.
  76079. */
  76080. lockedTarget: any;
  76081. /** @hidden */
  76082. _currentTarget: Vector3;
  76083. /** @hidden */
  76084. _initialFocalDistance: number;
  76085. /** @hidden */
  76086. _viewMatrix: Matrix;
  76087. /** @hidden */
  76088. _camMatrix: Matrix;
  76089. /** @hidden */
  76090. _cameraTransformMatrix: Matrix;
  76091. /** @hidden */
  76092. _cameraRotationMatrix: Matrix;
  76093. /** @hidden */
  76094. _referencePoint: Vector3;
  76095. /** @hidden */
  76096. _transformedReferencePoint: Vector3;
  76097. protected _globalCurrentTarget: Vector3;
  76098. protected _globalCurrentUpVector: Vector3;
  76099. /** @hidden */
  76100. _reset: () => void;
  76101. private _defaultUp;
  76102. /**
  76103. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76104. * This is the base of the follow, arc rotate cameras and Free camera
  76105. * @see http://doc.babylonjs.com/features/cameras
  76106. * @param name Defines the name of the camera in the scene
  76107. * @param position Defines the start position of the camera in the scene
  76108. * @param scene Defines the scene the camera belongs to
  76109. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76110. */
  76111. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76112. /**
  76113. * Gets the position in front of the camera at a given distance.
  76114. * @param distance The distance from the camera we want the position to be
  76115. * @returns the position
  76116. */
  76117. getFrontPosition(distance: number): Vector3;
  76118. /** @hidden */
  76119. _getLockedTargetPosition(): Nullable<Vector3>;
  76120. private _storedPosition;
  76121. private _storedRotation;
  76122. private _storedRotationQuaternion;
  76123. /**
  76124. * Store current camera state of the camera (fov, position, rotation, etc..)
  76125. * @returns the camera
  76126. */
  76127. storeState(): Camera;
  76128. /**
  76129. * Restored camera state. You must call storeState() first
  76130. * @returns whether it was successful or not
  76131. * @hidden
  76132. */
  76133. _restoreStateValues(): boolean;
  76134. /** @hidden */
  76135. _initCache(): void;
  76136. /** @hidden */
  76137. _updateCache(ignoreParentClass?: boolean): void;
  76138. /** @hidden */
  76139. _isSynchronizedViewMatrix(): boolean;
  76140. /** @hidden */
  76141. _computeLocalCameraSpeed(): number;
  76142. /**
  76143. * Defines the target the camera should look at.
  76144. * @param target Defines the new target as a Vector or a mesh
  76145. */
  76146. setTarget(target: Vector3): void;
  76147. /**
  76148. * Return the current target position of the camera. This value is expressed in local space.
  76149. * @returns the target position
  76150. */
  76151. getTarget(): Vector3;
  76152. /** @hidden */
  76153. _decideIfNeedsToMove(): boolean;
  76154. /** @hidden */
  76155. _updatePosition(): void;
  76156. /** @hidden */
  76157. _checkInputs(): void;
  76158. protected _updateCameraRotationMatrix(): void;
  76159. /**
  76160. * 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)
  76161. * @returns the current camera
  76162. */
  76163. private _rotateUpVectorWithCameraRotationMatrix;
  76164. private _cachedRotationZ;
  76165. private _cachedQuaternionRotationZ;
  76166. /** @hidden */
  76167. _getViewMatrix(): Matrix;
  76168. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76169. /**
  76170. * @hidden
  76171. */
  76172. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76173. /**
  76174. * @hidden
  76175. */
  76176. _updateRigCameras(): void;
  76177. private _getRigCamPositionAndTarget;
  76178. /**
  76179. * Gets the current object class name.
  76180. * @return the class name
  76181. */
  76182. getClassName(): string;
  76183. }
  76184. }
  76185. declare module BABYLON {
  76186. /**
  76187. * Gather the list of keyboard event types as constants.
  76188. */
  76189. export class KeyboardEventTypes {
  76190. /**
  76191. * The keydown event is fired when a key becomes active (pressed).
  76192. */
  76193. static readonly KEYDOWN: number;
  76194. /**
  76195. * The keyup event is fired when a key has been released.
  76196. */
  76197. static readonly KEYUP: number;
  76198. }
  76199. /**
  76200. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76201. */
  76202. export class KeyboardInfo {
  76203. /**
  76204. * Defines the type of event (KeyboardEventTypes)
  76205. */
  76206. type: number;
  76207. /**
  76208. * Defines the related dom event
  76209. */
  76210. event: KeyboardEvent;
  76211. /**
  76212. * Instantiates a new keyboard info.
  76213. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76214. * @param type Defines the type of event (KeyboardEventTypes)
  76215. * @param event Defines the related dom event
  76216. */
  76217. constructor(
  76218. /**
  76219. * Defines the type of event (KeyboardEventTypes)
  76220. */
  76221. type: number,
  76222. /**
  76223. * Defines the related dom event
  76224. */
  76225. event: KeyboardEvent);
  76226. }
  76227. /**
  76228. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76229. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76230. */
  76231. export class KeyboardInfoPre extends KeyboardInfo {
  76232. /**
  76233. * Defines the type of event (KeyboardEventTypes)
  76234. */
  76235. type: number;
  76236. /**
  76237. * Defines the related dom event
  76238. */
  76239. event: KeyboardEvent;
  76240. /**
  76241. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76242. */
  76243. skipOnPointerObservable: boolean;
  76244. /**
  76245. * Instantiates a new keyboard pre info.
  76246. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76247. * @param type Defines the type of event (KeyboardEventTypes)
  76248. * @param event Defines the related dom event
  76249. */
  76250. constructor(
  76251. /**
  76252. * Defines the type of event (KeyboardEventTypes)
  76253. */
  76254. type: number,
  76255. /**
  76256. * Defines the related dom event
  76257. */
  76258. event: KeyboardEvent);
  76259. }
  76260. }
  76261. declare module BABYLON {
  76262. /**
  76263. * Manage the keyboard inputs to control the movement of a free camera.
  76264. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76265. */
  76266. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76267. /**
  76268. * Defines the camera the input is attached to.
  76269. */
  76270. camera: FreeCamera;
  76271. /**
  76272. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76273. */
  76274. keysUp: number[];
  76275. /**
  76276. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76277. */
  76278. keysDown: number[];
  76279. /**
  76280. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76281. */
  76282. keysLeft: number[];
  76283. /**
  76284. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76285. */
  76286. keysRight: number[];
  76287. private _keys;
  76288. private _onCanvasBlurObserver;
  76289. private _onKeyboardObserver;
  76290. private _engine;
  76291. private _scene;
  76292. /**
  76293. * Attach the input controls to a specific dom element to get the input from.
  76294. * @param element Defines the element the controls should be listened from
  76295. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76296. */
  76297. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76298. /**
  76299. * Detach the current controls from the specified dom element.
  76300. * @param element Defines the element to stop listening the inputs from
  76301. */
  76302. detachControl(element: Nullable<HTMLElement>): void;
  76303. /**
  76304. * Update the current camera state depending on the inputs that have been used this frame.
  76305. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76306. */
  76307. checkInputs(): void;
  76308. /**
  76309. * Gets the class name of the current intput.
  76310. * @returns the class name
  76311. */
  76312. getClassName(): string;
  76313. /** @hidden */
  76314. _onLostFocus(): void;
  76315. /**
  76316. * Get the friendly name associated with the input class.
  76317. * @returns the input friendly name
  76318. */
  76319. getSimpleName(): string;
  76320. }
  76321. }
  76322. declare module BABYLON {
  76323. /**
  76324. * Interface describing all the common properties and methods a shadow light needs to implement.
  76325. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76326. * as well as binding the different shadow properties to the effects.
  76327. */
  76328. export interface IShadowLight extends Light {
  76329. /**
  76330. * The light id in the scene (used in scene.findLighById for instance)
  76331. */
  76332. id: string;
  76333. /**
  76334. * The position the shdow will be casted from.
  76335. */
  76336. position: Vector3;
  76337. /**
  76338. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76339. */
  76340. direction: Vector3;
  76341. /**
  76342. * The transformed position. Position of the light in world space taking parenting in account.
  76343. */
  76344. transformedPosition: Vector3;
  76345. /**
  76346. * The transformed direction. Direction of the light in world space taking parenting in account.
  76347. */
  76348. transformedDirection: Vector3;
  76349. /**
  76350. * The friendly name of the light in the scene.
  76351. */
  76352. name: string;
  76353. /**
  76354. * Defines the shadow projection clipping minimum z value.
  76355. */
  76356. shadowMinZ: number;
  76357. /**
  76358. * Defines the shadow projection clipping maximum z value.
  76359. */
  76360. shadowMaxZ: number;
  76361. /**
  76362. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76363. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76364. */
  76365. computeTransformedInformation(): boolean;
  76366. /**
  76367. * Gets the scene the light belongs to.
  76368. * @returns The scene
  76369. */
  76370. getScene(): Scene;
  76371. /**
  76372. * Callback defining a custom Projection Matrix Builder.
  76373. * This can be used to override the default projection matrix computation.
  76374. */
  76375. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76376. /**
  76377. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76378. * @param matrix The materix to updated with the projection information
  76379. * @param viewMatrix The transform matrix of the light
  76380. * @param renderList The list of mesh to render in the map
  76381. * @returns The current light
  76382. */
  76383. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76384. /**
  76385. * Gets the current depth scale used in ESM.
  76386. * @returns The scale
  76387. */
  76388. getDepthScale(): number;
  76389. /**
  76390. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76391. * @returns true if a cube texture needs to be use
  76392. */
  76393. needCube(): boolean;
  76394. /**
  76395. * Detects if the projection matrix requires to be recomputed this frame.
  76396. * @returns true if it requires to be recomputed otherwise, false.
  76397. */
  76398. needProjectionMatrixCompute(): boolean;
  76399. /**
  76400. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76401. */
  76402. forceProjectionMatrixCompute(): void;
  76403. /**
  76404. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76405. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76406. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76407. */
  76408. getShadowDirection(faceIndex?: number): Vector3;
  76409. /**
  76410. * Gets the minZ used for shadow according to both the scene and the light.
  76411. * @param activeCamera The camera we are returning the min for
  76412. * @returns the depth min z
  76413. */
  76414. getDepthMinZ(activeCamera: Camera): number;
  76415. /**
  76416. * Gets the maxZ used for shadow according to both the scene and the light.
  76417. * @param activeCamera The camera we are returning the max for
  76418. * @returns the depth max z
  76419. */
  76420. getDepthMaxZ(activeCamera: Camera): number;
  76421. }
  76422. /**
  76423. * Base implementation IShadowLight
  76424. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76425. */
  76426. export abstract class ShadowLight extends Light implements IShadowLight {
  76427. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76428. protected _position: Vector3;
  76429. protected _setPosition(value: Vector3): void;
  76430. /**
  76431. * Sets the position the shadow will be casted from. Also use as the light position for both
  76432. * point and spot lights.
  76433. */
  76434. /**
  76435. * Sets the position the shadow will be casted from. Also use as the light position for both
  76436. * point and spot lights.
  76437. */
  76438. position: Vector3;
  76439. protected _direction: Vector3;
  76440. protected _setDirection(value: Vector3): void;
  76441. /**
  76442. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76443. * Also use as the light direction on spot and directional lights.
  76444. */
  76445. /**
  76446. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76447. * Also use as the light direction on spot and directional lights.
  76448. */
  76449. direction: Vector3;
  76450. private _shadowMinZ;
  76451. /**
  76452. * Gets the shadow projection clipping minimum z value.
  76453. */
  76454. /**
  76455. * Sets the shadow projection clipping minimum z value.
  76456. */
  76457. shadowMinZ: number;
  76458. private _shadowMaxZ;
  76459. /**
  76460. * Sets the shadow projection clipping maximum z value.
  76461. */
  76462. /**
  76463. * Gets the shadow projection clipping maximum z value.
  76464. */
  76465. shadowMaxZ: number;
  76466. /**
  76467. * Callback defining a custom Projection Matrix Builder.
  76468. * This can be used to override the default projection matrix computation.
  76469. */
  76470. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76471. /**
  76472. * The transformed position. Position of the light in world space taking parenting in account.
  76473. */
  76474. transformedPosition: Vector3;
  76475. /**
  76476. * The transformed direction. Direction of the light in world space taking parenting in account.
  76477. */
  76478. transformedDirection: Vector3;
  76479. private _needProjectionMatrixCompute;
  76480. /**
  76481. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76482. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76483. */
  76484. computeTransformedInformation(): boolean;
  76485. /**
  76486. * Return the depth scale used for the shadow map.
  76487. * @returns the depth scale.
  76488. */
  76489. getDepthScale(): number;
  76490. /**
  76491. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76492. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76493. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76494. */
  76495. getShadowDirection(faceIndex?: number): Vector3;
  76496. /**
  76497. * Returns the ShadowLight absolute position in the World.
  76498. * @returns the position vector in world space
  76499. */
  76500. getAbsolutePosition(): Vector3;
  76501. /**
  76502. * Sets the ShadowLight direction toward the passed target.
  76503. * @param target The point to target in local space
  76504. * @returns the updated ShadowLight direction
  76505. */
  76506. setDirectionToTarget(target: Vector3): Vector3;
  76507. /**
  76508. * Returns the light rotation in euler definition.
  76509. * @returns the x y z rotation in local space.
  76510. */
  76511. getRotation(): Vector3;
  76512. /**
  76513. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76514. * @returns true if a cube texture needs to be use
  76515. */
  76516. needCube(): boolean;
  76517. /**
  76518. * Detects if the projection matrix requires to be recomputed this frame.
  76519. * @returns true if it requires to be recomputed otherwise, false.
  76520. */
  76521. needProjectionMatrixCompute(): boolean;
  76522. /**
  76523. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76524. */
  76525. forceProjectionMatrixCompute(): void;
  76526. /** @hidden */
  76527. _initCache(): void;
  76528. /** @hidden */
  76529. _isSynchronized(): boolean;
  76530. /**
  76531. * Computes the world matrix of the node
  76532. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76533. * @returns the world matrix
  76534. */
  76535. computeWorldMatrix(force?: boolean): Matrix;
  76536. /**
  76537. * Gets the minZ used for shadow according to both the scene and the light.
  76538. * @param activeCamera The camera we are returning the min for
  76539. * @returns the depth min z
  76540. */
  76541. getDepthMinZ(activeCamera: Camera): number;
  76542. /**
  76543. * Gets the maxZ used for shadow according to both the scene and the light.
  76544. * @param activeCamera The camera we are returning the max for
  76545. * @returns the depth max z
  76546. */
  76547. getDepthMaxZ(activeCamera: Camera): number;
  76548. /**
  76549. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76550. * @param matrix The materix to updated with the projection information
  76551. * @param viewMatrix The transform matrix of the light
  76552. * @param renderList The list of mesh to render in the map
  76553. * @returns The current light
  76554. */
  76555. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76556. }
  76557. }
  76558. declare module BABYLON {
  76559. /**
  76560. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76561. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76562. */
  76563. export class EffectFallbacks implements IEffectFallbacks {
  76564. private _defines;
  76565. private _currentRank;
  76566. private _maxRank;
  76567. private _mesh;
  76568. /**
  76569. * Removes the fallback from the bound mesh.
  76570. */
  76571. unBindMesh(): void;
  76572. /**
  76573. * Adds a fallback on the specified property.
  76574. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76575. * @param define The name of the define in the shader
  76576. */
  76577. addFallback(rank: number, define: string): void;
  76578. /**
  76579. * Sets the mesh to use CPU skinning when needing to fallback.
  76580. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76581. * @param mesh The mesh to use the fallbacks.
  76582. */
  76583. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76584. /**
  76585. * Checks to see if more fallbacks are still availible.
  76586. */
  76587. readonly hasMoreFallbacks: boolean;
  76588. /**
  76589. * Removes the defines that should be removed when falling back.
  76590. * @param currentDefines defines the current define statements for the shader.
  76591. * @param effect defines the current effect we try to compile
  76592. * @returns The resulting defines with defines of the current rank removed.
  76593. */
  76594. reduce(currentDefines: string, effect: Effect): string;
  76595. }
  76596. }
  76597. declare module BABYLON {
  76598. /**
  76599. * "Static Class" containing the most commonly used helper while dealing with material for
  76600. * rendering purpose.
  76601. *
  76602. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76603. *
  76604. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76605. */
  76606. export class MaterialHelper {
  76607. /**
  76608. * Bind the current view position to an effect.
  76609. * @param effect The effect to be bound
  76610. * @param scene The scene the eyes position is used from
  76611. */
  76612. static BindEyePosition(effect: Effect, scene: Scene): void;
  76613. /**
  76614. * Helps preparing the defines values about the UVs in used in the effect.
  76615. * UVs are shared as much as we can accross channels in the shaders.
  76616. * @param texture The texture we are preparing the UVs for
  76617. * @param defines The defines to update
  76618. * @param key The channel key "diffuse", "specular"... used in the shader
  76619. */
  76620. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76621. /**
  76622. * Binds a texture matrix value to its corrsponding uniform
  76623. * @param texture The texture to bind the matrix for
  76624. * @param uniformBuffer The uniform buffer receivin the data
  76625. * @param key The channel key "diffuse", "specular"... used in the shader
  76626. */
  76627. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76628. /**
  76629. * Gets the current status of the fog (should it be enabled?)
  76630. * @param mesh defines the mesh to evaluate for fog support
  76631. * @param scene defines the hosting scene
  76632. * @returns true if fog must be enabled
  76633. */
  76634. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76635. /**
  76636. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76637. * @param mesh defines the current mesh
  76638. * @param scene defines the current scene
  76639. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76640. * @param pointsCloud defines if point cloud rendering has to be turned on
  76641. * @param fogEnabled defines if fog has to be turned on
  76642. * @param alphaTest defines if alpha testing has to be turned on
  76643. * @param defines defines the current list of defines
  76644. */
  76645. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76646. /**
  76647. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76648. * @param scene defines the current scene
  76649. * @param engine defines the current engine
  76650. * @param defines specifies the list of active defines
  76651. * @param useInstances defines if instances have to be turned on
  76652. * @param useClipPlane defines if clip plane have to be turned on
  76653. */
  76654. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76655. /**
  76656. * Prepares the defines for bones
  76657. * @param mesh The mesh containing the geometry data we will draw
  76658. * @param defines The defines to update
  76659. */
  76660. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76661. /**
  76662. * Prepares the defines for morph targets
  76663. * @param mesh The mesh containing the geometry data we will draw
  76664. * @param defines The defines to update
  76665. */
  76666. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76667. /**
  76668. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76669. * @param mesh The mesh containing the geometry data we will draw
  76670. * @param defines The defines to update
  76671. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76672. * @param useBones Precise whether bones should be used or not (override mesh info)
  76673. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76674. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76675. * @returns false if defines are considered not dirty and have not been checked
  76676. */
  76677. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76678. /**
  76679. * Prepares the defines related to multiview
  76680. * @param scene The scene we are intending to draw
  76681. * @param defines The defines to update
  76682. */
  76683. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76684. /**
  76685. * Prepares the defines related to the light information passed in parameter
  76686. * @param scene The scene we are intending to draw
  76687. * @param mesh The mesh the effect is compiling for
  76688. * @param light The light the effect is compiling for
  76689. * @param lightIndex The index of the light
  76690. * @param defines The defines to update
  76691. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76692. * @param state Defines the current state regarding what is needed (normals, etc...)
  76693. */
  76694. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  76695. needNormals: boolean;
  76696. needRebuild: boolean;
  76697. shadowEnabled: boolean;
  76698. specularEnabled: boolean;
  76699. lightmapMode: boolean;
  76700. }): void;
  76701. /**
  76702. * Prepares the defines related to the light information passed in parameter
  76703. * @param scene The scene we are intending to draw
  76704. * @param mesh The mesh the effect is compiling for
  76705. * @param defines The defines to update
  76706. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76707. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  76708. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  76709. * @returns true if normals will be required for the rest of the effect
  76710. */
  76711. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  76712. /**
  76713. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  76714. * @param lightIndex defines the light index
  76715. * @param uniformsList The uniform list
  76716. * @param samplersList The sampler list
  76717. * @param projectedLightTexture defines if projected texture must be used
  76718. * @param uniformBuffersList defines an optional list of uniform buffers
  76719. */
  76720. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  76721. /**
  76722. * Prepares the uniforms and samplers list to be used in the effect
  76723. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  76724. * @param samplersList The sampler list
  76725. * @param defines The defines helping in the list generation
  76726. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  76727. */
  76728. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  76729. /**
  76730. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  76731. * @param defines The defines to update while falling back
  76732. * @param fallbacks The authorized effect fallbacks
  76733. * @param maxSimultaneousLights The maximum number of lights allowed
  76734. * @param rank the current rank of the Effect
  76735. * @returns The newly affected rank
  76736. */
  76737. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  76738. private static _TmpMorphInfluencers;
  76739. /**
  76740. * Prepares the list of attributes required for morph targets according to the effect defines.
  76741. * @param attribs The current list of supported attribs
  76742. * @param mesh The mesh to prepare the morph targets attributes for
  76743. * @param influencers The number of influencers
  76744. */
  76745. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  76746. /**
  76747. * Prepares the list of attributes required for morph targets according to the effect defines.
  76748. * @param attribs The current list of supported attribs
  76749. * @param mesh The mesh to prepare the morph targets attributes for
  76750. * @param defines The current Defines of the effect
  76751. */
  76752. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  76753. /**
  76754. * Prepares the list of attributes required for bones according to the effect defines.
  76755. * @param attribs The current list of supported attribs
  76756. * @param mesh The mesh to prepare the bones attributes for
  76757. * @param defines The current Defines of the effect
  76758. * @param fallbacks The current efffect fallback strategy
  76759. */
  76760. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  76761. /**
  76762. * Check and prepare the list of attributes required for instances according to the effect defines.
  76763. * @param attribs The current list of supported attribs
  76764. * @param defines The current MaterialDefines of the effect
  76765. */
  76766. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  76767. /**
  76768. * Add the list of attributes required for instances to the attribs array.
  76769. * @param attribs The current list of supported attribs
  76770. */
  76771. static PushAttributesForInstances(attribs: string[]): void;
  76772. /**
  76773. * Binds the light information to the effect.
  76774. * @param light The light containing the generator
  76775. * @param effect The effect we are binding the data to
  76776. * @param lightIndex The light index in the effect used to render
  76777. */
  76778. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  76779. /**
  76780. * Binds the lights information from the scene to the effect for the given mesh.
  76781. * @param light Light to bind
  76782. * @param lightIndex Light index
  76783. * @param scene The scene where the light belongs to
  76784. * @param effect The effect we are binding the data to
  76785. * @param useSpecular Defines if specular is supported
  76786. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76787. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76788. */
  76789. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76790. /**
  76791. * Binds the lights information from the scene to the effect for the given mesh.
  76792. * @param scene The scene the lights belongs to
  76793. * @param mesh The mesh we are binding the information to render
  76794. * @param effect The effect we are binding the data to
  76795. * @param defines The generated defines for the effect
  76796. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  76797. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76798. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76799. */
  76800. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76801. private static _tempFogColor;
  76802. /**
  76803. * Binds the fog information from the scene to the effect for the given mesh.
  76804. * @param scene The scene the lights belongs to
  76805. * @param mesh The mesh we are binding the information to render
  76806. * @param effect The effect we are binding the data to
  76807. * @param linearSpace Defines if the fog effect is applied in linear space
  76808. */
  76809. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  76810. /**
  76811. * Binds the bones information from the mesh to the effect.
  76812. * @param mesh The mesh we are binding the information to render
  76813. * @param effect The effect we are binding the data to
  76814. */
  76815. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  76816. /**
  76817. * Binds the morph targets information from the mesh to the effect.
  76818. * @param abstractMesh The mesh we are binding the information to render
  76819. * @param effect The effect we are binding the data to
  76820. */
  76821. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  76822. /**
  76823. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  76824. * @param defines The generated defines used in the effect
  76825. * @param effect The effect we are binding the data to
  76826. * @param scene The scene we are willing to render with logarithmic scale for
  76827. */
  76828. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  76829. /**
  76830. * Binds the clip plane information from the scene to the effect.
  76831. * @param scene The scene the clip plane information are extracted from
  76832. * @param effect The effect we are binding the data to
  76833. */
  76834. static BindClipPlane(effect: Effect, scene: Scene): void;
  76835. }
  76836. }
  76837. declare module BABYLON {
  76838. /** @hidden */
  76839. export var packingFunctions: {
  76840. name: string;
  76841. shader: string;
  76842. };
  76843. }
  76844. declare module BABYLON {
  76845. /** @hidden */
  76846. export var shadowMapPixelShader: {
  76847. name: string;
  76848. shader: string;
  76849. };
  76850. }
  76851. declare module BABYLON {
  76852. /** @hidden */
  76853. export var bonesDeclaration: {
  76854. name: string;
  76855. shader: string;
  76856. };
  76857. }
  76858. declare module BABYLON {
  76859. /** @hidden */
  76860. export var morphTargetsVertexGlobalDeclaration: {
  76861. name: string;
  76862. shader: string;
  76863. };
  76864. }
  76865. declare module BABYLON {
  76866. /** @hidden */
  76867. export var morphTargetsVertexDeclaration: {
  76868. name: string;
  76869. shader: string;
  76870. };
  76871. }
  76872. declare module BABYLON {
  76873. /** @hidden */
  76874. export var instancesDeclaration: {
  76875. name: string;
  76876. shader: string;
  76877. };
  76878. }
  76879. declare module BABYLON {
  76880. /** @hidden */
  76881. export var helperFunctions: {
  76882. name: string;
  76883. shader: string;
  76884. };
  76885. }
  76886. declare module BABYLON {
  76887. /** @hidden */
  76888. export var morphTargetsVertex: {
  76889. name: string;
  76890. shader: string;
  76891. };
  76892. }
  76893. declare module BABYLON {
  76894. /** @hidden */
  76895. export var instancesVertex: {
  76896. name: string;
  76897. shader: string;
  76898. };
  76899. }
  76900. declare module BABYLON {
  76901. /** @hidden */
  76902. export var bonesVertex: {
  76903. name: string;
  76904. shader: string;
  76905. };
  76906. }
  76907. declare module BABYLON {
  76908. /** @hidden */
  76909. export var shadowMapVertexShader: {
  76910. name: string;
  76911. shader: string;
  76912. };
  76913. }
  76914. declare module BABYLON {
  76915. /** @hidden */
  76916. export var depthBoxBlurPixelShader: {
  76917. name: string;
  76918. shader: string;
  76919. };
  76920. }
  76921. declare module BABYLON {
  76922. /**
  76923. * Defines the options associated with the creation of a custom shader for a shadow generator.
  76924. */
  76925. export interface ICustomShaderOptions {
  76926. /**
  76927. * Gets or sets the custom shader name to use
  76928. */
  76929. shaderName: string;
  76930. /**
  76931. * The list of attribute names used in the shader
  76932. */
  76933. attributes?: string[];
  76934. /**
  76935. * The list of unifrom names used in the shader
  76936. */
  76937. uniforms?: string[];
  76938. /**
  76939. * The list of sampler names used in the shader
  76940. */
  76941. samplers?: string[];
  76942. /**
  76943. * The list of defines used in the shader
  76944. */
  76945. defines?: string[];
  76946. }
  76947. /**
  76948. * Interface to implement to create a shadow generator compatible with BJS.
  76949. */
  76950. export interface IShadowGenerator {
  76951. /**
  76952. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76953. * @returns The render target texture if present otherwise, null
  76954. */
  76955. getShadowMap(): Nullable<RenderTargetTexture>;
  76956. /**
  76957. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76958. * @returns The render target texture if the shadow map is present otherwise, null
  76959. */
  76960. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  76961. /**
  76962. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76963. * @param subMesh The submesh we want to render in the shadow map
  76964. * @param useInstances Defines wether will draw in the map using instances
  76965. * @returns true if ready otherwise, false
  76966. */
  76967. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  76968. /**
  76969. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76970. * @param defines Defines of the material we want to update
  76971. * @param lightIndex Index of the light in the enabled light list of the material
  76972. */
  76973. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  76974. /**
  76975. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76976. * defined in the generator but impacting the effect).
  76977. * It implies the unifroms available on the materials are the standard BJS ones.
  76978. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76979. * @param effect The effect we are binfing the information for
  76980. */
  76981. bindShadowLight(lightIndex: string, effect: Effect): void;
  76982. /**
  76983. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76984. * (eq to shadow prjection matrix * light transform matrix)
  76985. * @returns The transform matrix used to create the shadow map
  76986. */
  76987. getTransformMatrix(): Matrix;
  76988. /**
  76989. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76990. * Cube and 2D textures for instance.
  76991. */
  76992. recreateShadowMap(): void;
  76993. /**
  76994. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76995. * @param onCompiled Callback triggered at the and of the effects compilation
  76996. * @param options Sets of optional options forcing the compilation with different modes
  76997. */
  76998. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  76999. useInstances: boolean;
  77000. }>): void;
  77001. /**
  77002. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77003. * @param options Sets of optional options forcing the compilation with different modes
  77004. * @returns A promise that resolves when the compilation completes
  77005. */
  77006. forceCompilationAsync(options?: Partial<{
  77007. useInstances: boolean;
  77008. }>): Promise<void>;
  77009. /**
  77010. * Serializes the shadow generator setup to a json object.
  77011. * @returns The serialized JSON object
  77012. */
  77013. serialize(): any;
  77014. /**
  77015. * Disposes the Shadow map and related Textures and effects.
  77016. */
  77017. dispose(): void;
  77018. }
  77019. /**
  77020. * Default implementation IShadowGenerator.
  77021. * This is the main object responsible of generating shadows in the framework.
  77022. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77023. */
  77024. export class ShadowGenerator implements IShadowGenerator {
  77025. /**
  77026. * Shadow generator mode None: no filtering applied.
  77027. */
  77028. static readonly FILTER_NONE: number;
  77029. /**
  77030. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77031. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77032. */
  77033. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77034. /**
  77035. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77036. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77037. */
  77038. static readonly FILTER_POISSONSAMPLING: number;
  77039. /**
  77040. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77041. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77042. */
  77043. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77044. /**
  77045. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77046. * edge artifacts on steep falloff.
  77047. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77048. */
  77049. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77050. /**
  77051. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77052. * edge artifacts on steep falloff.
  77053. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77054. */
  77055. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77056. /**
  77057. * Shadow generator mode PCF: Percentage Closer Filtering
  77058. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77059. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77060. */
  77061. static readonly FILTER_PCF: number;
  77062. /**
  77063. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77064. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77065. * Contact Hardening
  77066. */
  77067. static readonly FILTER_PCSS: number;
  77068. /**
  77069. * Reserved for PCF and PCSS
  77070. * Highest Quality.
  77071. *
  77072. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77073. *
  77074. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77075. */
  77076. static readonly QUALITY_HIGH: number;
  77077. /**
  77078. * Reserved for PCF and PCSS
  77079. * Good tradeoff for quality/perf cross devices
  77080. *
  77081. * Execute PCF on a 3*3 kernel.
  77082. *
  77083. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77084. */
  77085. static readonly QUALITY_MEDIUM: number;
  77086. /**
  77087. * Reserved for PCF and PCSS
  77088. * The lowest quality but the fastest.
  77089. *
  77090. * Execute PCF on a 1*1 kernel.
  77091. *
  77092. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77093. */
  77094. static readonly QUALITY_LOW: number;
  77095. /** Gets or sets the custom shader name to use */
  77096. customShaderOptions: ICustomShaderOptions;
  77097. /**
  77098. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77099. */
  77100. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77101. /**
  77102. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77103. */
  77104. onAfterShadowMapRenderObservable: Observable<Effect>;
  77105. /**
  77106. * Observable triggered before a mesh is rendered in the shadow map.
  77107. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77108. */
  77109. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77110. /**
  77111. * Observable triggered after a mesh is rendered in the shadow map.
  77112. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77113. */
  77114. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77115. private _bias;
  77116. /**
  77117. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77118. */
  77119. /**
  77120. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77121. */
  77122. bias: number;
  77123. private _normalBias;
  77124. /**
  77125. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77126. */
  77127. /**
  77128. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77129. */
  77130. normalBias: number;
  77131. private _blurBoxOffset;
  77132. /**
  77133. * Gets the blur box offset: offset applied during the blur pass.
  77134. * Only useful if useKernelBlur = false
  77135. */
  77136. /**
  77137. * Sets the blur box offset: offset applied during the blur pass.
  77138. * Only useful if useKernelBlur = false
  77139. */
  77140. blurBoxOffset: number;
  77141. private _blurScale;
  77142. /**
  77143. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77144. * 2 means half of the size.
  77145. */
  77146. /**
  77147. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77148. * 2 means half of the size.
  77149. */
  77150. blurScale: number;
  77151. private _blurKernel;
  77152. /**
  77153. * Gets the blur kernel: kernel size of the blur pass.
  77154. * Only useful if useKernelBlur = true
  77155. */
  77156. /**
  77157. * Sets the blur kernel: kernel size of the blur pass.
  77158. * Only useful if useKernelBlur = true
  77159. */
  77160. blurKernel: number;
  77161. private _useKernelBlur;
  77162. /**
  77163. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77164. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77165. */
  77166. /**
  77167. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77168. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77169. */
  77170. useKernelBlur: boolean;
  77171. private _depthScale;
  77172. /**
  77173. * Gets the depth scale used in ESM mode.
  77174. */
  77175. /**
  77176. * Sets the depth scale used in ESM mode.
  77177. * This can override the scale stored on the light.
  77178. */
  77179. depthScale: number;
  77180. private _filter;
  77181. /**
  77182. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77183. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77184. */
  77185. /**
  77186. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77187. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77188. */
  77189. filter: number;
  77190. /**
  77191. * Gets if the current filter is set to Poisson Sampling.
  77192. */
  77193. /**
  77194. * Sets the current filter to Poisson Sampling.
  77195. */
  77196. usePoissonSampling: boolean;
  77197. /**
  77198. * Gets if the current filter is set to ESM.
  77199. */
  77200. /**
  77201. * Sets the current filter is to ESM.
  77202. */
  77203. useExponentialShadowMap: boolean;
  77204. /**
  77205. * Gets if the current filter is set to filtered ESM.
  77206. */
  77207. /**
  77208. * Gets if the current filter is set to filtered ESM.
  77209. */
  77210. useBlurExponentialShadowMap: boolean;
  77211. /**
  77212. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77213. * exponential to prevent steep falloff artifacts).
  77214. */
  77215. /**
  77216. * Sets the current filter to "close ESM" (using the inverse of the
  77217. * exponential to prevent steep falloff artifacts).
  77218. */
  77219. useCloseExponentialShadowMap: boolean;
  77220. /**
  77221. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77222. * exponential to prevent steep falloff artifacts).
  77223. */
  77224. /**
  77225. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77226. * exponential to prevent steep falloff artifacts).
  77227. */
  77228. useBlurCloseExponentialShadowMap: boolean;
  77229. /**
  77230. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77231. */
  77232. /**
  77233. * Sets the current filter to "PCF" (percentage closer filtering).
  77234. */
  77235. usePercentageCloserFiltering: boolean;
  77236. private _filteringQuality;
  77237. /**
  77238. * Gets the PCF or PCSS Quality.
  77239. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77240. */
  77241. /**
  77242. * Sets the PCF or PCSS Quality.
  77243. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77244. */
  77245. filteringQuality: number;
  77246. /**
  77247. * Gets if the current filter is set to "PCSS" (contact hardening).
  77248. */
  77249. /**
  77250. * Sets the current filter to "PCSS" (contact hardening).
  77251. */
  77252. useContactHardeningShadow: boolean;
  77253. private _contactHardeningLightSizeUVRatio;
  77254. /**
  77255. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77256. * Using a ratio helps keeping shape stability independently of the map size.
  77257. *
  77258. * It does not account for the light projection as it was having too much
  77259. * instability during the light setup or during light position changes.
  77260. *
  77261. * Only valid if useContactHardeningShadow is true.
  77262. */
  77263. /**
  77264. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77265. * Using a ratio helps keeping shape stability independently of the map size.
  77266. *
  77267. * It does not account for the light projection as it was having too much
  77268. * instability during the light setup or during light position changes.
  77269. *
  77270. * Only valid if useContactHardeningShadow is true.
  77271. */
  77272. contactHardeningLightSizeUVRatio: number;
  77273. private _darkness;
  77274. /** Gets or sets the actual darkness of a shadow */
  77275. darkness: number;
  77276. /**
  77277. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77278. * 0 means strongest and 1 would means no shadow.
  77279. * @returns the darkness.
  77280. */
  77281. getDarkness(): number;
  77282. /**
  77283. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77284. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77285. * @returns the shadow generator allowing fluent coding.
  77286. */
  77287. setDarkness(darkness: number): ShadowGenerator;
  77288. private _transparencyShadow;
  77289. /** Gets or sets the ability to have transparent shadow */
  77290. transparencyShadow: boolean;
  77291. /**
  77292. * Sets the ability to have transparent shadow (boolean).
  77293. * @param transparent True if transparent else False
  77294. * @returns the shadow generator allowing fluent coding
  77295. */
  77296. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77297. private _shadowMap;
  77298. private _shadowMap2;
  77299. /**
  77300. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77301. * @returns The render target texture if present otherwise, null
  77302. */
  77303. getShadowMap(): Nullable<RenderTargetTexture>;
  77304. /**
  77305. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77306. * @returns The render target texture if the shadow map is present otherwise, null
  77307. */
  77308. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77309. /**
  77310. * Gets the class name of that object
  77311. * @returns "ShadowGenerator"
  77312. */
  77313. getClassName(): string;
  77314. /**
  77315. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77316. * @param mesh Mesh to add
  77317. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77318. * @returns the Shadow Generator itself
  77319. */
  77320. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77321. /**
  77322. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77323. * @param mesh Mesh to remove
  77324. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77325. * @returns the Shadow Generator itself
  77326. */
  77327. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77328. /**
  77329. * Controls the extent to which the shadows fade out at the edge of the frustum
  77330. * Used only by directionals and spots
  77331. */
  77332. frustumEdgeFalloff: number;
  77333. private _light;
  77334. /**
  77335. * Returns the associated light object.
  77336. * @returns the light generating the shadow
  77337. */
  77338. getLight(): IShadowLight;
  77339. /**
  77340. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77341. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77342. * It might on the other hand introduce peter panning.
  77343. */
  77344. forceBackFacesOnly: boolean;
  77345. private _scene;
  77346. private _lightDirection;
  77347. private _effect;
  77348. private _viewMatrix;
  77349. private _projectionMatrix;
  77350. private _transformMatrix;
  77351. private _cachedPosition;
  77352. private _cachedDirection;
  77353. private _cachedDefines;
  77354. private _currentRenderID;
  77355. private _boxBlurPostprocess;
  77356. private _kernelBlurXPostprocess;
  77357. private _kernelBlurYPostprocess;
  77358. private _blurPostProcesses;
  77359. private _mapSize;
  77360. private _currentFaceIndex;
  77361. private _currentFaceIndexCache;
  77362. private _textureType;
  77363. private _defaultTextureMatrix;
  77364. private _storedUniqueId;
  77365. /** @hidden */
  77366. static _SceneComponentInitialization: (scene: Scene) => void;
  77367. /**
  77368. * Creates a ShadowGenerator object.
  77369. * A ShadowGenerator is the required tool to use the shadows.
  77370. * Each light casting shadows needs to use its own ShadowGenerator.
  77371. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77372. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77373. * @param light The light object generating the shadows.
  77374. * @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.
  77375. */
  77376. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77377. private _initializeGenerator;
  77378. private _initializeShadowMap;
  77379. private _initializeBlurRTTAndPostProcesses;
  77380. private _renderForShadowMap;
  77381. private _renderSubMeshForShadowMap;
  77382. private _applyFilterValues;
  77383. /**
  77384. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77385. * @param onCompiled Callback triggered at the and of the effects compilation
  77386. * @param options Sets of optional options forcing the compilation with different modes
  77387. */
  77388. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77389. useInstances: boolean;
  77390. }>): void;
  77391. /**
  77392. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77393. * @param options Sets of optional options forcing the compilation with different modes
  77394. * @returns A promise that resolves when the compilation completes
  77395. */
  77396. forceCompilationAsync(options?: Partial<{
  77397. useInstances: boolean;
  77398. }>): Promise<void>;
  77399. /**
  77400. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77401. * @param subMesh The submesh we want to render in the shadow map
  77402. * @param useInstances Defines wether will draw in the map using instances
  77403. * @returns true if ready otherwise, false
  77404. */
  77405. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77406. /**
  77407. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77408. * @param defines Defines of the material we want to update
  77409. * @param lightIndex Index of the light in the enabled light list of the material
  77410. */
  77411. prepareDefines(defines: any, lightIndex: number): void;
  77412. /**
  77413. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77414. * defined in the generator but impacting the effect).
  77415. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77416. * @param effect The effect we are binfing the information for
  77417. */
  77418. bindShadowLight(lightIndex: string, effect: Effect): void;
  77419. /**
  77420. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77421. * (eq to shadow prjection matrix * light transform matrix)
  77422. * @returns The transform matrix used to create the shadow map
  77423. */
  77424. getTransformMatrix(): Matrix;
  77425. /**
  77426. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77427. * Cube and 2D textures for instance.
  77428. */
  77429. recreateShadowMap(): void;
  77430. private _disposeBlurPostProcesses;
  77431. private _disposeRTTandPostProcesses;
  77432. /**
  77433. * Disposes the ShadowGenerator.
  77434. * Returns nothing.
  77435. */
  77436. dispose(): void;
  77437. /**
  77438. * Serializes the shadow generator setup to a json object.
  77439. * @returns The serialized JSON object
  77440. */
  77441. serialize(): any;
  77442. /**
  77443. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77444. * @param parsedShadowGenerator The JSON object to parse
  77445. * @param scene The scene to create the shadow map for
  77446. * @returns The parsed shadow generator
  77447. */
  77448. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77449. }
  77450. }
  77451. declare module BABYLON {
  77452. /**
  77453. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77454. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77455. * 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.
  77456. */
  77457. export abstract class Light extends Node {
  77458. /**
  77459. * Falloff Default: light is falling off following the material specification:
  77460. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77461. */
  77462. static readonly FALLOFF_DEFAULT: number;
  77463. /**
  77464. * Falloff Physical: light is falling off following the inverse squared distance law.
  77465. */
  77466. static readonly FALLOFF_PHYSICAL: number;
  77467. /**
  77468. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77469. * to enhance interoperability with other engines.
  77470. */
  77471. static readonly FALLOFF_GLTF: number;
  77472. /**
  77473. * Falloff Standard: light is falling off like in the standard material
  77474. * to enhance interoperability with other materials.
  77475. */
  77476. static readonly FALLOFF_STANDARD: number;
  77477. /**
  77478. * If every light affecting the material is in this lightmapMode,
  77479. * material.lightmapTexture adds or multiplies
  77480. * (depends on material.useLightmapAsShadowmap)
  77481. * after every other light calculations.
  77482. */
  77483. static readonly LIGHTMAP_DEFAULT: number;
  77484. /**
  77485. * material.lightmapTexture as only diffuse lighting from this light
  77486. * adds only specular lighting from this light
  77487. * adds dynamic shadows
  77488. */
  77489. static readonly LIGHTMAP_SPECULAR: number;
  77490. /**
  77491. * material.lightmapTexture as only lighting
  77492. * no light calculation from this light
  77493. * only adds dynamic shadows from this light
  77494. */
  77495. static readonly LIGHTMAP_SHADOWSONLY: number;
  77496. /**
  77497. * Each light type uses the default quantity according to its type:
  77498. * point/spot lights use luminous intensity
  77499. * directional lights use illuminance
  77500. */
  77501. static readonly INTENSITYMODE_AUTOMATIC: number;
  77502. /**
  77503. * lumen (lm)
  77504. */
  77505. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77506. /**
  77507. * candela (lm/sr)
  77508. */
  77509. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77510. /**
  77511. * lux (lm/m^2)
  77512. */
  77513. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77514. /**
  77515. * nit (cd/m^2)
  77516. */
  77517. static readonly INTENSITYMODE_LUMINANCE: number;
  77518. /**
  77519. * Light type const id of the point light.
  77520. */
  77521. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77522. /**
  77523. * Light type const id of the directional light.
  77524. */
  77525. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77526. /**
  77527. * Light type const id of the spot light.
  77528. */
  77529. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77530. /**
  77531. * Light type const id of the hemispheric light.
  77532. */
  77533. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77534. /**
  77535. * Diffuse gives the basic color to an object.
  77536. */
  77537. diffuse: Color3;
  77538. /**
  77539. * Specular produces a highlight color on an object.
  77540. * Note: This is note affecting PBR materials.
  77541. */
  77542. specular: Color3;
  77543. /**
  77544. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77545. * falling off base on range or angle.
  77546. * This can be set to any values in Light.FALLOFF_x.
  77547. *
  77548. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77549. * other types of materials.
  77550. */
  77551. falloffType: number;
  77552. /**
  77553. * Strength of the light.
  77554. * Note: By default it is define in the framework own unit.
  77555. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77556. */
  77557. intensity: number;
  77558. private _range;
  77559. protected _inverseSquaredRange: number;
  77560. /**
  77561. * Defines how far from the source the light is impacting in scene units.
  77562. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77563. */
  77564. /**
  77565. * Defines how far from the source the light is impacting in scene units.
  77566. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77567. */
  77568. range: number;
  77569. /**
  77570. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77571. * of light.
  77572. */
  77573. private _photometricScale;
  77574. private _intensityMode;
  77575. /**
  77576. * Gets the photometric scale used to interpret the intensity.
  77577. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77578. */
  77579. /**
  77580. * Sets the photometric scale used to interpret the intensity.
  77581. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77582. */
  77583. intensityMode: number;
  77584. private _radius;
  77585. /**
  77586. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77587. */
  77588. /**
  77589. * sets the light radius used by PBR Materials to simulate soft area lights.
  77590. */
  77591. radius: number;
  77592. private _renderPriority;
  77593. /**
  77594. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77595. * exceeding the number allowed of the materials.
  77596. */
  77597. renderPriority: number;
  77598. private _shadowEnabled;
  77599. /**
  77600. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77601. * the current shadow generator.
  77602. */
  77603. /**
  77604. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77605. * the current shadow generator.
  77606. */
  77607. shadowEnabled: boolean;
  77608. private _includedOnlyMeshes;
  77609. /**
  77610. * Gets the only meshes impacted by this light.
  77611. */
  77612. /**
  77613. * Sets the only meshes impacted by this light.
  77614. */
  77615. includedOnlyMeshes: AbstractMesh[];
  77616. private _excludedMeshes;
  77617. /**
  77618. * Gets the meshes not impacted by this light.
  77619. */
  77620. /**
  77621. * Sets the meshes not impacted by this light.
  77622. */
  77623. excludedMeshes: AbstractMesh[];
  77624. private _excludeWithLayerMask;
  77625. /**
  77626. * Gets the layer id use to find what meshes are not impacted by the light.
  77627. * Inactive if 0
  77628. */
  77629. /**
  77630. * Sets the layer id use to find what meshes are not impacted by the light.
  77631. * Inactive if 0
  77632. */
  77633. excludeWithLayerMask: number;
  77634. private _includeOnlyWithLayerMask;
  77635. /**
  77636. * Gets the layer id use to find what meshes are impacted by the light.
  77637. * Inactive if 0
  77638. */
  77639. /**
  77640. * Sets the layer id use to find what meshes are impacted by the light.
  77641. * Inactive if 0
  77642. */
  77643. includeOnlyWithLayerMask: number;
  77644. private _lightmapMode;
  77645. /**
  77646. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77647. */
  77648. /**
  77649. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77650. */
  77651. lightmapMode: number;
  77652. /**
  77653. * Shadow generator associted to the light.
  77654. * @hidden Internal use only.
  77655. */
  77656. _shadowGenerator: Nullable<IShadowGenerator>;
  77657. /**
  77658. * @hidden Internal use only.
  77659. */
  77660. _excludedMeshesIds: string[];
  77661. /**
  77662. * @hidden Internal use only.
  77663. */
  77664. _includedOnlyMeshesIds: string[];
  77665. /**
  77666. * The current light unifom buffer.
  77667. * @hidden Internal use only.
  77668. */
  77669. _uniformBuffer: UniformBuffer;
  77670. /** @hidden */
  77671. _renderId: number;
  77672. /**
  77673. * Creates a Light object in the scene.
  77674. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77675. * @param name The firendly name of the light
  77676. * @param scene The scene the light belongs too
  77677. */
  77678. constructor(name: string, scene: Scene);
  77679. protected abstract _buildUniformLayout(): void;
  77680. /**
  77681. * Sets the passed Effect "effect" with the Light information.
  77682. * @param effect The effect to update
  77683. * @param lightIndex The index of the light in the effect to update
  77684. * @returns The light
  77685. */
  77686. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77687. /**
  77688. * Sets the passed Effect "effect" with the Light information.
  77689. * @param effect The effect to update
  77690. * @param lightDataUniformName The uniform used to store light data (position or direction)
  77691. * @returns The light
  77692. */
  77693. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  77694. /**
  77695. * Returns the string "Light".
  77696. * @returns the class name
  77697. */
  77698. getClassName(): string;
  77699. /** @hidden */
  77700. readonly _isLight: boolean;
  77701. /**
  77702. * Converts the light information to a readable string for debug purpose.
  77703. * @param fullDetails Supports for multiple levels of logging within scene loading
  77704. * @returns the human readable light info
  77705. */
  77706. toString(fullDetails?: boolean): string;
  77707. /** @hidden */
  77708. protected _syncParentEnabledState(): void;
  77709. /**
  77710. * Set the enabled state of this node.
  77711. * @param value - the new enabled state
  77712. */
  77713. setEnabled(value: boolean): void;
  77714. /**
  77715. * Returns the Light associated shadow generator if any.
  77716. * @return the associated shadow generator.
  77717. */
  77718. getShadowGenerator(): Nullable<IShadowGenerator>;
  77719. /**
  77720. * Returns a Vector3, the absolute light position in the World.
  77721. * @returns the world space position of the light
  77722. */
  77723. getAbsolutePosition(): Vector3;
  77724. /**
  77725. * Specifies if the light will affect the passed mesh.
  77726. * @param mesh The mesh to test against the light
  77727. * @return true the mesh is affected otherwise, false.
  77728. */
  77729. canAffectMesh(mesh: AbstractMesh): boolean;
  77730. /**
  77731. * Sort function to order lights for rendering.
  77732. * @param a First Light object to compare to second.
  77733. * @param b Second Light object to compare first.
  77734. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  77735. */
  77736. static CompareLightsPriority(a: Light, b: Light): number;
  77737. /**
  77738. * Releases resources associated with this node.
  77739. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77740. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77741. */
  77742. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77743. /**
  77744. * Returns the light type ID (integer).
  77745. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  77746. */
  77747. getTypeID(): number;
  77748. /**
  77749. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  77750. * @returns the scaled intensity in intensity mode unit
  77751. */
  77752. getScaledIntensity(): number;
  77753. /**
  77754. * Returns a new Light object, named "name", from the current one.
  77755. * @param name The name of the cloned light
  77756. * @returns the new created light
  77757. */
  77758. clone(name: string): Nullable<Light>;
  77759. /**
  77760. * Serializes the current light into a Serialization object.
  77761. * @returns the serialized object.
  77762. */
  77763. serialize(): any;
  77764. /**
  77765. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  77766. * This new light is named "name" and added to the passed scene.
  77767. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  77768. * @param name The friendly name of the light
  77769. * @param scene The scene the new light will belong to
  77770. * @returns the constructor function
  77771. */
  77772. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  77773. /**
  77774. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  77775. * @param parsedLight The JSON representation of the light
  77776. * @param scene The scene to create the parsed light in
  77777. * @returns the created light after parsing
  77778. */
  77779. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  77780. private _hookArrayForExcluded;
  77781. private _hookArrayForIncludedOnly;
  77782. private _resyncMeshes;
  77783. /**
  77784. * Forces the meshes to update their light related information in their rendering used effects
  77785. * @hidden Internal Use Only
  77786. */
  77787. _markMeshesAsLightDirty(): void;
  77788. /**
  77789. * Recomputes the cached photometric scale if needed.
  77790. */
  77791. private _computePhotometricScale;
  77792. /**
  77793. * Returns the Photometric Scale according to the light type and intensity mode.
  77794. */
  77795. private _getPhotometricScale;
  77796. /**
  77797. * Reorder the light in the scene according to their defined priority.
  77798. * @hidden Internal Use Only
  77799. */
  77800. _reorderLightsInScene(): void;
  77801. /**
  77802. * Prepares the list of defines specific to the light type.
  77803. * @param defines the list of defines
  77804. * @param lightIndex defines the index of the light for the effect
  77805. */
  77806. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  77807. }
  77808. }
  77809. declare module BABYLON {
  77810. /**
  77811. * Interface used to define Action
  77812. */
  77813. export interface IAction {
  77814. /**
  77815. * Trigger for the action
  77816. */
  77817. trigger: number;
  77818. /** Options of the trigger */
  77819. triggerOptions: any;
  77820. /**
  77821. * Gets the trigger parameters
  77822. * @returns the trigger parameters
  77823. */
  77824. getTriggerParameter(): any;
  77825. /**
  77826. * Internal only - executes current action event
  77827. * @hidden
  77828. */
  77829. _executeCurrent(evt?: ActionEvent): void;
  77830. /**
  77831. * Serialize placeholder for child classes
  77832. * @param parent of child
  77833. * @returns the serialized object
  77834. */
  77835. serialize(parent: any): any;
  77836. /**
  77837. * Internal only
  77838. * @hidden
  77839. */
  77840. _prepare(): void;
  77841. /**
  77842. * Internal only - manager for action
  77843. * @hidden
  77844. */
  77845. _actionManager: AbstractActionManager;
  77846. /**
  77847. * Adds action to chain of actions, may be a DoNothingAction
  77848. * @param action defines the next action to execute
  77849. * @returns The action passed in
  77850. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77851. */
  77852. then(action: IAction): IAction;
  77853. }
  77854. /**
  77855. * The action to be carried out following a trigger
  77856. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  77857. */
  77858. export class Action implements IAction {
  77859. /** the trigger, with or without parameters, for the action */
  77860. triggerOptions: any;
  77861. /**
  77862. * Trigger for the action
  77863. */
  77864. trigger: number;
  77865. /**
  77866. * Internal only - manager for action
  77867. * @hidden
  77868. */
  77869. _actionManager: ActionManager;
  77870. private _nextActiveAction;
  77871. private _child;
  77872. private _condition?;
  77873. private _triggerParameter;
  77874. /**
  77875. * An event triggered prior to action being executed.
  77876. */
  77877. onBeforeExecuteObservable: Observable<Action>;
  77878. /**
  77879. * Creates a new Action
  77880. * @param triggerOptions the trigger, with or without parameters, for the action
  77881. * @param condition an optional determinant of action
  77882. */
  77883. constructor(
  77884. /** the trigger, with or without parameters, for the action */
  77885. triggerOptions: any, condition?: Condition);
  77886. /**
  77887. * Internal only
  77888. * @hidden
  77889. */
  77890. _prepare(): void;
  77891. /**
  77892. * Gets the trigger parameters
  77893. * @returns the trigger parameters
  77894. */
  77895. getTriggerParameter(): any;
  77896. /**
  77897. * Internal only - executes current action event
  77898. * @hidden
  77899. */
  77900. _executeCurrent(evt?: ActionEvent): void;
  77901. /**
  77902. * Execute placeholder for child classes
  77903. * @param evt optional action event
  77904. */
  77905. execute(evt?: ActionEvent): void;
  77906. /**
  77907. * Skips to next active action
  77908. */
  77909. skipToNextActiveAction(): void;
  77910. /**
  77911. * Adds action to chain of actions, may be a DoNothingAction
  77912. * @param action defines the next action to execute
  77913. * @returns The action passed in
  77914. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77915. */
  77916. then(action: Action): Action;
  77917. /**
  77918. * Internal only
  77919. * @hidden
  77920. */
  77921. _getProperty(propertyPath: string): string;
  77922. /**
  77923. * Internal only
  77924. * @hidden
  77925. */
  77926. _getEffectiveTarget(target: any, propertyPath: string): any;
  77927. /**
  77928. * Serialize placeholder for child classes
  77929. * @param parent of child
  77930. * @returns the serialized object
  77931. */
  77932. serialize(parent: any): any;
  77933. /**
  77934. * Internal only called by serialize
  77935. * @hidden
  77936. */
  77937. protected _serialize(serializedAction: any, parent?: any): any;
  77938. /**
  77939. * Internal only
  77940. * @hidden
  77941. */
  77942. static _SerializeValueAsString: (value: any) => string;
  77943. /**
  77944. * Internal only
  77945. * @hidden
  77946. */
  77947. static _GetTargetProperty: (target: Node | Scene) => {
  77948. name: string;
  77949. targetType: string;
  77950. value: string;
  77951. };
  77952. }
  77953. }
  77954. declare module BABYLON {
  77955. /**
  77956. * A Condition applied to an Action
  77957. */
  77958. export class Condition {
  77959. /**
  77960. * Internal only - manager for action
  77961. * @hidden
  77962. */
  77963. _actionManager: ActionManager;
  77964. /**
  77965. * Internal only
  77966. * @hidden
  77967. */
  77968. _evaluationId: number;
  77969. /**
  77970. * Internal only
  77971. * @hidden
  77972. */
  77973. _currentResult: boolean;
  77974. /**
  77975. * Creates a new Condition
  77976. * @param actionManager the manager of the action the condition is applied to
  77977. */
  77978. constructor(actionManager: ActionManager);
  77979. /**
  77980. * Check if the current condition is valid
  77981. * @returns a boolean
  77982. */
  77983. isValid(): boolean;
  77984. /**
  77985. * Internal only
  77986. * @hidden
  77987. */
  77988. _getProperty(propertyPath: string): string;
  77989. /**
  77990. * Internal only
  77991. * @hidden
  77992. */
  77993. _getEffectiveTarget(target: any, propertyPath: string): any;
  77994. /**
  77995. * Serialize placeholder for child classes
  77996. * @returns the serialized object
  77997. */
  77998. serialize(): any;
  77999. /**
  78000. * Internal only
  78001. * @hidden
  78002. */
  78003. protected _serialize(serializedCondition: any): any;
  78004. }
  78005. /**
  78006. * Defines specific conditional operators as extensions of Condition
  78007. */
  78008. export class ValueCondition extends Condition {
  78009. /** path to specify the property of the target the conditional operator uses */
  78010. propertyPath: string;
  78011. /** the value compared by the conditional operator against the current value of the property */
  78012. value: any;
  78013. /** the conditional operator, default ValueCondition.IsEqual */
  78014. operator: number;
  78015. /**
  78016. * Internal only
  78017. * @hidden
  78018. */
  78019. private static _IsEqual;
  78020. /**
  78021. * Internal only
  78022. * @hidden
  78023. */
  78024. private static _IsDifferent;
  78025. /**
  78026. * Internal only
  78027. * @hidden
  78028. */
  78029. private static _IsGreater;
  78030. /**
  78031. * Internal only
  78032. * @hidden
  78033. */
  78034. private static _IsLesser;
  78035. /**
  78036. * returns the number for IsEqual
  78037. */
  78038. static readonly IsEqual: number;
  78039. /**
  78040. * Returns the number for IsDifferent
  78041. */
  78042. static readonly IsDifferent: number;
  78043. /**
  78044. * Returns the number for IsGreater
  78045. */
  78046. static readonly IsGreater: number;
  78047. /**
  78048. * Returns the number for IsLesser
  78049. */
  78050. static readonly IsLesser: number;
  78051. /**
  78052. * Internal only The action manager for the condition
  78053. * @hidden
  78054. */
  78055. _actionManager: ActionManager;
  78056. /**
  78057. * Internal only
  78058. * @hidden
  78059. */
  78060. private _target;
  78061. /**
  78062. * Internal only
  78063. * @hidden
  78064. */
  78065. private _effectiveTarget;
  78066. /**
  78067. * Internal only
  78068. * @hidden
  78069. */
  78070. private _property;
  78071. /**
  78072. * Creates a new ValueCondition
  78073. * @param actionManager manager for the action the condition applies to
  78074. * @param target for the action
  78075. * @param propertyPath path to specify the property of the target the conditional operator uses
  78076. * @param value the value compared by the conditional operator against the current value of the property
  78077. * @param operator the conditional operator, default ValueCondition.IsEqual
  78078. */
  78079. constructor(actionManager: ActionManager, target: any,
  78080. /** path to specify the property of the target the conditional operator uses */
  78081. propertyPath: string,
  78082. /** the value compared by the conditional operator against the current value of the property */
  78083. value: any,
  78084. /** the conditional operator, default ValueCondition.IsEqual */
  78085. operator?: number);
  78086. /**
  78087. * Compares the given value with the property value for the specified conditional operator
  78088. * @returns the result of the comparison
  78089. */
  78090. isValid(): boolean;
  78091. /**
  78092. * Serialize the ValueCondition into a JSON compatible object
  78093. * @returns serialization object
  78094. */
  78095. serialize(): any;
  78096. /**
  78097. * Gets the name of the conditional operator for the ValueCondition
  78098. * @param operator the conditional operator
  78099. * @returns the name
  78100. */
  78101. static GetOperatorName(operator: number): string;
  78102. }
  78103. /**
  78104. * Defines a predicate condition as an extension of Condition
  78105. */
  78106. export class PredicateCondition extends Condition {
  78107. /** defines the predicate function used to validate the condition */
  78108. predicate: () => boolean;
  78109. /**
  78110. * Internal only - manager for action
  78111. * @hidden
  78112. */
  78113. _actionManager: ActionManager;
  78114. /**
  78115. * Creates a new PredicateCondition
  78116. * @param actionManager manager for the action the condition applies to
  78117. * @param predicate defines the predicate function used to validate the condition
  78118. */
  78119. constructor(actionManager: ActionManager,
  78120. /** defines the predicate function used to validate the condition */
  78121. predicate: () => boolean);
  78122. /**
  78123. * @returns the validity of the predicate condition
  78124. */
  78125. isValid(): boolean;
  78126. }
  78127. /**
  78128. * Defines a state condition as an extension of Condition
  78129. */
  78130. export class StateCondition extends Condition {
  78131. /** Value to compare with target state */
  78132. value: string;
  78133. /**
  78134. * Internal only - manager for action
  78135. * @hidden
  78136. */
  78137. _actionManager: ActionManager;
  78138. /**
  78139. * Internal only
  78140. * @hidden
  78141. */
  78142. private _target;
  78143. /**
  78144. * Creates a new StateCondition
  78145. * @param actionManager manager for the action the condition applies to
  78146. * @param target of the condition
  78147. * @param value to compare with target state
  78148. */
  78149. constructor(actionManager: ActionManager, target: any,
  78150. /** Value to compare with target state */
  78151. value: string);
  78152. /**
  78153. * Gets a boolean indicating if the current condition is met
  78154. * @returns the validity of the state
  78155. */
  78156. isValid(): boolean;
  78157. /**
  78158. * Serialize the StateCondition into a JSON compatible object
  78159. * @returns serialization object
  78160. */
  78161. serialize(): any;
  78162. }
  78163. }
  78164. declare module BABYLON {
  78165. /**
  78166. * This defines an action responsible to toggle a boolean once triggered.
  78167. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78168. */
  78169. export class SwitchBooleanAction extends Action {
  78170. /**
  78171. * The path to the boolean property in the target object
  78172. */
  78173. propertyPath: string;
  78174. private _target;
  78175. private _effectiveTarget;
  78176. private _property;
  78177. /**
  78178. * Instantiate the action
  78179. * @param triggerOptions defines the trigger options
  78180. * @param target defines the object containing the boolean
  78181. * @param propertyPath defines the path to the boolean property in the target object
  78182. * @param condition defines the trigger related conditions
  78183. */
  78184. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78185. /** @hidden */
  78186. _prepare(): void;
  78187. /**
  78188. * Execute the action toggle the boolean value.
  78189. */
  78190. execute(): void;
  78191. /**
  78192. * Serializes the actions and its related information.
  78193. * @param parent defines the object to serialize in
  78194. * @returns the serialized object
  78195. */
  78196. serialize(parent: any): any;
  78197. }
  78198. /**
  78199. * This defines an action responsible to set a the state field of the target
  78200. * to a desired value once triggered.
  78201. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78202. */
  78203. export class SetStateAction extends Action {
  78204. /**
  78205. * The value to store in the state field.
  78206. */
  78207. value: string;
  78208. private _target;
  78209. /**
  78210. * Instantiate the action
  78211. * @param triggerOptions defines the trigger options
  78212. * @param target defines the object containing the state property
  78213. * @param value defines the value to store in the state field
  78214. * @param condition defines the trigger related conditions
  78215. */
  78216. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78217. /**
  78218. * Execute the action and store the value on the target state property.
  78219. */
  78220. execute(): void;
  78221. /**
  78222. * Serializes the actions and its related information.
  78223. * @param parent defines the object to serialize in
  78224. * @returns the serialized object
  78225. */
  78226. serialize(parent: any): any;
  78227. }
  78228. /**
  78229. * This defines an action responsible to set a property of the target
  78230. * to a desired value once triggered.
  78231. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78232. */
  78233. export class SetValueAction extends Action {
  78234. /**
  78235. * The path of the property to set in the target.
  78236. */
  78237. propertyPath: string;
  78238. /**
  78239. * The value to set in the property
  78240. */
  78241. value: any;
  78242. private _target;
  78243. private _effectiveTarget;
  78244. private _property;
  78245. /**
  78246. * Instantiate the action
  78247. * @param triggerOptions defines the trigger options
  78248. * @param target defines the object containing the property
  78249. * @param propertyPath defines the path of the property to set in the target
  78250. * @param value defines the value to set in the property
  78251. * @param condition defines the trigger related conditions
  78252. */
  78253. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78254. /** @hidden */
  78255. _prepare(): void;
  78256. /**
  78257. * Execute the action and set the targetted property to the desired value.
  78258. */
  78259. execute(): void;
  78260. /**
  78261. * Serializes the actions and its related information.
  78262. * @param parent defines the object to serialize in
  78263. * @returns the serialized object
  78264. */
  78265. serialize(parent: any): any;
  78266. }
  78267. /**
  78268. * This defines an action responsible to increment the target value
  78269. * to a desired value once triggered.
  78270. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78271. */
  78272. export class IncrementValueAction extends Action {
  78273. /**
  78274. * The path of the property to increment in the target.
  78275. */
  78276. propertyPath: string;
  78277. /**
  78278. * The value we should increment the property by.
  78279. */
  78280. value: any;
  78281. private _target;
  78282. private _effectiveTarget;
  78283. private _property;
  78284. /**
  78285. * Instantiate the action
  78286. * @param triggerOptions defines the trigger options
  78287. * @param target defines the object containing the property
  78288. * @param propertyPath defines the path of the property to increment in the target
  78289. * @param value defines the value value we should increment the property by
  78290. * @param condition defines the trigger related conditions
  78291. */
  78292. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78293. /** @hidden */
  78294. _prepare(): void;
  78295. /**
  78296. * Execute the action and increment the target of the value amount.
  78297. */
  78298. execute(): void;
  78299. /**
  78300. * Serializes the actions and its related information.
  78301. * @param parent defines the object to serialize in
  78302. * @returns the serialized object
  78303. */
  78304. serialize(parent: any): any;
  78305. }
  78306. /**
  78307. * This defines an action responsible to start an animation once triggered.
  78308. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78309. */
  78310. export class PlayAnimationAction extends Action {
  78311. /**
  78312. * Where the animation should start (animation frame)
  78313. */
  78314. from: number;
  78315. /**
  78316. * Where the animation should stop (animation frame)
  78317. */
  78318. to: number;
  78319. /**
  78320. * Define if the animation should loop or stop after the first play.
  78321. */
  78322. loop?: boolean;
  78323. private _target;
  78324. /**
  78325. * Instantiate the action
  78326. * @param triggerOptions defines the trigger options
  78327. * @param target defines the target animation or animation name
  78328. * @param from defines from where the animation should start (animation frame)
  78329. * @param end defines where the animation should stop (animation frame)
  78330. * @param loop defines if the animation should loop or stop after the first play
  78331. * @param condition defines the trigger related conditions
  78332. */
  78333. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78334. /** @hidden */
  78335. _prepare(): void;
  78336. /**
  78337. * Execute the action and play the animation.
  78338. */
  78339. execute(): void;
  78340. /**
  78341. * Serializes the actions and its related information.
  78342. * @param parent defines the object to serialize in
  78343. * @returns the serialized object
  78344. */
  78345. serialize(parent: any): any;
  78346. }
  78347. /**
  78348. * This defines an action responsible to stop an animation once triggered.
  78349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78350. */
  78351. export class StopAnimationAction extends Action {
  78352. private _target;
  78353. /**
  78354. * Instantiate the action
  78355. * @param triggerOptions defines the trigger options
  78356. * @param target defines the target animation or animation name
  78357. * @param condition defines the trigger related conditions
  78358. */
  78359. constructor(triggerOptions: any, target: any, condition?: Condition);
  78360. /** @hidden */
  78361. _prepare(): void;
  78362. /**
  78363. * Execute the action and stop the animation.
  78364. */
  78365. execute(): void;
  78366. /**
  78367. * Serializes the actions and its related information.
  78368. * @param parent defines the object to serialize in
  78369. * @returns the serialized object
  78370. */
  78371. serialize(parent: any): any;
  78372. }
  78373. /**
  78374. * This defines an action responsible that does nothing once triggered.
  78375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78376. */
  78377. export class DoNothingAction extends Action {
  78378. /**
  78379. * Instantiate the action
  78380. * @param triggerOptions defines the trigger options
  78381. * @param condition defines the trigger related conditions
  78382. */
  78383. constructor(triggerOptions?: any, condition?: Condition);
  78384. /**
  78385. * Execute the action and do nothing.
  78386. */
  78387. execute(): void;
  78388. /**
  78389. * Serializes the actions and its related information.
  78390. * @param parent defines the object to serialize in
  78391. * @returns the serialized object
  78392. */
  78393. serialize(parent: any): any;
  78394. }
  78395. /**
  78396. * This defines an action responsible to trigger several actions once triggered.
  78397. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78398. */
  78399. export class CombineAction extends Action {
  78400. /**
  78401. * The list of aggregated animations to run.
  78402. */
  78403. children: Action[];
  78404. /**
  78405. * Instantiate the action
  78406. * @param triggerOptions defines the trigger options
  78407. * @param children defines the list of aggregated animations to run
  78408. * @param condition defines the trigger related conditions
  78409. */
  78410. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78411. /** @hidden */
  78412. _prepare(): void;
  78413. /**
  78414. * Execute the action and executes all the aggregated actions.
  78415. */
  78416. execute(evt: ActionEvent): void;
  78417. /**
  78418. * Serializes the actions and its related information.
  78419. * @param parent defines the object to serialize in
  78420. * @returns the serialized object
  78421. */
  78422. serialize(parent: any): any;
  78423. }
  78424. /**
  78425. * This defines an action responsible to run code (external event) once triggered.
  78426. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78427. */
  78428. export class ExecuteCodeAction extends Action {
  78429. /**
  78430. * The callback function to run.
  78431. */
  78432. func: (evt: ActionEvent) => void;
  78433. /**
  78434. * Instantiate the action
  78435. * @param triggerOptions defines the trigger options
  78436. * @param func defines the callback function to run
  78437. * @param condition defines the trigger related conditions
  78438. */
  78439. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78440. /**
  78441. * Execute the action and run the attached code.
  78442. */
  78443. execute(evt: ActionEvent): void;
  78444. }
  78445. /**
  78446. * This defines an action responsible to set the parent property of the target once triggered.
  78447. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78448. */
  78449. export class SetParentAction extends Action {
  78450. private _parent;
  78451. private _target;
  78452. /**
  78453. * Instantiate the action
  78454. * @param triggerOptions defines the trigger options
  78455. * @param target defines the target containing the parent property
  78456. * @param parent defines from where the animation should start (animation frame)
  78457. * @param condition defines the trigger related conditions
  78458. */
  78459. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78460. /** @hidden */
  78461. _prepare(): void;
  78462. /**
  78463. * Execute the action and set the parent property.
  78464. */
  78465. execute(): void;
  78466. /**
  78467. * Serializes the actions and its related information.
  78468. * @param parent defines the object to serialize in
  78469. * @returns the serialized object
  78470. */
  78471. serialize(parent: any): any;
  78472. }
  78473. }
  78474. declare module BABYLON {
  78475. /**
  78476. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78477. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78478. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78479. */
  78480. export class ActionManager extends AbstractActionManager {
  78481. /**
  78482. * Nothing
  78483. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78484. */
  78485. static readonly NothingTrigger: number;
  78486. /**
  78487. * On pick
  78488. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78489. */
  78490. static readonly OnPickTrigger: number;
  78491. /**
  78492. * On left pick
  78493. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78494. */
  78495. static readonly OnLeftPickTrigger: number;
  78496. /**
  78497. * On right pick
  78498. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78499. */
  78500. static readonly OnRightPickTrigger: number;
  78501. /**
  78502. * On center pick
  78503. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78504. */
  78505. static readonly OnCenterPickTrigger: number;
  78506. /**
  78507. * On pick down
  78508. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78509. */
  78510. static readonly OnPickDownTrigger: number;
  78511. /**
  78512. * On double pick
  78513. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78514. */
  78515. static readonly OnDoublePickTrigger: number;
  78516. /**
  78517. * On pick up
  78518. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78519. */
  78520. static readonly OnPickUpTrigger: number;
  78521. /**
  78522. * On pick out.
  78523. * This trigger will only be raised if you also declared a OnPickDown
  78524. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78525. */
  78526. static readonly OnPickOutTrigger: number;
  78527. /**
  78528. * On long press
  78529. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78530. */
  78531. static readonly OnLongPressTrigger: number;
  78532. /**
  78533. * On pointer over
  78534. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78535. */
  78536. static readonly OnPointerOverTrigger: number;
  78537. /**
  78538. * On pointer out
  78539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78540. */
  78541. static readonly OnPointerOutTrigger: number;
  78542. /**
  78543. * On every frame
  78544. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78545. */
  78546. static readonly OnEveryFrameTrigger: number;
  78547. /**
  78548. * On intersection enter
  78549. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78550. */
  78551. static readonly OnIntersectionEnterTrigger: number;
  78552. /**
  78553. * On intersection exit
  78554. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78555. */
  78556. static readonly OnIntersectionExitTrigger: number;
  78557. /**
  78558. * On key down
  78559. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78560. */
  78561. static readonly OnKeyDownTrigger: number;
  78562. /**
  78563. * On key up
  78564. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78565. */
  78566. static readonly OnKeyUpTrigger: number;
  78567. private _scene;
  78568. /**
  78569. * Creates a new action manager
  78570. * @param scene defines the hosting scene
  78571. */
  78572. constructor(scene: Scene);
  78573. /**
  78574. * Releases all associated resources
  78575. */
  78576. dispose(): void;
  78577. /**
  78578. * Gets hosting scene
  78579. * @returns the hosting scene
  78580. */
  78581. getScene(): Scene;
  78582. /**
  78583. * Does this action manager handles actions of any of the given triggers
  78584. * @param triggers defines the triggers to be tested
  78585. * @return a boolean indicating whether one (or more) of the triggers is handled
  78586. */
  78587. hasSpecificTriggers(triggers: number[]): boolean;
  78588. /**
  78589. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78590. * speed.
  78591. * @param triggerA defines the trigger to be tested
  78592. * @param triggerB defines the trigger to be tested
  78593. * @return a boolean indicating whether one (or more) of the triggers is handled
  78594. */
  78595. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78596. /**
  78597. * Does this action manager handles actions of a given trigger
  78598. * @param trigger defines the trigger to be tested
  78599. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78600. * @return whether the trigger is handled
  78601. */
  78602. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78603. /**
  78604. * Does this action manager has pointer triggers
  78605. */
  78606. readonly hasPointerTriggers: boolean;
  78607. /**
  78608. * Does this action manager has pick triggers
  78609. */
  78610. readonly hasPickTriggers: boolean;
  78611. /**
  78612. * Registers an action to this action manager
  78613. * @param action defines the action to be registered
  78614. * @return the action amended (prepared) after registration
  78615. */
  78616. registerAction(action: IAction): Nullable<IAction>;
  78617. /**
  78618. * Unregisters an action to this action manager
  78619. * @param action defines the action to be unregistered
  78620. * @return a boolean indicating whether the action has been unregistered
  78621. */
  78622. unregisterAction(action: IAction): Boolean;
  78623. /**
  78624. * Process a specific trigger
  78625. * @param trigger defines the trigger to process
  78626. * @param evt defines the event details to be processed
  78627. */
  78628. processTrigger(trigger: number, evt?: IActionEvent): void;
  78629. /** @hidden */
  78630. _getEffectiveTarget(target: any, propertyPath: string): any;
  78631. /** @hidden */
  78632. _getProperty(propertyPath: string): string;
  78633. /**
  78634. * Serialize this manager to a JSON object
  78635. * @param name defines the property name to store this manager
  78636. * @returns a JSON representation of this manager
  78637. */
  78638. serialize(name: string): any;
  78639. /**
  78640. * Creates a new ActionManager from a JSON data
  78641. * @param parsedActions defines the JSON data to read from
  78642. * @param object defines the hosting mesh
  78643. * @param scene defines the hosting scene
  78644. */
  78645. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78646. /**
  78647. * Get a trigger name by index
  78648. * @param trigger defines the trigger index
  78649. * @returns a trigger name
  78650. */
  78651. static GetTriggerName(trigger: number): string;
  78652. }
  78653. }
  78654. declare module BABYLON {
  78655. /**
  78656. * Class representing a ray with position and direction
  78657. */
  78658. export class Ray {
  78659. /** origin point */
  78660. origin: Vector3;
  78661. /** direction */
  78662. direction: Vector3;
  78663. /** length of the ray */
  78664. length: number;
  78665. private static readonly TmpVector3;
  78666. private _tmpRay;
  78667. /**
  78668. * Creates a new ray
  78669. * @param origin origin point
  78670. * @param direction direction
  78671. * @param length length of the ray
  78672. */
  78673. constructor(
  78674. /** origin point */
  78675. origin: Vector3,
  78676. /** direction */
  78677. direction: Vector3,
  78678. /** length of the ray */
  78679. length?: number);
  78680. /**
  78681. * Checks if the ray intersects a box
  78682. * @param minimum bound of the box
  78683. * @param maximum bound of the box
  78684. * @param intersectionTreshold extra extend to be added to the box in all direction
  78685. * @returns if the box was hit
  78686. */
  78687. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  78688. /**
  78689. * Checks if the ray intersects a box
  78690. * @param box the bounding box to check
  78691. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  78692. * @returns if the box was hit
  78693. */
  78694. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  78695. /**
  78696. * If the ray hits a sphere
  78697. * @param sphere the bounding sphere to check
  78698. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  78699. * @returns true if it hits the sphere
  78700. */
  78701. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  78702. /**
  78703. * If the ray hits a triange
  78704. * @param vertex0 triangle vertex
  78705. * @param vertex1 triangle vertex
  78706. * @param vertex2 triangle vertex
  78707. * @returns intersection information if hit
  78708. */
  78709. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  78710. /**
  78711. * Checks if ray intersects a plane
  78712. * @param plane the plane to check
  78713. * @returns the distance away it was hit
  78714. */
  78715. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  78716. /**
  78717. * Calculate the intercept of a ray on a given axis
  78718. * @param axis to check 'x' | 'y' | 'z'
  78719. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  78720. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  78721. */
  78722. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  78723. /**
  78724. * Checks if ray intersects a mesh
  78725. * @param mesh the mesh to check
  78726. * @param fastCheck if only the bounding box should checked
  78727. * @returns picking info of the intersecton
  78728. */
  78729. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  78730. /**
  78731. * Checks if ray intersects a mesh
  78732. * @param meshes the meshes to check
  78733. * @param fastCheck if only the bounding box should checked
  78734. * @param results array to store result in
  78735. * @returns Array of picking infos
  78736. */
  78737. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  78738. private _comparePickingInfo;
  78739. private static smallnum;
  78740. private static rayl;
  78741. /**
  78742. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  78743. * @param sega the first point of the segment to test the intersection against
  78744. * @param segb the second point of the segment to test the intersection against
  78745. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  78746. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  78747. */
  78748. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  78749. /**
  78750. * Update the ray from viewport position
  78751. * @param x position
  78752. * @param y y position
  78753. * @param viewportWidth viewport width
  78754. * @param viewportHeight viewport height
  78755. * @param world world matrix
  78756. * @param view view matrix
  78757. * @param projection projection matrix
  78758. * @returns this ray updated
  78759. */
  78760. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78761. /**
  78762. * Creates a ray with origin and direction of 0,0,0
  78763. * @returns the new ray
  78764. */
  78765. static Zero(): Ray;
  78766. /**
  78767. * Creates a new ray from screen space and viewport
  78768. * @param x position
  78769. * @param y y position
  78770. * @param viewportWidth viewport width
  78771. * @param viewportHeight viewport height
  78772. * @param world world matrix
  78773. * @param view view matrix
  78774. * @param projection projection matrix
  78775. * @returns new ray
  78776. */
  78777. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78778. /**
  78779. * 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
  78780. * transformed to the given world matrix.
  78781. * @param origin The origin point
  78782. * @param end The end point
  78783. * @param world a matrix to transform the ray to. Default is the identity matrix.
  78784. * @returns the new ray
  78785. */
  78786. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  78787. /**
  78788. * Transforms a ray by a matrix
  78789. * @param ray ray to transform
  78790. * @param matrix matrix to apply
  78791. * @returns the resulting new ray
  78792. */
  78793. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  78794. /**
  78795. * Transforms a ray by a matrix
  78796. * @param ray ray to transform
  78797. * @param matrix matrix to apply
  78798. * @param result ray to store result in
  78799. */
  78800. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  78801. /**
  78802. * Unproject a ray from screen space to object space
  78803. * @param sourceX defines the screen space x coordinate to use
  78804. * @param sourceY defines the screen space y coordinate to use
  78805. * @param viewportWidth defines the current width of the viewport
  78806. * @param viewportHeight defines the current height of the viewport
  78807. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  78808. * @param view defines the view matrix to use
  78809. * @param projection defines the projection matrix to use
  78810. */
  78811. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  78812. }
  78813. /**
  78814. * Type used to define predicate used to select faces when a mesh intersection is detected
  78815. */
  78816. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  78817. interface Scene {
  78818. /** @hidden */
  78819. _tempPickingRay: Nullable<Ray>;
  78820. /** @hidden */
  78821. _cachedRayForTransform: Ray;
  78822. /** @hidden */
  78823. _pickWithRayInverseMatrix: Matrix;
  78824. /** @hidden */
  78825. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  78826. /** @hidden */
  78827. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  78828. }
  78829. }
  78830. declare module BABYLON {
  78831. /**
  78832. * Groups all the scene component constants in one place to ease maintenance.
  78833. * @hidden
  78834. */
  78835. export class SceneComponentConstants {
  78836. static readonly NAME_EFFECTLAYER: string;
  78837. static readonly NAME_LAYER: string;
  78838. static readonly NAME_LENSFLARESYSTEM: string;
  78839. static readonly NAME_BOUNDINGBOXRENDERER: string;
  78840. static readonly NAME_PARTICLESYSTEM: string;
  78841. static readonly NAME_GAMEPAD: string;
  78842. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  78843. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  78844. static readonly NAME_DEPTHRENDERER: string;
  78845. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  78846. static readonly NAME_SPRITE: string;
  78847. static readonly NAME_OUTLINERENDERER: string;
  78848. static readonly NAME_PROCEDURALTEXTURE: string;
  78849. static readonly NAME_SHADOWGENERATOR: string;
  78850. static readonly NAME_OCTREE: string;
  78851. static readonly NAME_PHYSICSENGINE: string;
  78852. static readonly NAME_AUDIO: string;
  78853. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  78854. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78855. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  78856. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78857. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  78858. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  78859. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  78860. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  78861. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  78862. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  78863. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  78864. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  78865. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  78866. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  78867. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  78868. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  78869. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  78870. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  78871. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  78872. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  78873. static readonly STEP_AFTERRENDER_AUDIO: number;
  78874. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  78875. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  78876. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  78877. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  78878. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  78879. static readonly STEP_POINTERMOVE_SPRITE: number;
  78880. static readonly STEP_POINTERDOWN_SPRITE: number;
  78881. static readonly STEP_POINTERUP_SPRITE: number;
  78882. }
  78883. /**
  78884. * This represents a scene component.
  78885. *
  78886. * This is used to decouple the dependency the scene is having on the different workloads like
  78887. * layers, post processes...
  78888. */
  78889. export interface ISceneComponent {
  78890. /**
  78891. * The name of the component. Each component must have a unique name.
  78892. */
  78893. name: string;
  78894. /**
  78895. * The scene the component belongs to.
  78896. */
  78897. scene: Scene;
  78898. /**
  78899. * Register the component to one instance of a scene.
  78900. */
  78901. register(): void;
  78902. /**
  78903. * Rebuilds the elements related to this component in case of
  78904. * context lost for instance.
  78905. */
  78906. rebuild(): void;
  78907. /**
  78908. * Disposes the component and the associated ressources.
  78909. */
  78910. dispose(): void;
  78911. }
  78912. /**
  78913. * This represents a SERIALIZABLE scene component.
  78914. *
  78915. * This extends Scene Component to add Serialization methods on top.
  78916. */
  78917. export interface ISceneSerializableComponent extends ISceneComponent {
  78918. /**
  78919. * Adds all the elements from the container to the scene
  78920. * @param container the container holding the elements
  78921. */
  78922. addFromContainer(container: AbstractScene): void;
  78923. /**
  78924. * Removes all the elements in the container from the scene
  78925. * @param container contains the elements to remove
  78926. * @param dispose if the removed element should be disposed (default: false)
  78927. */
  78928. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  78929. /**
  78930. * Serializes the component data to the specified json object
  78931. * @param serializationObject The object to serialize to
  78932. */
  78933. serialize(serializationObject: any): void;
  78934. }
  78935. /**
  78936. * Strong typing of a Mesh related stage step action
  78937. */
  78938. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  78939. /**
  78940. * Strong typing of a Evaluate Sub Mesh related stage step action
  78941. */
  78942. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  78943. /**
  78944. * Strong typing of a Active Mesh related stage step action
  78945. */
  78946. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  78947. /**
  78948. * Strong typing of a Camera related stage step action
  78949. */
  78950. export type CameraStageAction = (camera: Camera) => void;
  78951. /**
  78952. * Strong typing of a Camera Frame buffer related stage step action
  78953. */
  78954. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  78955. /**
  78956. * Strong typing of a Render Target related stage step action
  78957. */
  78958. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  78959. /**
  78960. * Strong typing of a RenderingGroup related stage step action
  78961. */
  78962. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  78963. /**
  78964. * Strong typing of a Mesh Render related stage step action
  78965. */
  78966. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  78967. /**
  78968. * Strong typing of a simple stage step action
  78969. */
  78970. export type SimpleStageAction = () => void;
  78971. /**
  78972. * Strong typing of a render target action.
  78973. */
  78974. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  78975. /**
  78976. * Strong typing of a pointer move action.
  78977. */
  78978. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  78979. /**
  78980. * Strong typing of a pointer up/down action.
  78981. */
  78982. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  78983. /**
  78984. * Representation of a stage in the scene (Basically a list of ordered steps)
  78985. * @hidden
  78986. */
  78987. export class Stage<T extends Function> extends Array<{
  78988. index: number;
  78989. component: ISceneComponent;
  78990. action: T;
  78991. }> {
  78992. /**
  78993. * Hide ctor from the rest of the world.
  78994. * @param items The items to add.
  78995. */
  78996. private constructor();
  78997. /**
  78998. * Creates a new Stage.
  78999. * @returns A new instance of a Stage
  79000. */
  79001. static Create<T extends Function>(): Stage<T>;
  79002. /**
  79003. * Registers a step in an ordered way in the targeted stage.
  79004. * @param index Defines the position to register the step in
  79005. * @param component Defines the component attached to the step
  79006. * @param action Defines the action to launch during the step
  79007. */
  79008. registerStep(index: number, component: ISceneComponent, action: T): void;
  79009. /**
  79010. * Clears all the steps from the stage.
  79011. */
  79012. clear(): void;
  79013. }
  79014. }
  79015. declare module BABYLON {
  79016. interface Scene {
  79017. /** @hidden */
  79018. _pointerOverSprite: Nullable<Sprite>;
  79019. /** @hidden */
  79020. _pickedDownSprite: Nullable<Sprite>;
  79021. /** @hidden */
  79022. _tempSpritePickingRay: Nullable<Ray>;
  79023. /**
  79024. * All of the sprite managers added to this scene
  79025. * @see http://doc.babylonjs.com/babylon101/sprites
  79026. */
  79027. spriteManagers: Array<ISpriteManager>;
  79028. /**
  79029. * An event triggered when sprites rendering is about to start
  79030. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79031. */
  79032. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79033. /**
  79034. * An event triggered when sprites rendering is done
  79035. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79036. */
  79037. onAfterSpritesRenderingObservable: Observable<Scene>;
  79038. /** @hidden */
  79039. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79040. /** Launch a ray to try to pick a sprite in the scene
  79041. * @param x position on screen
  79042. * @param y position on screen
  79043. * @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
  79044. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79045. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79046. * @returns a PickingInfo
  79047. */
  79048. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79049. /** Use the given ray to pick a sprite in the scene
  79050. * @param ray The ray (in world space) to use to pick meshes
  79051. * @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
  79052. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79053. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79054. * @returns a PickingInfo
  79055. */
  79056. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79057. /** @hidden */
  79058. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79059. /** Launch a ray to try to pick sprites in the scene
  79060. * @param x position on screen
  79061. * @param y position on screen
  79062. * @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
  79063. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79064. * @returns a PickingInfo array
  79065. */
  79066. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79067. /** Use the given ray to pick sprites in the scene
  79068. * @param ray The ray (in world space) to use to pick meshes
  79069. * @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
  79070. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79071. * @returns a PickingInfo array
  79072. */
  79073. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79074. /**
  79075. * Force the sprite under the pointer
  79076. * @param sprite defines the sprite to use
  79077. */
  79078. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79079. /**
  79080. * Gets the sprite under the pointer
  79081. * @returns a Sprite or null if no sprite is under the pointer
  79082. */
  79083. getPointerOverSprite(): Nullable<Sprite>;
  79084. }
  79085. /**
  79086. * Defines the sprite scene component responsible to manage sprites
  79087. * in a given scene.
  79088. */
  79089. export class SpriteSceneComponent implements ISceneComponent {
  79090. /**
  79091. * The component name helpfull to identify the component in the list of scene components.
  79092. */
  79093. readonly name: string;
  79094. /**
  79095. * The scene the component belongs to.
  79096. */
  79097. scene: Scene;
  79098. /** @hidden */
  79099. private _spritePredicate;
  79100. /**
  79101. * Creates a new instance of the component for the given scene
  79102. * @param scene Defines the scene to register the component in
  79103. */
  79104. constructor(scene: Scene);
  79105. /**
  79106. * Registers the component in a given scene
  79107. */
  79108. register(): void;
  79109. /**
  79110. * Rebuilds the elements related to this component in case of
  79111. * context lost for instance.
  79112. */
  79113. rebuild(): void;
  79114. /**
  79115. * Disposes the component and the associated ressources.
  79116. */
  79117. dispose(): void;
  79118. private _pickSpriteButKeepRay;
  79119. private _pointerMove;
  79120. private _pointerDown;
  79121. private _pointerUp;
  79122. }
  79123. }
  79124. declare module BABYLON {
  79125. /** @hidden */
  79126. export var fogFragmentDeclaration: {
  79127. name: string;
  79128. shader: string;
  79129. };
  79130. }
  79131. declare module BABYLON {
  79132. /** @hidden */
  79133. export var fogFragment: {
  79134. name: string;
  79135. shader: string;
  79136. };
  79137. }
  79138. declare module BABYLON {
  79139. /** @hidden */
  79140. export var spritesPixelShader: {
  79141. name: string;
  79142. shader: string;
  79143. };
  79144. }
  79145. declare module BABYLON {
  79146. /** @hidden */
  79147. export var fogVertexDeclaration: {
  79148. name: string;
  79149. shader: string;
  79150. };
  79151. }
  79152. declare module BABYLON {
  79153. /** @hidden */
  79154. export var spritesVertexShader: {
  79155. name: string;
  79156. shader: string;
  79157. };
  79158. }
  79159. declare module BABYLON {
  79160. /**
  79161. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79162. */
  79163. export interface ISpriteManager extends IDisposable {
  79164. /**
  79165. * Restricts the camera to viewing objects with the same layerMask.
  79166. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79167. */
  79168. layerMask: number;
  79169. /**
  79170. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79171. */
  79172. isPickable: boolean;
  79173. /**
  79174. * Specifies the rendering group id for this mesh (0 by default)
  79175. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79176. */
  79177. renderingGroupId: number;
  79178. /**
  79179. * Defines the list of sprites managed by the manager.
  79180. */
  79181. sprites: Array<Sprite>;
  79182. /**
  79183. * Tests the intersection of a sprite with a specific ray.
  79184. * @param ray The ray we are sending to test the collision
  79185. * @param camera The camera space we are sending rays in
  79186. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79187. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79188. * @returns picking info or null.
  79189. */
  79190. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79191. /**
  79192. * Intersects the sprites with a ray
  79193. * @param ray defines the ray to intersect with
  79194. * @param camera defines the current active camera
  79195. * @param predicate defines a predicate used to select candidate sprites
  79196. * @returns null if no hit or a PickingInfo array
  79197. */
  79198. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79199. /**
  79200. * Renders the list of sprites on screen.
  79201. */
  79202. render(): void;
  79203. }
  79204. /**
  79205. * Class used to manage multiple sprites on the same spritesheet
  79206. * @see http://doc.babylonjs.com/babylon101/sprites
  79207. */
  79208. export class SpriteManager implements ISpriteManager {
  79209. /** defines the manager's name */
  79210. name: string;
  79211. /** Gets the list of sprites */
  79212. sprites: Sprite[];
  79213. /** Gets or sets the rendering group id (0 by default) */
  79214. renderingGroupId: number;
  79215. /** Gets or sets camera layer mask */
  79216. layerMask: number;
  79217. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79218. fogEnabled: boolean;
  79219. /** Gets or sets a boolean indicating if the sprites are pickable */
  79220. isPickable: boolean;
  79221. /** Defines the default width of a cell in the spritesheet */
  79222. cellWidth: number;
  79223. /** Defines the default height of a cell in the spritesheet */
  79224. cellHeight: number;
  79225. /** Associative array from JSON sprite data file */
  79226. private _cellData;
  79227. /** Array of sprite names from JSON sprite data file */
  79228. private _spriteMap;
  79229. /** True when packed cell data from JSON file is ready*/
  79230. private _packedAndReady;
  79231. /**
  79232. * An event triggered when the manager is disposed.
  79233. */
  79234. onDisposeObservable: Observable<SpriteManager>;
  79235. private _onDisposeObserver;
  79236. /**
  79237. * Callback called when the manager is disposed
  79238. */
  79239. onDispose: () => void;
  79240. private _capacity;
  79241. private _fromPacked;
  79242. private _spriteTexture;
  79243. private _epsilon;
  79244. private _scene;
  79245. private _vertexData;
  79246. private _buffer;
  79247. private _vertexBuffers;
  79248. private _indexBuffer;
  79249. private _effectBase;
  79250. private _effectFog;
  79251. /**
  79252. * Gets or sets the spritesheet texture
  79253. */
  79254. texture: Texture;
  79255. /**
  79256. * Creates a new sprite manager
  79257. * @param name defines the manager's name
  79258. * @param imgUrl defines the sprite sheet url
  79259. * @param capacity defines the maximum allowed number of sprites
  79260. * @param cellSize defines the size of a sprite cell
  79261. * @param scene defines the hosting scene
  79262. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79263. * @param samplingMode defines the smapling mode to use with spritesheet
  79264. * @param fromPacked set to false; do not alter
  79265. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79266. */
  79267. constructor(
  79268. /** defines the manager's name */
  79269. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79270. private _makePacked;
  79271. private _appendSpriteVertex;
  79272. /**
  79273. * Intersects the sprites with a ray
  79274. * @param ray defines the ray to intersect with
  79275. * @param camera defines the current active camera
  79276. * @param predicate defines a predicate used to select candidate sprites
  79277. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79278. * @returns null if no hit or a PickingInfo
  79279. */
  79280. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79281. /**
  79282. * Intersects the sprites with a ray
  79283. * @param ray defines the ray to intersect with
  79284. * @param camera defines the current active camera
  79285. * @param predicate defines a predicate used to select candidate sprites
  79286. * @returns null if no hit or a PickingInfo array
  79287. */
  79288. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79289. /**
  79290. * Render all child sprites
  79291. */
  79292. render(): void;
  79293. /**
  79294. * Release associated resources
  79295. */
  79296. dispose(): void;
  79297. }
  79298. }
  79299. declare module BABYLON {
  79300. /**
  79301. * Class used to represent a sprite
  79302. * @see http://doc.babylonjs.com/babylon101/sprites
  79303. */
  79304. export class Sprite {
  79305. /** defines the name */
  79306. name: string;
  79307. /** Gets or sets the current world position */
  79308. position: Vector3;
  79309. /** Gets or sets the main color */
  79310. color: Color4;
  79311. /** Gets or sets the width */
  79312. width: number;
  79313. /** Gets or sets the height */
  79314. height: number;
  79315. /** Gets or sets rotation angle */
  79316. angle: number;
  79317. /** Gets or sets the cell index in the sprite sheet */
  79318. cellIndex: number;
  79319. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79320. cellRef: string;
  79321. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79322. invertU: number;
  79323. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79324. invertV: number;
  79325. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79326. disposeWhenFinishedAnimating: boolean;
  79327. /** Gets the list of attached animations */
  79328. animations: Animation[];
  79329. /** Gets or sets a boolean indicating if the sprite can be picked */
  79330. isPickable: boolean;
  79331. /**
  79332. * Gets or sets the associated action manager
  79333. */
  79334. actionManager: Nullable<ActionManager>;
  79335. private _animationStarted;
  79336. private _loopAnimation;
  79337. private _fromIndex;
  79338. private _toIndex;
  79339. private _delay;
  79340. private _direction;
  79341. private _manager;
  79342. private _time;
  79343. private _onAnimationEnd;
  79344. /**
  79345. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79346. */
  79347. isVisible: boolean;
  79348. /**
  79349. * Gets or sets the sprite size
  79350. */
  79351. size: number;
  79352. /**
  79353. * Creates a new Sprite
  79354. * @param name defines the name
  79355. * @param manager defines the manager
  79356. */
  79357. constructor(
  79358. /** defines the name */
  79359. name: string, manager: ISpriteManager);
  79360. /**
  79361. * Starts an animation
  79362. * @param from defines the initial key
  79363. * @param to defines the end key
  79364. * @param loop defines if the animation must loop
  79365. * @param delay defines the start delay (in ms)
  79366. * @param onAnimationEnd defines a callback to call when animation ends
  79367. */
  79368. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79369. /** Stops current animation (if any) */
  79370. stopAnimation(): void;
  79371. /** @hidden */
  79372. _animate(deltaTime: number): void;
  79373. /** Release associated resources */
  79374. dispose(): void;
  79375. }
  79376. }
  79377. declare module BABYLON {
  79378. /**
  79379. * Information about the result of picking within a scene
  79380. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79381. */
  79382. export class PickingInfo {
  79383. /** @hidden */
  79384. _pickingUnavailable: boolean;
  79385. /**
  79386. * If the pick collided with an object
  79387. */
  79388. hit: boolean;
  79389. /**
  79390. * Distance away where the pick collided
  79391. */
  79392. distance: number;
  79393. /**
  79394. * The location of pick collision
  79395. */
  79396. pickedPoint: Nullable<Vector3>;
  79397. /**
  79398. * The mesh corresponding the the pick collision
  79399. */
  79400. pickedMesh: Nullable<AbstractMesh>;
  79401. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79402. bu: number;
  79403. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79404. bv: number;
  79405. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79406. faceId: number;
  79407. /** Id of the the submesh that was picked */
  79408. subMeshId: number;
  79409. /** If a sprite was picked, this will be the sprite the pick collided with */
  79410. pickedSprite: Nullable<Sprite>;
  79411. /**
  79412. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79413. */
  79414. originMesh: Nullable<AbstractMesh>;
  79415. /**
  79416. * The ray that was used to perform the picking.
  79417. */
  79418. ray: Nullable<Ray>;
  79419. /**
  79420. * Gets the normal correspodning to the face the pick collided with
  79421. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79422. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79423. * @returns The normal correspodning to the face the pick collided with
  79424. */
  79425. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79426. /**
  79427. * Gets the texture coordinates of where the pick occured
  79428. * @returns the vector containing the coordnates of the texture
  79429. */
  79430. getTextureCoordinates(): Nullable<Vector2>;
  79431. }
  79432. }
  79433. declare module BABYLON {
  79434. /**
  79435. * Gather the list of pointer event types as constants.
  79436. */
  79437. export class PointerEventTypes {
  79438. /**
  79439. * 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.
  79440. */
  79441. static readonly POINTERDOWN: number;
  79442. /**
  79443. * The pointerup event is fired when a pointer is no longer active.
  79444. */
  79445. static readonly POINTERUP: number;
  79446. /**
  79447. * The pointermove event is fired when a pointer changes coordinates.
  79448. */
  79449. static readonly POINTERMOVE: number;
  79450. /**
  79451. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79452. */
  79453. static readonly POINTERWHEEL: number;
  79454. /**
  79455. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79456. */
  79457. static readonly POINTERPICK: number;
  79458. /**
  79459. * The pointertap event is fired when a the object has been touched and released without drag.
  79460. */
  79461. static readonly POINTERTAP: number;
  79462. /**
  79463. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79464. */
  79465. static readonly POINTERDOUBLETAP: number;
  79466. }
  79467. /**
  79468. * Base class of pointer info types.
  79469. */
  79470. export class PointerInfoBase {
  79471. /**
  79472. * Defines the type of event (PointerEventTypes)
  79473. */
  79474. type: number;
  79475. /**
  79476. * Defines the related dom event
  79477. */
  79478. event: PointerEvent | MouseWheelEvent;
  79479. /**
  79480. * Instantiates the base class of pointers info.
  79481. * @param type Defines the type of event (PointerEventTypes)
  79482. * @param event Defines the related dom event
  79483. */
  79484. constructor(
  79485. /**
  79486. * Defines the type of event (PointerEventTypes)
  79487. */
  79488. type: number,
  79489. /**
  79490. * Defines the related dom event
  79491. */
  79492. event: PointerEvent | MouseWheelEvent);
  79493. }
  79494. /**
  79495. * This class is used to store pointer related info for the onPrePointerObservable event.
  79496. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79497. */
  79498. export class PointerInfoPre extends PointerInfoBase {
  79499. /**
  79500. * Ray from a pointer if availible (eg. 6dof controller)
  79501. */
  79502. ray: Nullable<Ray>;
  79503. /**
  79504. * Defines the local position of the pointer on the canvas.
  79505. */
  79506. localPosition: Vector2;
  79507. /**
  79508. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79509. */
  79510. skipOnPointerObservable: boolean;
  79511. /**
  79512. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79513. * @param type Defines the type of event (PointerEventTypes)
  79514. * @param event Defines the related dom event
  79515. * @param localX Defines the local x coordinates of the pointer when the event occured
  79516. * @param localY Defines the local y coordinates of the pointer when the event occured
  79517. */
  79518. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79519. }
  79520. /**
  79521. * This type contains all the data related to a pointer event in Babylon.js.
  79522. * 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.
  79523. */
  79524. export class PointerInfo extends PointerInfoBase {
  79525. /**
  79526. * Defines the picking info associated to the info (if any)\
  79527. */
  79528. pickInfo: Nullable<PickingInfo>;
  79529. /**
  79530. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79531. * @param type Defines the type of event (PointerEventTypes)
  79532. * @param event Defines the related dom event
  79533. * @param pickInfo Defines the picking info associated to the info (if any)\
  79534. */
  79535. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79536. /**
  79537. * Defines the picking info associated to the info (if any)\
  79538. */
  79539. pickInfo: Nullable<PickingInfo>);
  79540. }
  79541. /**
  79542. * Data relating to a touch event on the screen.
  79543. */
  79544. export interface PointerTouch {
  79545. /**
  79546. * X coordinate of touch.
  79547. */
  79548. x: number;
  79549. /**
  79550. * Y coordinate of touch.
  79551. */
  79552. y: number;
  79553. /**
  79554. * Id of touch. Unique for each finger.
  79555. */
  79556. pointerId: number;
  79557. /**
  79558. * Event type passed from DOM.
  79559. */
  79560. type: any;
  79561. }
  79562. }
  79563. declare module BABYLON {
  79564. /**
  79565. * Manage the mouse inputs to control the movement of a free camera.
  79566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79567. */
  79568. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79569. /**
  79570. * Define if touch is enabled in the mouse input
  79571. */
  79572. touchEnabled: boolean;
  79573. /**
  79574. * Defines the camera the input is attached to.
  79575. */
  79576. camera: FreeCamera;
  79577. /**
  79578. * Defines the buttons associated with the input to handle camera move.
  79579. */
  79580. buttons: number[];
  79581. /**
  79582. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79583. */
  79584. angularSensibility: number;
  79585. private _pointerInput;
  79586. private _onMouseMove;
  79587. private _observer;
  79588. private previousPosition;
  79589. /**
  79590. * Observable for when a pointer move event occurs containing the move offset
  79591. */
  79592. onPointerMovedObservable: Observable<{
  79593. offsetX: number;
  79594. offsetY: number;
  79595. }>;
  79596. /**
  79597. * @hidden
  79598. * If the camera should be rotated automatically based on pointer movement
  79599. */
  79600. _allowCameraRotation: boolean;
  79601. /**
  79602. * Manage the mouse inputs to control the movement of a free camera.
  79603. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79604. * @param touchEnabled Defines if touch is enabled or not
  79605. */
  79606. constructor(
  79607. /**
  79608. * Define if touch is enabled in the mouse input
  79609. */
  79610. touchEnabled?: boolean);
  79611. /**
  79612. * Attach the input controls to a specific dom element to get the input from.
  79613. * @param element Defines the element the controls should be listened from
  79614. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79615. */
  79616. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79617. /**
  79618. * Called on JS contextmenu event.
  79619. * Override this method to provide functionality.
  79620. */
  79621. protected onContextMenu(evt: PointerEvent): void;
  79622. /**
  79623. * Detach the current controls from the specified dom element.
  79624. * @param element Defines the element to stop listening the inputs from
  79625. */
  79626. detachControl(element: Nullable<HTMLElement>): void;
  79627. /**
  79628. * Gets the class name of the current intput.
  79629. * @returns the class name
  79630. */
  79631. getClassName(): string;
  79632. /**
  79633. * Get the friendly name associated with the input class.
  79634. * @returns the input friendly name
  79635. */
  79636. getSimpleName(): string;
  79637. }
  79638. }
  79639. declare module BABYLON {
  79640. /**
  79641. * Manage the touch inputs to control the movement of a free camera.
  79642. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79643. */
  79644. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79645. /**
  79646. * Defines the camera the input is attached to.
  79647. */
  79648. camera: FreeCamera;
  79649. /**
  79650. * Defines the touch sensibility for rotation.
  79651. * The higher the faster.
  79652. */
  79653. touchAngularSensibility: number;
  79654. /**
  79655. * Defines the touch sensibility for move.
  79656. * The higher the faster.
  79657. */
  79658. touchMoveSensibility: number;
  79659. private _offsetX;
  79660. private _offsetY;
  79661. private _pointerPressed;
  79662. private _pointerInput;
  79663. private _observer;
  79664. private _onLostFocus;
  79665. /**
  79666. * Attach the input controls to a specific dom element to get the input from.
  79667. * @param element Defines the element the controls should be listened from
  79668. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79669. */
  79670. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79671. /**
  79672. * Detach the current controls from the specified dom element.
  79673. * @param element Defines the element to stop listening the inputs from
  79674. */
  79675. detachControl(element: Nullable<HTMLElement>): void;
  79676. /**
  79677. * Update the current camera state depending on the inputs that have been used this frame.
  79678. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79679. */
  79680. checkInputs(): void;
  79681. /**
  79682. * Gets the class name of the current intput.
  79683. * @returns the class name
  79684. */
  79685. getClassName(): string;
  79686. /**
  79687. * Get the friendly name associated with the input class.
  79688. * @returns the input friendly name
  79689. */
  79690. getSimpleName(): string;
  79691. }
  79692. }
  79693. declare module BABYLON {
  79694. /**
  79695. * Default Inputs manager for the FreeCamera.
  79696. * It groups all the default supported inputs for ease of use.
  79697. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79698. */
  79699. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  79700. /**
  79701. * @hidden
  79702. */
  79703. _mouseInput: Nullable<FreeCameraMouseInput>;
  79704. /**
  79705. * Instantiates a new FreeCameraInputsManager.
  79706. * @param camera Defines the camera the inputs belong to
  79707. */
  79708. constructor(camera: FreeCamera);
  79709. /**
  79710. * Add keyboard input support to the input manager.
  79711. * @returns the current input manager
  79712. */
  79713. addKeyboard(): FreeCameraInputsManager;
  79714. /**
  79715. * Add mouse input support to the input manager.
  79716. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  79717. * @returns the current input manager
  79718. */
  79719. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  79720. /**
  79721. * Removes the mouse input support from the manager
  79722. * @returns the current input manager
  79723. */
  79724. removeMouse(): FreeCameraInputsManager;
  79725. /**
  79726. * Add touch input support to the input manager.
  79727. * @returns the current input manager
  79728. */
  79729. addTouch(): FreeCameraInputsManager;
  79730. /**
  79731. * Remove all attached input methods from a camera
  79732. */
  79733. clear(): void;
  79734. }
  79735. }
  79736. declare module BABYLON {
  79737. /**
  79738. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79739. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  79740. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79741. */
  79742. export class FreeCamera extends TargetCamera {
  79743. /**
  79744. * Define the collision ellipsoid of the camera.
  79745. * This is helpful to simulate a camera body like the player body around the camera
  79746. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  79747. */
  79748. ellipsoid: Vector3;
  79749. /**
  79750. * Define an offset for the position of the ellipsoid around the camera.
  79751. * This can be helpful to determine the center of the body near the gravity center of the body
  79752. * instead of its head.
  79753. */
  79754. ellipsoidOffset: Vector3;
  79755. /**
  79756. * Enable or disable collisions of the camera with the rest of the scene objects.
  79757. */
  79758. checkCollisions: boolean;
  79759. /**
  79760. * Enable or disable gravity on the camera.
  79761. */
  79762. applyGravity: boolean;
  79763. /**
  79764. * Define the input manager associated to the camera.
  79765. */
  79766. inputs: FreeCameraInputsManager;
  79767. /**
  79768. * Gets the input sensibility for a mouse input. (default is 2000.0)
  79769. * Higher values reduce sensitivity.
  79770. */
  79771. /**
  79772. * Sets the input sensibility for a mouse input. (default is 2000.0)
  79773. * Higher values reduce sensitivity.
  79774. */
  79775. angularSensibility: number;
  79776. /**
  79777. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  79778. */
  79779. keysUp: number[];
  79780. /**
  79781. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  79782. */
  79783. keysDown: number[];
  79784. /**
  79785. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  79786. */
  79787. keysLeft: number[];
  79788. /**
  79789. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  79790. */
  79791. keysRight: number[];
  79792. /**
  79793. * Event raised when the camera collide with a mesh in the scene.
  79794. */
  79795. onCollide: (collidedMesh: AbstractMesh) => void;
  79796. private _collider;
  79797. private _needMoveForGravity;
  79798. private _oldPosition;
  79799. private _diffPosition;
  79800. private _newPosition;
  79801. /** @hidden */
  79802. _localDirection: Vector3;
  79803. /** @hidden */
  79804. _transformedDirection: Vector3;
  79805. /**
  79806. * Instantiates a Free Camera.
  79807. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79808. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  79809. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79810. * @param name Define the name of the camera in the scene
  79811. * @param position Define the start position of the camera in the scene
  79812. * @param scene Define the scene the camera belongs to
  79813. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  79814. */
  79815. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  79816. /**
  79817. * Attached controls to the current camera.
  79818. * @param element Defines the element the controls should be listened from
  79819. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79820. */
  79821. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79822. /**
  79823. * Detach the current controls from the camera.
  79824. * The camera will stop reacting to inputs.
  79825. * @param element Defines the element to stop listening the inputs from
  79826. */
  79827. detachControl(element: HTMLElement): void;
  79828. private _collisionMask;
  79829. /**
  79830. * Define a collision mask to limit the list of object the camera can collide with
  79831. */
  79832. collisionMask: number;
  79833. /** @hidden */
  79834. _collideWithWorld(displacement: Vector3): void;
  79835. private _onCollisionPositionChange;
  79836. /** @hidden */
  79837. _checkInputs(): void;
  79838. /** @hidden */
  79839. _decideIfNeedsToMove(): boolean;
  79840. /** @hidden */
  79841. _updatePosition(): void;
  79842. /**
  79843. * Destroy the camera and release the current resources hold by it.
  79844. */
  79845. dispose(): void;
  79846. /**
  79847. * Gets the current object class name.
  79848. * @return the class name
  79849. */
  79850. getClassName(): string;
  79851. }
  79852. }
  79853. declare module BABYLON {
  79854. /**
  79855. * Represents a gamepad control stick position
  79856. */
  79857. export class StickValues {
  79858. /**
  79859. * The x component of the control stick
  79860. */
  79861. x: number;
  79862. /**
  79863. * The y component of the control stick
  79864. */
  79865. y: number;
  79866. /**
  79867. * Initializes the gamepad x and y control stick values
  79868. * @param x The x component of the gamepad control stick value
  79869. * @param y The y component of the gamepad control stick value
  79870. */
  79871. constructor(
  79872. /**
  79873. * The x component of the control stick
  79874. */
  79875. x: number,
  79876. /**
  79877. * The y component of the control stick
  79878. */
  79879. y: number);
  79880. }
  79881. /**
  79882. * An interface which manages callbacks for gamepad button changes
  79883. */
  79884. export interface GamepadButtonChanges {
  79885. /**
  79886. * Called when a gamepad has been changed
  79887. */
  79888. changed: boolean;
  79889. /**
  79890. * Called when a gamepad press event has been triggered
  79891. */
  79892. pressChanged: boolean;
  79893. /**
  79894. * Called when a touch event has been triggered
  79895. */
  79896. touchChanged: boolean;
  79897. /**
  79898. * Called when a value has changed
  79899. */
  79900. valueChanged: boolean;
  79901. }
  79902. /**
  79903. * Represents a gamepad
  79904. */
  79905. export class Gamepad {
  79906. /**
  79907. * The id of the gamepad
  79908. */
  79909. id: string;
  79910. /**
  79911. * The index of the gamepad
  79912. */
  79913. index: number;
  79914. /**
  79915. * The browser gamepad
  79916. */
  79917. browserGamepad: any;
  79918. /**
  79919. * Specifies what type of gamepad this represents
  79920. */
  79921. type: number;
  79922. private _leftStick;
  79923. private _rightStick;
  79924. /** @hidden */
  79925. _isConnected: boolean;
  79926. private _leftStickAxisX;
  79927. private _leftStickAxisY;
  79928. private _rightStickAxisX;
  79929. private _rightStickAxisY;
  79930. /**
  79931. * Triggered when the left control stick has been changed
  79932. */
  79933. private _onleftstickchanged;
  79934. /**
  79935. * Triggered when the right control stick has been changed
  79936. */
  79937. private _onrightstickchanged;
  79938. /**
  79939. * Represents a gamepad controller
  79940. */
  79941. static GAMEPAD: number;
  79942. /**
  79943. * Represents a generic controller
  79944. */
  79945. static GENERIC: number;
  79946. /**
  79947. * Represents an XBox controller
  79948. */
  79949. static XBOX: number;
  79950. /**
  79951. * Represents a pose-enabled controller
  79952. */
  79953. static POSE_ENABLED: number;
  79954. /**
  79955. * Represents an Dual Shock controller
  79956. */
  79957. static DUALSHOCK: number;
  79958. /**
  79959. * Specifies whether the left control stick should be Y-inverted
  79960. */
  79961. protected _invertLeftStickY: boolean;
  79962. /**
  79963. * Specifies if the gamepad has been connected
  79964. */
  79965. readonly isConnected: boolean;
  79966. /**
  79967. * Initializes the gamepad
  79968. * @param id The id of the gamepad
  79969. * @param index The index of the gamepad
  79970. * @param browserGamepad The browser gamepad
  79971. * @param leftStickX The x component of the left joystick
  79972. * @param leftStickY The y component of the left joystick
  79973. * @param rightStickX The x component of the right joystick
  79974. * @param rightStickY The y component of the right joystick
  79975. */
  79976. constructor(
  79977. /**
  79978. * The id of the gamepad
  79979. */
  79980. id: string,
  79981. /**
  79982. * The index of the gamepad
  79983. */
  79984. index: number,
  79985. /**
  79986. * The browser gamepad
  79987. */
  79988. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  79989. /**
  79990. * Callback triggered when the left joystick has changed
  79991. * @param callback
  79992. */
  79993. onleftstickchanged(callback: (values: StickValues) => void): void;
  79994. /**
  79995. * Callback triggered when the right joystick has changed
  79996. * @param callback
  79997. */
  79998. onrightstickchanged(callback: (values: StickValues) => void): void;
  79999. /**
  80000. * Gets the left joystick
  80001. */
  80002. /**
  80003. * Sets the left joystick values
  80004. */
  80005. leftStick: StickValues;
  80006. /**
  80007. * Gets the right joystick
  80008. */
  80009. /**
  80010. * Sets the right joystick value
  80011. */
  80012. rightStick: StickValues;
  80013. /**
  80014. * Updates the gamepad joystick positions
  80015. */
  80016. update(): void;
  80017. /**
  80018. * Disposes the gamepad
  80019. */
  80020. dispose(): void;
  80021. }
  80022. /**
  80023. * Represents a generic gamepad
  80024. */
  80025. export class GenericPad extends Gamepad {
  80026. private _buttons;
  80027. private _onbuttondown;
  80028. private _onbuttonup;
  80029. /**
  80030. * Observable triggered when a button has been pressed
  80031. */
  80032. onButtonDownObservable: Observable<number>;
  80033. /**
  80034. * Observable triggered when a button has been released
  80035. */
  80036. onButtonUpObservable: Observable<number>;
  80037. /**
  80038. * Callback triggered when a button has been pressed
  80039. * @param callback Called when a button has been pressed
  80040. */
  80041. onbuttondown(callback: (buttonPressed: number) => void): void;
  80042. /**
  80043. * Callback triggered when a button has been released
  80044. * @param callback Called when a button has been released
  80045. */
  80046. onbuttonup(callback: (buttonReleased: number) => void): void;
  80047. /**
  80048. * Initializes the generic gamepad
  80049. * @param id The id of the generic gamepad
  80050. * @param index The index of the generic gamepad
  80051. * @param browserGamepad The browser gamepad
  80052. */
  80053. constructor(id: string, index: number, browserGamepad: any);
  80054. private _setButtonValue;
  80055. /**
  80056. * Updates the generic gamepad
  80057. */
  80058. update(): void;
  80059. /**
  80060. * Disposes the generic gamepad
  80061. */
  80062. dispose(): void;
  80063. }
  80064. }
  80065. declare module BABYLON {
  80066. interface Engine {
  80067. /**
  80068. * Creates a raw texture
  80069. * @param data defines the data to store in the texture
  80070. * @param width defines the width of the texture
  80071. * @param height defines the height of the texture
  80072. * @param format defines the format of the data
  80073. * @param generateMipMaps defines if the engine should generate the mip levels
  80074. * @param invertY defines if data must be stored with Y axis inverted
  80075. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80076. * @param compression defines the compression used (null by default)
  80077. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80078. * @returns the raw texture inside an InternalTexture
  80079. */
  80080. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80081. /**
  80082. * Update a raw texture
  80083. * @param texture defines the texture to update
  80084. * @param data defines the data to store in the texture
  80085. * @param format defines the format of the data
  80086. * @param invertY defines if data must be stored with Y axis inverted
  80087. */
  80088. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80089. /**
  80090. * Update a raw texture
  80091. * @param texture defines the texture to update
  80092. * @param data defines the data to store in the texture
  80093. * @param format defines the format of the data
  80094. * @param invertY defines if data must be stored with Y axis inverted
  80095. * @param compression defines the compression used (null by default)
  80096. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80097. */
  80098. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80099. /**
  80100. * Creates a new raw cube texture
  80101. * @param data defines the array of data to use to create each face
  80102. * @param size defines the size of the textures
  80103. * @param format defines the format of the data
  80104. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80105. * @param generateMipMaps defines if the engine should generate the mip levels
  80106. * @param invertY defines if data must be stored with Y axis inverted
  80107. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80108. * @param compression defines the compression used (null by default)
  80109. * @returns the cube texture as an InternalTexture
  80110. */
  80111. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80112. /**
  80113. * Update a raw cube texture
  80114. * @param texture defines the texture to udpdate
  80115. * @param data defines the data to store
  80116. * @param format defines the data format
  80117. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80118. * @param invertY defines if data must be stored with Y axis inverted
  80119. */
  80120. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80121. /**
  80122. * Update a raw cube texture
  80123. * @param texture defines the texture to udpdate
  80124. * @param data defines the data to store
  80125. * @param format defines the data format
  80126. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80127. * @param invertY defines if data must be stored with Y axis inverted
  80128. * @param compression defines the compression used (null by default)
  80129. */
  80130. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80131. /**
  80132. * Update a raw cube texture
  80133. * @param texture defines the texture to udpdate
  80134. * @param data defines the data to store
  80135. * @param format defines the data format
  80136. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80137. * @param invertY defines if data must be stored with Y axis inverted
  80138. * @param compression defines the compression used (null by default)
  80139. * @param level defines which level of the texture to update
  80140. */
  80141. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80142. /**
  80143. * Creates a new raw cube texture from a specified url
  80144. * @param url defines the url where the data is located
  80145. * @param scene defines the current scene
  80146. * @param size defines the size of the textures
  80147. * @param format defines the format of the data
  80148. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80149. * @param noMipmap defines if the engine should avoid generating the mip levels
  80150. * @param callback defines a callback used to extract texture data from loaded data
  80151. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80152. * @param onLoad defines a callback called when texture is loaded
  80153. * @param onError defines a callback called if there is an error
  80154. * @returns the cube texture as an InternalTexture
  80155. */
  80156. 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;
  80157. /**
  80158. * Creates a new raw cube texture from a specified url
  80159. * @param url defines the url where the data is located
  80160. * @param scene defines the current scene
  80161. * @param size defines the size of the textures
  80162. * @param format defines the format of the data
  80163. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80164. * @param noMipmap defines if the engine should avoid generating the mip levels
  80165. * @param callback defines a callback used to extract texture data from loaded data
  80166. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80167. * @param onLoad defines a callback called when texture is loaded
  80168. * @param onError defines a callback called if there is an error
  80169. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80170. * @param invertY defines if data must be stored with Y axis inverted
  80171. * @returns the cube texture as an InternalTexture
  80172. */
  80173. 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;
  80174. /**
  80175. * Creates a new raw 3D texture
  80176. * @param data defines the data used to create the texture
  80177. * @param width defines the width of the texture
  80178. * @param height defines the height of the texture
  80179. * @param depth defines the depth of the texture
  80180. * @param format defines the format of the texture
  80181. * @param generateMipMaps defines if the engine must generate mip levels
  80182. * @param invertY defines if data must be stored with Y axis inverted
  80183. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80184. * @param compression defines the compressed used (can be null)
  80185. * @param textureType defines the compressed used (can be null)
  80186. * @returns a new raw 3D texture (stored in an InternalTexture)
  80187. */
  80188. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80189. /**
  80190. * Update a raw 3D texture
  80191. * @param texture defines the texture to update
  80192. * @param data defines the data to store
  80193. * @param format defines the data format
  80194. * @param invertY defines if data must be stored with Y axis inverted
  80195. */
  80196. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80197. /**
  80198. * Update a raw 3D texture
  80199. * @param texture defines the texture to update
  80200. * @param data defines the data to store
  80201. * @param format defines the data format
  80202. * @param invertY defines if data must be stored with Y axis inverted
  80203. * @param compression defines the used compression (can be null)
  80204. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80205. */
  80206. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80207. }
  80208. }
  80209. declare module BABYLON {
  80210. /**
  80211. * Raw texture can help creating a texture directly from an array of data.
  80212. * This can be super useful if you either get the data from an uncompressed source or
  80213. * if you wish to create your texture pixel by pixel.
  80214. */
  80215. export class RawTexture extends Texture {
  80216. /**
  80217. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80218. */
  80219. format: number;
  80220. private _engine;
  80221. /**
  80222. * Instantiates a new RawTexture.
  80223. * Raw texture can help creating a texture directly from an array of data.
  80224. * This can be super useful if you either get the data from an uncompressed source or
  80225. * if you wish to create your texture pixel by pixel.
  80226. * @param data define the array of data to use to create the texture
  80227. * @param width define the width of the texture
  80228. * @param height define the height of the texture
  80229. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80230. * @param scene define the scene the texture belongs to
  80231. * @param generateMipMaps define whether mip maps should be generated or not
  80232. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80233. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80234. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80235. */
  80236. constructor(data: ArrayBufferView, width: number, height: number,
  80237. /**
  80238. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80239. */
  80240. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80241. /**
  80242. * Updates the texture underlying data.
  80243. * @param data Define the new data of the texture
  80244. */
  80245. update(data: ArrayBufferView): void;
  80246. /**
  80247. * Creates a luminance texture from some data.
  80248. * @param data Define the texture data
  80249. * @param width Define the width of the texture
  80250. * @param height Define the height of the texture
  80251. * @param scene Define the scene the texture belongs to
  80252. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80253. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80254. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80255. * @returns the luminance texture
  80256. */
  80257. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80258. /**
  80259. * Creates a luminance alpha texture from some data.
  80260. * @param data Define the texture data
  80261. * @param width Define the width of the texture
  80262. * @param height Define the height of the texture
  80263. * @param scene Define the scene the texture belongs to
  80264. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80265. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80266. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80267. * @returns the luminance alpha texture
  80268. */
  80269. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80270. /**
  80271. * Creates an alpha texture from some data.
  80272. * @param data Define the texture data
  80273. * @param width Define the width of the texture
  80274. * @param height Define the height of the texture
  80275. * @param scene Define the scene the texture belongs to
  80276. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80277. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80278. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80279. * @returns the alpha texture
  80280. */
  80281. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80282. /**
  80283. * Creates a RGB texture from some data.
  80284. * @param data Define the texture data
  80285. * @param width Define the width of the texture
  80286. * @param height Define the height of the texture
  80287. * @param scene Define the scene the texture belongs to
  80288. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80289. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80290. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80291. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80292. * @returns the RGB alpha texture
  80293. */
  80294. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80295. /**
  80296. * Creates a RGBA texture from some data.
  80297. * @param data Define the texture data
  80298. * @param width Define the width of the texture
  80299. * @param height Define the height of the texture
  80300. * @param scene Define the scene the texture belongs to
  80301. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80302. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80303. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80304. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80305. * @returns the RGBA texture
  80306. */
  80307. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80308. /**
  80309. * Creates a R texture from some data.
  80310. * @param data Define the texture data
  80311. * @param width Define the width of the texture
  80312. * @param height Define the height of the texture
  80313. * @param scene Define the scene the texture belongs to
  80314. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80315. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80316. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80317. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80318. * @returns the R texture
  80319. */
  80320. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80321. }
  80322. }
  80323. declare module BABYLON {
  80324. /**
  80325. * Interface for the size containing width and height
  80326. */
  80327. export interface ISize {
  80328. /**
  80329. * Width
  80330. */
  80331. width: number;
  80332. /**
  80333. * Heighht
  80334. */
  80335. height: number;
  80336. }
  80337. /**
  80338. * Size containing widht and height
  80339. */
  80340. export class Size implements ISize {
  80341. /**
  80342. * Width
  80343. */
  80344. width: number;
  80345. /**
  80346. * Height
  80347. */
  80348. height: number;
  80349. /**
  80350. * Creates a Size object from the given width and height (floats).
  80351. * @param width width of the new size
  80352. * @param height height of the new size
  80353. */
  80354. constructor(width: number, height: number);
  80355. /**
  80356. * Returns a string with the Size width and height
  80357. * @returns a string with the Size width and height
  80358. */
  80359. toString(): string;
  80360. /**
  80361. * "Size"
  80362. * @returns the string "Size"
  80363. */
  80364. getClassName(): string;
  80365. /**
  80366. * Returns the Size hash code.
  80367. * @returns a hash code for a unique width and height
  80368. */
  80369. getHashCode(): number;
  80370. /**
  80371. * Updates the current size from the given one.
  80372. * @param src the given size
  80373. */
  80374. copyFrom(src: Size): void;
  80375. /**
  80376. * Updates in place the current Size from the given floats.
  80377. * @param width width of the new size
  80378. * @param height height of the new size
  80379. * @returns the updated Size.
  80380. */
  80381. copyFromFloats(width: number, height: number): Size;
  80382. /**
  80383. * Updates in place the current Size from the given floats.
  80384. * @param width width to set
  80385. * @param height height to set
  80386. * @returns the updated Size.
  80387. */
  80388. set(width: number, height: number): Size;
  80389. /**
  80390. * Multiplies the width and height by numbers
  80391. * @param w factor to multiple the width by
  80392. * @param h factor to multiple the height by
  80393. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80394. */
  80395. multiplyByFloats(w: number, h: number): Size;
  80396. /**
  80397. * Clones the size
  80398. * @returns a new Size copied from the given one.
  80399. */
  80400. clone(): Size;
  80401. /**
  80402. * True if the current Size and the given one width and height are strictly equal.
  80403. * @param other the other size to compare against
  80404. * @returns True if the current Size and the given one width and height are strictly equal.
  80405. */
  80406. equals(other: Size): boolean;
  80407. /**
  80408. * The surface of the Size : width * height (float).
  80409. */
  80410. readonly surface: number;
  80411. /**
  80412. * Create a new size of zero
  80413. * @returns a new Size set to (0.0, 0.0)
  80414. */
  80415. static Zero(): Size;
  80416. /**
  80417. * Sums the width and height of two sizes
  80418. * @param otherSize size to add to this size
  80419. * @returns a new Size set as the addition result of the current Size and the given one.
  80420. */
  80421. add(otherSize: Size): Size;
  80422. /**
  80423. * Subtracts the width and height of two
  80424. * @param otherSize size to subtract to this size
  80425. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80426. */
  80427. subtract(otherSize: Size): Size;
  80428. /**
  80429. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80430. * @param start starting size to lerp between
  80431. * @param end end size to lerp between
  80432. * @param amount amount to lerp between the start and end values
  80433. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80434. */
  80435. static Lerp(start: Size, end: Size, amount: number): Size;
  80436. }
  80437. }
  80438. declare module BABYLON {
  80439. /**
  80440. * Defines a runtime animation
  80441. */
  80442. export class RuntimeAnimation {
  80443. private _events;
  80444. /**
  80445. * The current frame of the runtime animation
  80446. */
  80447. private _currentFrame;
  80448. /**
  80449. * The animation used by the runtime animation
  80450. */
  80451. private _animation;
  80452. /**
  80453. * The target of the runtime animation
  80454. */
  80455. private _target;
  80456. /**
  80457. * The initiating animatable
  80458. */
  80459. private _host;
  80460. /**
  80461. * The original value of the runtime animation
  80462. */
  80463. private _originalValue;
  80464. /**
  80465. * The original blend value of the runtime animation
  80466. */
  80467. private _originalBlendValue;
  80468. /**
  80469. * The offsets cache of the runtime animation
  80470. */
  80471. private _offsetsCache;
  80472. /**
  80473. * The high limits cache of the runtime animation
  80474. */
  80475. private _highLimitsCache;
  80476. /**
  80477. * Specifies if the runtime animation has been stopped
  80478. */
  80479. private _stopped;
  80480. /**
  80481. * The blending factor of the runtime animation
  80482. */
  80483. private _blendingFactor;
  80484. /**
  80485. * The BabylonJS scene
  80486. */
  80487. private _scene;
  80488. /**
  80489. * The current value of the runtime animation
  80490. */
  80491. private _currentValue;
  80492. /** @hidden */
  80493. _animationState: _IAnimationState;
  80494. /**
  80495. * The active target of the runtime animation
  80496. */
  80497. private _activeTargets;
  80498. private _currentActiveTarget;
  80499. private _directTarget;
  80500. /**
  80501. * The target path of the runtime animation
  80502. */
  80503. private _targetPath;
  80504. /**
  80505. * The weight of the runtime animation
  80506. */
  80507. private _weight;
  80508. /**
  80509. * The ratio offset of the runtime animation
  80510. */
  80511. private _ratioOffset;
  80512. /**
  80513. * The previous delay of the runtime animation
  80514. */
  80515. private _previousDelay;
  80516. /**
  80517. * The previous ratio of the runtime animation
  80518. */
  80519. private _previousRatio;
  80520. private _enableBlending;
  80521. private _keys;
  80522. private _minFrame;
  80523. private _maxFrame;
  80524. private _minValue;
  80525. private _maxValue;
  80526. private _targetIsArray;
  80527. /**
  80528. * Gets the current frame of the runtime animation
  80529. */
  80530. readonly currentFrame: number;
  80531. /**
  80532. * Gets the weight of the runtime animation
  80533. */
  80534. readonly weight: number;
  80535. /**
  80536. * Gets the current value of the runtime animation
  80537. */
  80538. readonly currentValue: any;
  80539. /**
  80540. * Gets the target path of the runtime animation
  80541. */
  80542. readonly targetPath: string;
  80543. /**
  80544. * Gets the actual target of the runtime animation
  80545. */
  80546. readonly target: any;
  80547. /** @hidden */
  80548. _onLoop: () => void;
  80549. /**
  80550. * Create a new RuntimeAnimation object
  80551. * @param target defines the target of the animation
  80552. * @param animation defines the source animation object
  80553. * @param scene defines the hosting scene
  80554. * @param host defines the initiating Animatable
  80555. */
  80556. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80557. private _preparePath;
  80558. /**
  80559. * Gets the animation from the runtime animation
  80560. */
  80561. readonly animation: Animation;
  80562. /**
  80563. * Resets the runtime animation to the beginning
  80564. * @param restoreOriginal defines whether to restore the target property to the original value
  80565. */
  80566. reset(restoreOriginal?: boolean): void;
  80567. /**
  80568. * Specifies if the runtime animation is stopped
  80569. * @returns Boolean specifying if the runtime animation is stopped
  80570. */
  80571. isStopped(): boolean;
  80572. /**
  80573. * Disposes of the runtime animation
  80574. */
  80575. dispose(): void;
  80576. /**
  80577. * Apply the interpolated value to the target
  80578. * @param currentValue defines the value computed by the animation
  80579. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80580. */
  80581. setValue(currentValue: any, weight: number): void;
  80582. private _getOriginalValues;
  80583. private _setValue;
  80584. /**
  80585. * Gets the loop pmode of the runtime animation
  80586. * @returns Loop Mode
  80587. */
  80588. private _getCorrectLoopMode;
  80589. /**
  80590. * Move the current animation to a given frame
  80591. * @param frame defines the frame to move to
  80592. */
  80593. goToFrame(frame: number): void;
  80594. /**
  80595. * @hidden Internal use only
  80596. */
  80597. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80598. /**
  80599. * Execute the current animation
  80600. * @param delay defines the delay to add to the current frame
  80601. * @param from defines the lower bound of the animation range
  80602. * @param to defines the upper bound of the animation range
  80603. * @param loop defines if the current animation must loop
  80604. * @param speedRatio defines the current speed ratio
  80605. * @param weight defines the weight of the animation (default is -1 so no weight)
  80606. * @param onLoop optional callback called when animation loops
  80607. * @returns a boolean indicating if the animation is running
  80608. */
  80609. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80610. }
  80611. }
  80612. declare module BABYLON {
  80613. /**
  80614. * Class used to store an actual running animation
  80615. */
  80616. export class Animatable {
  80617. /** defines the target object */
  80618. target: any;
  80619. /** defines the starting frame number (default is 0) */
  80620. fromFrame: number;
  80621. /** defines the ending frame number (default is 100) */
  80622. toFrame: number;
  80623. /** defines if the animation must loop (default is false) */
  80624. loopAnimation: boolean;
  80625. /** defines a callback to call when animation ends if it is not looping */
  80626. onAnimationEnd?: (() => void) | null | undefined;
  80627. /** defines a callback to call when animation loops */
  80628. onAnimationLoop?: (() => void) | null | undefined;
  80629. private _localDelayOffset;
  80630. private _pausedDelay;
  80631. private _runtimeAnimations;
  80632. private _paused;
  80633. private _scene;
  80634. private _speedRatio;
  80635. private _weight;
  80636. private _syncRoot;
  80637. /**
  80638. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80639. * This will only apply for non looping animation (default is true)
  80640. */
  80641. disposeOnEnd: boolean;
  80642. /**
  80643. * Gets a boolean indicating if the animation has started
  80644. */
  80645. animationStarted: boolean;
  80646. /**
  80647. * Observer raised when the animation ends
  80648. */
  80649. onAnimationEndObservable: Observable<Animatable>;
  80650. /**
  80651. * Observer raised when the animation loops
  80652. */
  80653. onAnimationLoopObservable: Observable<Animatable>;
  80654. /**
  80655. * Gets the root Animatable used to synchronize and normalize animations
  80656. */
  80657. readonly syncRoot: Nullable<Animatable>;
  80658. /**
  80659. * Gets the current frame of the first RuntimeAnimation
  80660. * Used to synchronize Animatables
  80661. */
  80662. readonly masterFrame: number;
  80663. /**
  80664. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  80665. */
  80666. weight: number;
  80667. /**
  80668. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  80669. */
  80670. speedRatio: number;
  80671. /**
  80672. * Creates a new Animatable
  80673. * @param scene defines the hosting scene
  80674. * @param target defines the target object
  80675. * @param fromFrame defines the starting frame number (default is 0)
  80676. * @param toFrame defines the ending frame number (default is 100)
  80677. * @param loopAnimation defines if the animation must loop (default is false)
  80678. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  80679. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  80680. * @param animations defines a group of animation to add to the new Animatable
  80681. * @param onAnimationLoop defines a callback to call when animation loops
  80682. */
  80683. constructor(scene: Scene,
  80684. /** defines the target object */
  80685. target: any,
  80686. /** defines the starting frame number (default is 0) */
  80687. fromFrame?: number,
  80688. /** defines the ending frame number (default is 100) */
  80689. toFrame?: number,
  80690. /** defines if the animation must loop (default is false) */
  80691. loopAnimation?: boolean, speedRatio?: number,
  80692. /** defines a callback to call when animation ends if it is not looping */
  80693. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  80694. /** defines a callback to call when animation loops */
  80695. onAnimationLoop?: (() => void) | null | undefined);
  80696. /**
  80697. * Synchronize and normalize current Animatable with a source Animatable
  80698. * This is useful when using animation weights and when animations are not of the same length
  80699. * @param root defines the root Animatable to synchronize with
  80700. * @returns the current Animatable
  80701. */
  80702. syncWith(root: Animatable): Animatable;
  80703. /**
  80704. * Gets the list of runtime animations
  80705. * @returns an array of RuntimeAnimation
  80706. */
  80707. getAnimations(): RuntimeAnimation[];
  80708. /**
  80709. * Adds more animations to the current animatable
  80710. * @param target defines the target of the animations
  80711. * @param animations defines the new animations to add
  80712. */
  80713. appendAnimations(target: any, animations: Animation[]): void;
  80714. /**
  80715. * Gets the source animation for a specific property
  80716. * @param property defines the propertyu to look for
  80717. * @returns null or the source animation for the given property
  80718. */
  80719. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  80720. /**
  80721. * Gets the runtime animation for a specific property
  80722. * @param property defines the propertyu to look for
  80723. * @returns null or the runtime animation for the given property
  80724. */
  80725. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  80726. /**
  80727. * Resets the animatable to its original state
  80728. */
  80729. reset(): void;
  80730. /**
  80731. * Allows the animatable to blend with current running animations
  80732. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80733. * @param blendingSpeed defines the blending speed to use
  80734. */
  80735. enableBlending(blendingSpeed: number): void;
  80736. /**
  80737. * Disable animation blending
  80738. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80739. */
  80740. disableBlending(): void;
  80741. /**
  80742. * Jump directly to a given frame
  80743. * @param frame defines the frame to jump to
  80744. */
  80745. goToFrame(frame: number): void;
  80746. /**
  80747. * Pause the animation
  80748. */
  80749. pause(): void;
  80750. /**
  80751. * Restart the animation
  80752. */
  80753. restart(): void;
  80754. private _raiseOnAnimationEnd;
  80755. /**
  80756. * Stop and delete the current animation
  80757. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  80758. * @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)
  80759. */
  80760. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  80761. /**
  80762. * Wait asynchronously for the animation to end
  80763. * @returns a promise which will be fullfilled when the animation ends
  80764. */
  80765. waitAsync(): Promise<Animatable>;
  80766. /** @hidden */
  80767. _animate(delay: number): boolean;
  80768. }
  80769. interface Scene {
  80770. /** @hidden */
  80771. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  80772. /** @hidden */
  80773. _processLateAnimationBindingsForMatrices(holder: {
  80774. totalWeight: number;
  80775. animations: RuntimeAnimation[];
  80776. originalValue: Matrix;
  80777. }): any;
  80778. /** @hidden */
  80779. _processLateAnimationBindingsForQuaternions(holder: {
  80780. totalWeight: number;
  80781. animations: RuntimeAnimation[];
  80782. originalValue: Quaternion;
  80783. }, refQuaternion: Quaternion): Quaternion;
  80784. /** @hidden */
  80785. _processLateAnimationBindings(): void;
  80786. /**
  80787. * Will start the animation sequence of a given target
  80788. * @param target defines the target
  80789. * @param from defines from which frame should animation start
  80790. * @param to defines until which frame should animation run.
  80791. * @param weight defines the weight to apply to the animation (1.0 by default)
  80792. * @param loop defines if the animation loops
  80793. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80794. * @param onAnimationEnd defines the function to be executed when the animation ends
  80795. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80796. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80797. * @param onAnimationLoop defines the callback to call when an animation loops
  80798. * @returns the animatable object created for this animation
  80799. */
  80800. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80801. /**
  80802. * Will start the animation sequence of a given target
  80803. * @param target defines the target
  80804. * @param from defines from which frame should animation start
  80805. * @param to defines until which frame should animation run.
  80806. * @param loop defines if the animation loops
  80807. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80808. * @param onAnimationEnd defines the function to be executed when the animation ends
  80809. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80810. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80811. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  80812. * @param onAnimationLoop defines the callback to call when an animation loops
  80813. * @returns the animatable object created for this animation
  80814. */
  80815. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80816. /**
  80817. * Will start the animation sequence of a given target and its hierarchy
  80818. * @param target defines the target
  80819. * @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.
  80820. * @param from defines from which frame should animation start
  80821. * @param to defines until which frame should animation run.
  80822. * @param loop defines if the animation loops
  80823. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80824. * @param onAnimationEnd defines the function to be executed when the animation ends
  80825. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80826. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80827. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80828. * @param onAnimationLoop defines the callback to call when an animation loops
  80829. * @returns the list of created animatables
  80830. */
  80831. 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[];
  80832. /**
  80833. * Begin a new animation on a given node
  80834. * @param target defines the target where the animation will take place
  80835. * @param animations defines the list of animations to start
  80836. * @param from defines the initial value
  80837. * @param to defines the final value
  80838. * @param loop defines if you want animation to loop (off by default)
  80839. * @param speedRatio defines the speed ratio to apply to all animations
  80840. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80841. * @param onAnimationLoop defines the callback to call when an animation loops
  80842. * @returns the list of created animatables
  80843. */
  80844. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  80845. /**
  80846. * Begin a new animation on a given node and its hierarchy
  80847. * @param target defines the root node where the animation will take place
  80848. * @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.
  80849. * @param animations defines the list of animations to start
  80850. * @param from defines the initial value
  80851. * @param to defines the final value
  80852. * @param loop defines if you want animation to loop (off by default)
  80853. * @param speedRatio defines the speed ratio to apply to all animations
  80854. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80855. * @param onAnimationLoop defines the callback to call when an animation loops
  80856. * @returns the list of animatables created for all nodes
  80857. */
  80858. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  80859. /**
  80860. * Gets the animatable associated with a specific target
  80861. * @param target defines the target of the animatable
  80862. * @returns the required animatable if found
  80863. */
  80864. getAnimatableByTarget(target: any): Nullable<Animatable>;
  80865. /**
  80866. * Gets all animatables associated with a given target
  80867. * @param target defines the target to look animatables for
  80868. * @returns an array of Animatables
  80869. */
  80870. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  80871. /**
  80872. * Stops and removes all animations that have been applied to the scene
  80873. */
  80874. stopAllAnimations(): void;
  80875. /**
  80876. * Gets the current delta time used by animation engine
  80877. */
  80878. deltaTime: number;
  80879. }
  80880. interface Bone {
  80881. /**
  80882. * Copy an animation range from another bone
  80883. * @param source defines the source bone
  80884. * @param rangeName defines the range name to copy
  80885. * @param frameOffset defines the frame offset
  80886. * @param rescaleAsRequired defines if rescaling must be applied if required
  80887. * @param skelDimensionsRatio defines the scaling ratio
  80888. * @returns true if operation was successful
  80889. */
  80890. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  80891. }
  80892. }
  80893. declare module BABYLON {
  80894. /**
  80895. * Class used to override all child animations of a given target
  80896. */
  80897. export class AnimationPropertiesOverride {
  80898. /**
  80899. * Gets or sets a value indicating if animation blending must be used
  80900. */
  80901. enableBlending: boolean;
  80902. /**
  80903. * Gets or sets the blending speed to use when enableBlending is true
  80904. */
  80905. blendingSpeed: number;
  80906. /**
  80907. * Gets or sets the default loop mode to use
  80908. */
  80909. loopMode: number;
  80910. }
  80911. }
  80912. declare module BABYLON {
  80913. /**
  80914. * Class used to handle skinning animations
  80915. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80916. */
  80917. export class Skeleton implements IAnimatable {
  80918. /** defines the skeleton name */
  80919. name: string;
  80920. /** defines the skeleton Id */
  80921. id: string;
  80922. /**
  80923. * Defines the list of child bones
  80924. */
  80925. bones: Bone[];
  80926. /**
  80927. * Defines an estimate of the dimension of the skeleton at rest
  80928. */
  80929. dimensionsAtRest: Vector3;
  80930. /**
  80931. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  80932. */
  80933. needInitialSkinMatrix: boolean;
  80934. /**
  80935. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  80936. */
  80937. overrideMesh: Nullable<AbstractMesh>;
  80938. /**
  80939. * Gets the list of animations attached to this skeleton
  80940. */
  80941. animations: Array<Animation>;
  80942. private _scene;
  80943. private _isDirty;
  80944. private _transformMatrices;
  80945. private _transformMatrixTexture;
  80946. private _meshesWithPoseMatrix;
  80947. private _animatables;
  80948. private _identity;
  80949. private _synchronizedWithMesh;
  80950. private _ranges;
  80951. private _lastAbsoluteTransformsUpdateId;
  80952. private _canUseTextureForBones;
  80953. private _uniqueId;
  80954. /** @hidden */
  80955. _numBonesWithLinkedTransformNode: number;
  80956. /** @hidden */
  80957. _hasWaitingData: Nullable<boolean>;
  80958. /**
  80959. * Specifies if the skeleton should be serialized
  80960. */
  80961. doNotSerialize: boolean;
  80962. private _useTextureToStoreBoneMatrices;
  80963. /**
  80964. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  80965. * Please note that this option is not available if the hardware does not support it
  80966. */
  80967. useTextureToStoreBoneMatrices: boolean;
  80968. private _animationPropertiesOverride;
  80969. /**
  80970. * Gets or sets the animation properties override
  80971. */
  80972. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  80973. /**
  80974. * List of inspectable custom properties (used by the Inspector)
  80975. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80976. */
  80977. inspectableCustomProperties: IInspectable[];
  80978. /**
  80979. * An observable triggered before computing the skeleton's matrices
  80980. */
  80981. onBeforeComputeObservable: Observable<Skeleton>;
  80982. /**
  80983. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  80984. */
  80985. readonly isUsingTextureForMatrices: boolean;
  80986. /**
  80987. * Gets the unique ID of this skeleton
  80988. */
  80989. readonly uniqueId: number;
  80990. /**
  80991. * Creates a new skeleton
  80992. * @param name defines the skeleton name
  80993. * @param id defines the skeleton Id
  80994. * @param scene defines the hosting scene
  80995. */
  80996. constructor(
  80997. /** defines the skeleton name */
  80998. name: string,
  80999. /** defines the skeleton Id */
  81000. id: string, scene: Scene);
  81001. /**
  81002. * Gets the current object class name.
  81003. * @return the class name
  81004. */
  81005. getClassName(): string;
  81006. /**
  81007. * Returns an array containing the root bones
  81008. * @returns an array containing the root bones
  81009. */
  81010. getChildren(): Array<Bone>;
  81011. /**
  81012. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81013. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81014. * @returns a Float32Array containing matrices data
  81015. */
  81016. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81017. /**
  81018. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81019. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81020. * @returns a raw texture containing the data
  81021. */
  81022. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81023. /**
  81024. * Gets the current hosting scene
  81025. * @returns a scene object
  81026. */
  81027. getScene(): Scene;
  81028. /**
  81029. * Gets a string representing the current skeleton data
  81030. * @param fullDetails defines a boolean indicating if we want a verbose version
  81031. * @returns a string representing the current skeleton data
  81032. */
  81033. toString(fullDetails?: boolean): string;
  81034. /**
  81035. * Get bone's index searching by name
  81036. * @param name defines bone's name to search for
  81037. * @return the indice of the bone. Returns -1 if not found
  81038. */
  81039. getBoneIndexByName(name: string): number;
  81040. /**
  81041. * Creater a new animation range
  81042. * @param name defines the name of the range
  81043. * @param from defines the start key
  81044. * @param to defines the end key
  81045. */
  81046. createAnimationRange(name: string, from: number, to: number): void;
  81047. /**
  81048. * Delete a specific animation range
  81049. * @param name defines the name of the range
  81050. * @param deleteFrames defines if frames must be removed as well
  81051. */
  81052. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81053. /**
  81054. * Gets a specific animation range
  81055. * @param name defines the name of the range to look for
  81056. * @returns the requested animation range or null if not found
  81057. */
  81058. getAnimationRange(name: string): Nullable<AnimationRange>;
  81059. /**
  81060. * Gets the list of all animation ranges defined on this skeleton
  81061. * @returns an array
  81062. */
  81063. getAnimationRanges(): Nullable<AnimationRange>[];
  81064. /**
  81065. * Copy animation range from a source skeleton.
  81066. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81067. * @param source defines the source skeleton
  81068. * @param name defines the name of the range to copy
  81069. * @param rescaleAsRequired defines if rescaling must be applied if required
  81070. * @returns true if operation was successful
  81071. */
  81072. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81073. /**
  81074. * Forces the skeleton to go to rest pose
  81075. */
  81076. returnToRest(): void;
  81077. private _getHighestAnimationFrame;
  81078. /**
  81079. * Begin a specific animation range
  81080. * @param name defines the name of the range to start
  81081. * @param loop defines if looping must be turned on (false by default)
  81082. * @param speedRatio defines the speed ratio to apply (1 by default)
  81083. * @param onAnimationEnd defines a callback which will be called when animation will end
  81084. * @returns a new animatable
  81085. */
  81086. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81087. /** @hidden */
  81088. _markAsDirty(): void;
  81089. /** @hidden */
  81090. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81091. /** @hidden */
  81092. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81093. private _computeTransformMatrices;
  81094. /**
  81095. * Build all resources required to render a skeleton
  81096. */
  81097. prepare(): void;
  81098. /**
  81099. * Gets the list of animatables currently running for this skeleton
  81100. * @returns an array of animatables
  81101. */
  81102. getAnimatables(): IAnimatable[];
  81103. /**
  81104. * Clone the current skeleton
  81105. * @param name defines the name of the new skeleton
  81106. * @param id defines the id of the new skeleton
  81107. * @returns the new skeleton
  81108. */
  81109. clone(name: string, id?: string): Skeleton;
  81110. /**
  81111. * Enable animation blending for this skeleton
  81112. * @param blendingSpeed defines the blending speed to apply
  81113. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81114. */
  81115. enableBlending(blendingSpeed?: number): void;
  81116. /**
  81117. * Releases all resources associated with the current skeleton
  81118. */
  81119. dispose(): void;
  81120. /**
  81121. * Serialize the skeleton in a JSON object
  81122. * @returns a JSON object
  81123. */
  81124. serialize(): any;
  81125. /**
  81126. * Creates a new skeleton from serialized data
  81127. * @param parsedSkeleton defines the serialized data
  81128. * @param scene defines the hosting scene
  81129. * @returns a new skeleton
  81130. */
  81131. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81132. /**
  81133. * Compute all node absolute transforms
  81134. * @param forceUpdate defines if computation must be done even if cache is up to date
  81135. */
  81136. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81137. /**
  81138. * Gets the root pose matrix
  81139. * @returns a matrix
  81140. */
  81141. getPoseMatrix(): Nullable<Matrix>;
  81142. /**
  81143. * Sorts bones per internal index
  81144. */
  81145. sortBones(): void;
  81146. private _sortBones;
  81147. }
  81148. }
  81149. declare module BABYLON {
  81150. /**
  81151. * Class used to store bone information
  81152. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81153. */
  81154. export class Bone extends Node {
  81155. /**
  81156. * defines the bone name
  81157. */
  81158. name: string;
  81159. private static _tmpVecs;
  81160. private static _tmpQuat;
  81161. private static _tmpMats;
  81162. /**
  81163. * Gets the list of child bones
  81164. */
  81165. children: Bone[];
  81166. /** Gets the animations associated with this bone */
  81167. animations: Animation[];
  81168. /**
  81169. * Gets or sets bone length
  81170. */
  81171. length: number;
  81172. /**
  81173. * @hidden Internal only
  81174. * Set this value to map this bone to a different index in the transform matrices
  81175. * Set this value to -1 to exclude the bone from the transform matrices
  81176. */
  81177. _index: Nullable<number>;
  81178. private _skeleton;
  81179. private _localMatrix;
  81180. private _restPose;
  81181. private _baseMatrix;
  81182. private _absoluteTransform;
  81183. private _invertedAbsoluteTransform;
  81184. private _parent;
  81185. private _scalingDeterminant;
  81186. private _worldTransform;
  81187. private _localScaling;
  81188. private _localRotation;
  81189. private _localPosition;
  81190. private _needToDecompose;
  81191. private _needToCompose;
  81192. /** @hidden */
  81193. _linkedTransformNode: Nullable<TransformNode>;
  81194. /** @hidden */
  81195. _waitingTransformNodeId: Nullable<string>;
  81196. /** @hidden */
  81197. /** @hidden */
  81198. _matrix: Matrix;
  81199. /**
  81200. * Create a new bone
  81201. * @param name defines the bone name
  81202. * @param skeleton defines the parent skeleton
  81203. * @param parentBone defines the parent (can be null if the bone is the root)
  81204. * @param localMatrix defines the local matrix
  81205. * @param restPose defines the rest pose matrix
  81206. * @param baseMatrix defines the base matrix
  81207. * @param index defines index of the bone in the hiearchy
  81208. */
  81209. constructor(
  81210. /**
  81211. * defines the bone name
  81212. */
  81213. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81214. /**
  81215. * Gets the current object class name.
  81216. * @return the class name
  81217. */
  81218. getClassName(): string;
  81219. /**
  81220. * Gets the parent skeleton
  81221. * @returns a skeleton
  81222. */
  81223. getSkeleton(): Skeleton;
  81224. /**
  81225. * Gets parent bone
  81226. * @returns a bone or null if the bone is the root of the bone hierarchy
  81227. */
  81228. getParent(): Nullable<Bone>;
  81229. /**
  81230. * Returns an array containing the root bones
  81231. * @returns an array containing the root bones
  81232. */
  81233. getChildren(): Array<Bone>;
  81234. /**
  81235. * Gets the node index in matrix array generated for rendering
  81236. * @returns the node index
  81237. */
  81238. getIndex(): number;
  81239. /**
  81240. * Sets the parent bone
  81241. * @param parent defines the parent (can be null if the bone is the root)
  81242. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81243. */
  81244. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81245. /**
  81246. * Gets the local matrix
  81247. * @returns a matrix
  81248. */
  81249. getLocalMatrix(): Matrix;
  81250. /**
  81251. * Gets the base matrix (initial matrix which remains unchanged)
  81252. * @returns a matrix
  81253. */
  81254. getBaseMatrix(): Matrix;
  81255. /**
  81256. * Gets the rest pose matrix
  81257. * @returns a matrix
  81258. */
  81259. getRestPose(): Matrix;
  81260. /**
  81261. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81262. */
  81263. getWorldMatrix(): Matrix;
  81264. /**
  81265. * Sets the local matrix to rest pose matrix
  81266. */
  81267. returnToRest(): void;
  81268. /**
  81269. * Gets the inverse of the absolute transform matrix.
  81270. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81271. * @returns a matrix
  81272. */
  81273. getInvertedAbsoluteTransform(): Matrix;
  81274. /**
  81275. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81276. * @returns a matrix
  81277. */
  81278. getAbsoluteTransform(): Matrix;
  81279. /**
  81280. * Links with the given transform node.
  81281. * The local matrix of this bone is copied from the transform node every frame.
  81282. * @param transformNode defines the transform node to link to
  81283. */
  81284. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81285. /**
  81286. * Gets the node used to drive the bone's transformation
  81287. * @returns a transform node or null
  81288. */
  81289. getTransformNode(): Nullable<TransformNode>;
  81290. /** Gets or sets current position (in local space) */
  81291. position: Vector3;
  81292. /** Gets or sets current rotation (in local space) */
  81293. rotation: Vector3;
  81294. /** Gets or sets current rotation quaternion (in local space) */
  81295. rotationQuaternion: Quaternion;
  81296. /** Gets or sets current scaling (in local space) */
  81297. scaling: Vector3;
  81298. /**
  81299. * Gets the animation properties override
  81300. */
  81301. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81302. private _decompose;
  81303. private _compose;
  81304. /**
  81305. * Update the base and local matrices
  81306. * @param matrix defines the new base or local matrix
  81307. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81308. * @param updateLocalMatrix defines if the local matrix should be updated
  81309. */
  81310. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81311. /** @hidden */
  81312. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81313. /**
  81314. * Flag the bone as dirty (Forcing it to update everything)
  81315. */
  81316. markAsDirty(): void;
  81317. /** @hidden */
  81318. _markAsDirtyAndCompose(): void;
  81319. private _markAsDirtyAndDecompose;
  81320. /**
  81321. * Translate the bone in local or world space
  81322. * @param vec The amount to translate the bone
  81323. * @param space The space that the translation is in
  81324. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81325. */
  81326. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81327. /**
  81328. * Set the postion of the bone in local or world space
  81329. * @param position The position to set the bone
  81330. * @param space The space that the position is in
  81331. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81332. */
  81333. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81334. /**
  81335. * Set the absolute position of the bone (world space)
  81336. * @param position The position to set the bone
  81337. * @param mesh The mesh that this bone is attached to
  81338. */
  81339. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81340. /**
  81341. * Scale the bone on the x, y and z axes (in local space)
  81342. * @param x The amount to scale the bone on the x axis
  81343. * @param y The amount to scale the bone on the y axis
  81344. * @param z The amount to scale the bone on the z axis
  81345. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81346. */
  81347. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81348. /**
  81349. * Set the bone scaling in local space
  81350. * @param scale defines the scaling vector
  81351. */
  81352. setScale(scale: Vector3): void;
  81353. /**
  81354. * Gets the current scaling in local space
  81355. * @returns the current scaling vector
  81356. */
  81357. getScale(): Vector3;
  81358. /**
  81359. * Gets the current scaling in local space and stores it in a target vector
  81360. * @param result defines the target vector
  81361. */
  81362. getScaleToRef(result: Vector3): void;
  81363. /**
  81364. * Set the yaw, pitch, and roll of the bone in local or world space
  81365. * @param yaw The rotation of the bone on the y axis
  81366. * @param pitch The rotation of the bone on the x axis
  81367. * @param roll The rotation of the bone on the z axis
  81368. * @param space The space that the axes of rotation are in
  81369. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81370. */
  81371. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81372. /**
  81373. * Add a rotation to the bone on an axis in local or world space
  81374. * @param axis The axis to rotate the bone on
  81375. * @param amount The amount to rotate the bone
  81376. * @param space The space that the axis is in
  81377. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81378. */
  81379. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81380. /**
  81381. * Set the rotation of the bone to a particular axis angle in local or world space
  81382. * @param axis The axis to rotate the bone on
  81383. * @param angle The angle that the bone should be rotated to
  81384. * @param space The space that the axis is in
  81385. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81386. */
  81387. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81388. /**
  81389. * Set the euler rotation of the bone in local of world space
  81390. * @param rotation The euler rotation that the bone should be set to
  81391. * @param space The space that the rotation is in
  81392. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81393. */
  81394. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81395. /**
  81396. * Set the quaternion rotation of the bone in local of world space
  81397. * @param quat The quaternion rotation that the bone should be set to
  81398. * @param space The space that the rotation is in
  81399. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81400. */
  81401. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81402. /**
  81403. * Set the rotation matrix of the bone in local of world space
  81404. * @param rotMat The rotation matrix that the bone should be set to
  81405. * @param space The space that the rotation is in
  81406. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81407. */
  81408. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81409. private _rotateWithMatrix;
  81410. private _getNegativeRotationToRef;
  81411. /**
  81412. * Get the position of the bone in local or world space
  81413. * @param space The space that the returned position is in
  81414. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81415. * @returns The position of the bone
  81416. */
  81417. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81418. /**
  81419. * Copy the position of the bone to a vector3 in local or world space
  81420. * @param space The space that the returned position is in
  81421. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81422. * @param result The vector3 to copy the position to
  81423. */
  81424. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81425. /**
  81426. * Get the absolute position of the bone (world space)
  81427. * @param mesh The mesh that this bone is attached to
  81428. * @returns The absolute position of the bone
  81429. */
  81430. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81431. /**
  81432. * Copy the absolute position of the bone (world space) to the result param
  81433. * @param mesh The mesh that this bone is attached to
  81434. * @param result The vector3 to copy the absolute position to
  81435. */
  81436. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81437. /**
  81438. * Compute the absolute transforms of this bone and its children
  81439. */
  81440. computeAbsoluteTransforms(): void;
  81441. /**
  81442. * Get the world direction from an axis that is in the local space of the bone
  81443. * @param localAxis The local direction that is used to compute the world direction
  81444. * @param mesh The mesh that this bone is attached to
  81445. * @returns The world direction
  81446. */
  81447. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81448. /**
  81449. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81450. * @param localAxis The local direction that is used to compute the world direction
  81451. * @param mesh The mesh that this bone is attached to
  81452. * @param result The vector3 that the world direction will be copied to
  81453. */
  81454. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81455. /**
  81456. * Get the euler rotation of the bone in local or world space
  81457. * @param space The space that the rotation should be in
  81458. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81459. * @returns The euler rotation
  81460. */
  81461. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81462. /**
  81463. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81464. * @param space The space that the rotation should be in
  81465. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81466. * @param result The vector3 that the rotation should be copied to
  81467. */
  81468. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81469. /**
  81470. * Get the quaternion rotation of the bone in either local or world space
  81471. * @param space The space that the rotation should be in
  81472. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81473. * @returns The quaternion rotation
  81474. */
  81475. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81476. /**
  81477. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81478. * @param space The space that the rotation should be in
  81479. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81480. * @param result The quaternion that the rotation should be copied to
  81481. */
  81482. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81483. /**
  81484. * Get the rotation matrix of the bone in local or world space
  81485. * @param space The space that the rotation should be in
  81486. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81487. * @returns The rotation matrix
  81488. */
  81489. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81490. /**
  81491. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81492. * @param space The space that the rotation should be in
  81493. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81494. * @param result The quaternion that the rotation should be copied to
  81495. */
  81496. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81497. /**
  81498. * Get the world position of a point that is in the local space of the bone
  81499. * @param position The local position
  81500. * @param mesh The mesh that this bone is attached to
  81501. * @returns The world position
  81502. */
  81503. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81504. /**
  81505. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81506. * @param position The local position
  81507. * @param mesh The mesh that this bone is attached to
  81508. * @param result The vector3 that the world position should be copied to
  81509. */
  81510. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81511. /**
  81512. * Get the local position of a point that is in world space
  81513. * @param position The world position
  81514. * @param mesh The mesh that this bone is attached to
  81515. * @returns The local position
  81516. */
  81517. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81518. /**
  81519. * Get the local position of a point that is in world space and copy it to the result param
  81520. * @param position The world position
  81521. * @param mesh The mesh that this bone is attached to
  81522. * @param result The vector3 that the local position should be copied to
  81523. */
  81524. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81525. }
  81526. }
  81527. declare module BABYLON {
  81528. /**
  81529. * 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.
  81530. * @see https://doc.babylonjs.com/how_to/transformnode
  81531. */
  81532. export class TransformNode extends Node {
  81533. /**
  81534. * Object will not rotate to face the camera
  81535. */
  81536. static BILLBOARDMODE_NONE: number;
  81537. /**
  81538. * Object will rotate to face the camera but only on the x axis
  81539. */
  81540. static BILLBOARDMODE_X: number;
  81541. /**
  81542. * Object will rotate to face the camera but only on the y axis
  81543. */
  81544. static BILLBOARDMODE_Y: number;
  81545. /**
  81546. * Object will rotate to face the camera but only on the z axis
  81547. */
  81548. static BILLBOARDMODE_Z: number;
  81549. /**
  81550. * Object will rotate to face the camera
  81551. */
  81552. static BILLBOARDMODE_ALL: number;
  81553. /**
  81554. * Object will rotate to face the camera's position instead of orientation
  81555. */
  81556. static BILLBOARDMODE_USE_POSITION: number;
  81557. private _forward;
  81558. private _forwardInverted;
  81559. private _up;
  81560. private _right;
  81561. private _rightInverted;
  81562. private _position;
  81563. private _rotation;
  81564. private _rotationQuaternion;
  81565. protected _scaling: Vector3;
  81566. protected _isDirty: boolean;
  81567. private _transformToBoneReferal;
  81568. private _isAbsoluteSynced;
  81569. private _billboardMode;
  81570. /**
  81571. * Gets or sets the billboard mode. Default is 0.
  81572. *
  81573. * | Value | Type | Description |
  81574. * | --- | --- | --- |
  81575. * | 0 | BILLBOARDMODE_NONE | |
  81576. * | 1 | BILLBOARDMODE_X | |
  81577. * | 2 | BILLBOARDMODE_Y | |
  81578. * | 4 | BILLBOARDMODE_Z | |
  81579. * | 7 | BILLBOARDMODE_ALL | |
  81580. *
  81581. */
  81582. billboardMode: number;
  81583. private _preserveParentRotationForBillboard;
  81584. /**
  81585. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81586. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81587. */
  81588. preserveParentRotationForBillboard: boolean;
  81589. /**
  81590. * 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
  81591. */
  81592. scalingDeterminant: number;
  81593. private _infiniteDistance;
  81594. /**
  81595. * Gets or sets the distance of the object to max, often used by skybox
  81596. */
  81597. infiniteDistance: boolean;
  81598. /**
  81599. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81600. * By default the system will update normals to compensate
  81601. */
  81602. ignoreNonUniformScaling: boolean;
  81603. /**
  81604. * 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
  81605. */
  81606. reIntegrateRotationIntoRotationQuaternion: boolean;
  81607. /** @hidden */
  81608. _poseMatrix: Nullable<Matrix>;
  81609. /** @hidden */
  81610. _localMatrix: Matrix;
  81611. private _usePivotMatrix;
  81612. private _absolutePosition;
  81613. private _absoluteScaling;
  81614. private _absoluteRotationQuaternion;
  81615. private _pivotMatrix;
  81616. private _pivotMatrixInverse;
  81617. protected _postMultiplyPivotMatrix: boolean;
  81618. protected _isWorldMatrixFrozen: boolean;
  81619. /** @hidden */
  81620. _indexInSceneTransformNodesArray: number;
  81621. /**
  81622. * An event triggered after the world matrix is updated
  81623. */
  81624. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81625. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81626. /**
  81627. * Gets a string identifying the name of the class
  81628. * @returns "TransformNode" string
  81629. */
  81630. getClassName(): string;
  81631. /**
  81632. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81633. */
  81634. position: Vector3;
  81635. /**
  81636. * 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)).
  81637. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81638. */
  81639. rotation: Vector3;
  81640. /**
  81641. * 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)).
  81642. */
  81643. scaling: Vector3;
  81644. /**
  81645. * 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).
  81646. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81647. */
  81648. rotationQuaternion: Nullable<Quaternion>;
  81649. /**
  81650. * The forward direction of that transform in world space.
  81651. */
  81652. readonly forward: Vector3;
  81653. /**
  81654. * The up direction of that transform in world space.
  81655. */
  81656. readonly up: Vector3;
  81657. /**
  81658. * The right direction of that transform in world space.
  81659. */
  81660. readonly right: Vector3;
  81661. /**
  81662. * Copies the parameter passed Matrix into the mesh Pose matrix.
  81663. * @param matrix the matrix to copy the pose from
  81664. * @returns this TransformNode.
  81665. */
  81666. updatePoseMatrix(matrix: Matrix): TransformNode;
  81667. /**
  81668. * Returns the mesh Pose matrix.
  81669. * @returns the pose matrix
  81670. */
  81671. getPoseMatrix(): Matrix;
  81672. /** @hidden */
  81673. _isSynchronized(): boolean;
  81674. /** @hidden */
  81675. _initCache(): void;
  81676. /**
  81677. * Flag the transform node as dirty (Forcing it to update everything)
  81678. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  81679. * @returns this transform node
  81680. */
  81681. markAsDirty(property: string): TransformNode;
  81682. /**
  81683. * Returns the current mesh absolute position.
  81684. * Returns a Vector3.
  81685. */
  81686. readonly absolutePosition: Vector3;
  81687. /**
  81688. * Returns the current mesh absolute scaling.
  81689. * Returns a Vector3.
  81690. */
  81691. readonly absoluteScaling: Vector3;
  81692. /**
  81693. * Returns the current mesh absolute rotation.
  81694. * Returns a Quaternion.
  81695. */
  81696. readonly absoluteRotationQuaternion: Quaternion;
  81697. /**
  81698. * Sets a new matrix to apply before all other transformation
  81699. * @param matrix defines the transform matrix
  81700. * @returns the current TransformNode
  81701. */
  81702. setPreTransformMatrix(matrix: Matrix): TransformNode;
  81703. /**
  81704. * Sets a new pivot matrix to the current node
  81705. * @param matrix defines the new pivot matrix to use
  81706. * @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
  81707. * @returns the current TransformNode
  81708. */
  81709. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  81710. /**
  81711. * Returns the mesh pivot matrix.
  81712. * Default : Identity.
  81713. * @returns the matrix
  81714. */
  81715. getPivotMatrix(): Matrix;
  81716. /**
  81717. * Instantiate (when possible) or clone that node with its hierarchy
  81718. * @param newParent defines the new parent to use for the instance (or clone)
  81719. * @param options defines options to configure how copy is done
  81720. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  81721. * @returns an instance (or a clone) of the current node with its hiearchy
  81722. */
  81723. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  81724. doNotInstantiate: boolean;
  81725. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  81726. /**
  81727. * Prevents the World matrix to be computed any longer
  81728. * @param newWorldMatrix defines an optional matrix to use as world matrix
  81729. * @returns the TransformNode.
  81730. */
  81731. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  81732. /**
  81733. * Allows back the World matrix computation.
  81734. * @returns the TransformNode.
  81735. */
  81736. unfreezeWorldMatrix(): this;
  81737. /**
  81738. * True if the World matrix has been frozen.
  81739. */
  81740. readonly isWorldMatrixFrozen: boolean;
  81741. /**
  81742. * Retuns the mesh absolute position in the World.
  81743. * @returns a Vector3.
  81744. */
  81745. getAbsolutePosition(): Vector3;
  81746. /**
  81747. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  81748. * @param absolutePosition the absolute position to set
  81749. * @returns the TransformNode.
  81750. */
  81751. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  81752. /**
  81753. * Sets the mesh position in its local space.
  81754. * @param vector3 the position to set in localspace
  81755. * @returns the TransformNode.
  81756. */
  81757. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  81758. /**
  81759. * Returns the mesh position in the local space from the current World matrix values.
  81760. * @returns a new Vector3.
  81761. */
  81762. getPositionExpressedInLocalSpace(): Vector3;
  81763. /**
  81764. * Translates the mesh along the passed Vector3 in its local space.
  81765. * @param vector3 the distance to translate in localspace
  81766. * @returns the TransformNode.
  81767. */
  81768. locallyTranslate(vector3: Vector3): TransformNode;
  81769. private static _lookAtVectorCache;
  81770. /**
  81771. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  81772. * @param targetPoint the position (must be in same space as current mesh) to look at
  81773. * @param yawCor optional yaw (y-axis) correction in radians
  81774. * @param pitchCor optional pitch (x-axis) correction in radians
  81775. * @param rollCor optional roll (z-axis) correction in radians
  81776. * @param space the choosen space of the target
  81777. * @returns the TransformNode.
  81778. */
  81779. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  81780. /**
  81781. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81782. * This Vector3 is expressed in the World space.
  81783. * @param localAxis axis to rotate
  81784. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81785. */
  81786. getDirection(localAxis: Vector3): Vector3;
  81787. /**
  81788. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  81789. * localAxis is expressed in the mesh local space.
  81790. * result is computed in the Wordl space from the mesh World matrix.
  81791. * @param localAxis axis to rotate
  81792. * @param result the resulting transformnode
  81793. * @returns this TransformNode.
  81794. */
  81795. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  81796. /**
  81797. * Sets this transform node rotation to the given local axis.
  81798. * @param localAxis the axis in local space
  81799. * @param yawCor optional yaw (y-axis) correction in radians
  81800. * @param pitchCor optional pitch (x-axis) correction in radians
  81801. * @param rollCor optional roll (z-axis) correction in radians
  81802. * @returns this TransformNode
  81803. */
  81804. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  81805. /**
  81806. * Sets a new pivot point to the current node
  81807. * @param point defines the new pivot point to use
  81808. * @param space defines if the point is in world or local space (local by default)
  81809. * @returns the current TransformNode
  81810. */
  81811. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  81812. /**
  81813. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  81814. * @returns the pivot point
  81815. */
  81816. getPivotPoint(): Vector3;
  81817. /**
  81818. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  81819. * @param result the vector3 to store the result
  81820. * @returns this TransformNode.
  81821. */
  81822. getPivotPointToRef(result: Vector3): TransformNode;
  81823. /**
  81824. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  81825. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  81826. */
  81827. getAbsolutePivotPoint(): Vector3;
  81828. /**
  81829. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  81830. * @param result vector3 to store the result
  81831. * @returns this TransformNode.
  81832. */
  81833. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  81834. /**
  81835. * Defines the passed node as the parent of the current node.
  81836. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  81837. * @see https://doc.babylonjs.com/how_to/parenting
  81838. * @param node the node ot set as the parent
  81839. * @returns this TransformNode.
  81840. */
  81841. setParent(node: Nullable<Node>): TransformNode;
  81842. private _nonUniformScaling;
  81843. /**
  81844. * True if the scaling property of this object is non uniform eg. (1,2,1)
  81845. */
  81846. readonly nonUniformScaling: boolean;
  81847. /** @hidden */
  81848. _updateNonUniformScalingState(value: boolean): boolean;
  81849. /**
  81850. * Attach the current TransformNode to another TransformNode associated with a bone
  81851. * @param bone Bone affecting the TransformNode
  81852. * @param affectedTransformNode TransformNode associated with the bone
  81853. * @returns this object
  81854. */
  81855. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  81856. /**
  81857. * Detach the transform node if its associated with a bone
  81858. * @returns this object
  81859. */
  81860. detachFromBone(): TransformNode;
  81861. private static _rotationAxisCache;
  81862. /**
  81863. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  81864. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81865. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81866. * The passed axis is also normalized.
  81867. * @param axis the axis to rotate around
  81868. * @param amount the amount to rotate in radians
  81869. * @param space Space to rotate in (Default: local)
  81870. * @returns the TransformNode.
  81871. */
  81872. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  81873. /**
  81874. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  81875. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81876. * The passed axis is also normalized. .
  81877. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  81878. * @param point the point to rotate around
  81879. * @param axis the axis to rotate around
  81880. * @param amount the amount to rotate in radians
  81881. * @returns the TransformNode
  81882. */
  81883. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  81884. /**
  81885. * Translates the mesh along the axis vector for the passed distance in the given space.
  81886. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81887. * @param axis the axis to translate in
  81888. * @param distance the distance to translate
  81889. * @param space Space to rotate in (Default: local)
  81890. * @returns the TransformNode.
  81891. */
  81892. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  81893. /**
  81894. * Adds a rotation step to the mesh current rotation.
  81895. * x, y, z are Euler angles expressed in radians.
  81896. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  81897. * This means this rotation is made in the mesh local space only.
  81898. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  81899. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  81900. * ```javascript
  81901. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  81902. * ```
  81903. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  81904. * 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.
  81905. * @param x Rotation to add
  81906. * @param y Rotation to add
  81907. * @param z Rotation to add
  81908. * @returns the TransformNode.
  81909. */
  81910. addRotation(x: number, y: number, z: number): TransformNode;
  81911. /**
  81912. * @hidden
  81913. */
  81914. protected _getEffectiveParent(): Nullable<Node>;
  81915. /**
  81916. * Computes the world matrix of the node
  81917. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81918. * @returns the world matrix
  81919. */
  81920. computeWorldMatrix(force?: boolean): Matrix;
  81921. protected _afterComputeWorldMatrix(): void;
  81922. /**
  81923. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  81924. * @param func callback function to add
  81925. *
  81926. * @returns the TransformNode.
  81927. */
  81928. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81929. /**
  81930. * Removes a registered callback function.
  81931. * @param func callback function to remove
  81932. * @returns the TransformNode.
  81933. */
  81934. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81935. /**
  81936. * Gets the position of the current mesh in camera space
  81937. * @param camera defines the camera to use
  81938. * @returns a position
  81939. */
  81940. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  81941. /**
  81942. * Returns the distance from the mesh to the active camera
  81943. * @param camera defines the camera to use
  81944. * @returns the distance
  81945. */
  81946. getDistanceToCamera(camera?: Nullable<Camera>): number;
  81947. /**
  81948. * Clone the current transform node
  81949. * @param name Name of the new clone
  81950. * @param newParent New parent for the clone
  81951. * @param doNotCloneChildren Do not clone children hierarchy
  81952. * @returns the new transform node
  81953. */
  81954. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  81955. /**
  81956. * Serializes the objects information.
  81957. * @param currentSerializationObject defines the object to serialize in
  81958. * @returns the serialized object
  81959. */
  81960. serialize(currentSerializationObject?: any): any;
  81961. /**
  81962. * Returns a new TransformNode object parsed from the source provided.
  81963. * @param parsedTransformNode is the source.
  81964. * @param scene the scne the object belongs to
  81965. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  81966. * @returns a new TransformNode object parsed from the source provided.
  81967. */
  81968. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  81969. /**
  81970. * Get all child-transformNodes of this node
  81971. * @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
  81972. * @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
  81973. * @returns an array of TransformNode
  81974. */
  81975. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  81976. /**
  81977. * Releases resources associated with this transform node.
  81978. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  81979. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  81980. */
  81981. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  81982. /**
  81983. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  81984. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  81985. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  81986. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  81987. * @returns the current mesh
  81988. */
  81989. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  81990. private _syncAbsoluteScalingAndRotation;
  81991. }
  81992. }
  81993. declare module BABYLON {
  81994. /**
  81995. * Defines the types of pose enabled controllers that are supported
  81996. */
  81997. export enum PoseEnabledControllerType {
  81998. /**
  81999. * HTC Vive
  82000. */
  82001. VIVE = 0,
  82002. /**
  82003. * Oculus Rift
  82004. */
  82005. OCULUS = 1,
  82006. /**
  82007. * Windows mixed reality
  82008. */
  82009. WINDOWS = 2,
  82010. /**
  82011. * Samsung gear VR
  82012. */
  82013. GEAR_VR = 3,
  82014. /**
  82015. * Google Daydream
  82016. */
  82017. DAYDREAM = 4,
  82018. /**
  82019. * Generic
  82020. */
  82021. GENERIC = 5
  82022. }
  82023. /**
  82024. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82025. */
  82026. export interface MutableGamepadButton {
  82027. /**
  82028. * Value of the button/trigger
  82029. */
  82030. value: number;
  82031. /**
  82032. * If the button/trigger is currently touched
  82033. */
  82034. touched: boolean;
  82035. /**
  82036. * If the button/trigger is currently pressed
  82037. */
  82038. pressed: boolean;
  82039. }
  82040. /**
  82041. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82042. * @hidden
  82043. */
  82044. export interface ExtendedGamepadButton extends GamepadButton {
  82045. /**
  82046. * If the button/trigger is currently pressed
  82047. */
  82048. readonly pressed: boolean;
  82049. /**
  82050. * If the button/trigger is currently touched
  82051. */
  82052. readonly touched: boolean;
  82053. /**
  82054. * Value of the button/trigger
  82055. */
  82056. readonly value: number;
  82057. }
  82058. /** @hidden */
  82059. export interface _GamePadFactory {
  82060. /**
  82061. * Returns wether or not the current gamepad can be created for this type of controller.
  82062. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82063. * @returns true if it can be created, otherwise false
  82064. */
  82065. canCreate(gamepadInfo: any): boolean;
  82066. /**
  82067. * Creates a new instance of the Gamepad.
  82068. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82069. * @returns the new gamepad instance
  82070. */
  82071. create(gamepadInfo: any): Gamepad;
  82072. }
  82073. /**
  82074. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82075. */
  82076. export class PoseEnabledControllerHelper {
  82077. /** @hidden */
  82078. static _ControllerFactories: _GamePadFactory[];
  82079. /** @hidden */
  82080. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82081. /**
  82082. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82083. * @param vrGamepad the gamepad to initialized
  82084. * @returns a vr controller of the type the gamepad identified as
  82085. */
  82086. static InitiateController(vrGamepad: any): Gamepad;
  82087. }
  82088. /**
  82089. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82090. */
  82091. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82092. /**
  82093. * If the controller is used in a webXR session
  82094. */
  82095. isXR: boolean;
  82096. private _deviceRoomPosition;
  82097. private _deviceRoomRotationQuaternion;
  82098. /**
  82099. * The device position in babylon space
  82100. */
  82101. devicePosition: Vector3;
  82102. /**
  82103. * The device rotation in babylon space
  82104. */
  82105. deviceRotationQuaternion: Quaternion;
  82106. /**
  82107. * The scale factor of the device in babylon space
  82108. */
  82109. deviceScaleFactor: number;
  82110. /**
  82111. * (Likely devicePosition should be used instead) The device position in its room space
  82112. */
  82113. position: Vector3;
  82114. /**
  82115. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82116. */
  82117. rotationQuaternion: Quaternion;
  82118. /**
  82119. * The type of controller (Eg. Windows mixed reality)
  82120. */
  82121. controllerType: PoseEnabledControllerType;
  82122. protected _calculatedPosition: Vector3;
  82123. private _calculatedRotation;
  82124. /**
  82125. * The raw pose from the device
  82126. */
  82127. rawPose: DevicePose;
  82128. private _trackPosition;
  82129. private _maxRotationDistFromHeadset;
  82130. private _draggedRoomRotation;
  82131. /**
  82132. * @hidden
  82133. */
  82134. _disableTrackPosition(fixedPosition: Vector3): void;
  82135. /**
  82136. * Internal, the mesh attached to the controller
  82137. * @hidden
  82138. */
  82139. _mesh: Nullable<AbstractMesh>;
  82140. private _poseControlledCamera;
  82141. private _leftHandSystemQuaternion;
  82142. /**
  82143. * Internal, matrix used to convert room space to babylon space
  82144. * @hidden
  82145. */
  82146. _deviceToWorld: Matrix;
  82147. /**
  82148. * Node to be used when casting a ray from the controller
  82149. * @hidden
  82150. */
  82151. _pointingPoseNode: Nullable<TransformNode>;
  82152. /**
  82153. * Name of the child mesh that can be used to cast a ray from the controller
  82154. */
  82155. static readonly POINTING_POSE: string;
  82156. /**
  82157. * Creates a new PoseEnabledController from a gamepad
  82158. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82159. */
  82160. constructor(browserGamepad: any);
  82161. private _workingMatrix;
  82162. /**
  82163. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82164. */
  82165. update(): void;
  82166. /**
  82167. * Updates only the pose device and mesh without doing any button event checking
  82168. */
  82169. protected _updatePoseAndMesh(): void;
  82170. /**
  82171. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82172. * @param poseData raw pose fromthe device
  82173. */
  82174. updateFromDevice(poseData: DevicePose): void;
  82175. /**
  82176. * @hidden
  82177. */
  82178. _meshAttachedObservable: Observable<AbstractMesh>;
  82179. /**
  82180. * Attaches a mesh to the controller
  82181. * @param mesh the mesh to be attached
  82182. */
  82183. attachToMesh(mesh: AbstractMesh): void;
  82184. /**
  82185. * Attaches the controllers mesh to a camera
  82186. * @param camera the camera the mesh should be attached to
  82187. */
  82188. attachToPoseControlledCamera(camera: TargetCamera): void;
  82189. /**
  82190. * Disposes of the controller
  82191. */
  82192. dispose(): void;
  82193. /**
  82194. * The mesh that is attached to the controller
  82195. */
  82196. readonly mesh: Nullable<AbstractMesh>;
  82197. /**
  82198. * Gets the ray of the controller in the direction the controller is pointing
  82199. * @param length the length the resulting ray should be
  82200. * @returns a ray in the direction the controller is pointing
  82201. */
  82202. getForwardRay(length?: number): Ray;
  82203. }
  82204. }
  82205. declare module BABYLON {
  82206. /**
  82207. * Defines the WebVRController object that represents controllers tracked in 3D space
  82208. */
  82209. export abstract class WebVRController extends PoseEnabledController {
  82210. /**
  82211. * Internal, the default controller model for the controller
  82212. */
  82213. protected _defaultModel: Nullable<AbstractMesh>;
  82214. /**
  82215. * Fired when the trigger state has changed
  82216. */
  82217. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82218. /**
  82219. * Fired when the main button state has changed
  82220. */
  82221. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82222. /**
  82223. * Fired when the secondary button state has changed
  82224. */
  82225. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82226. /**
  82227. * Fired when the pad state has changed
  82228. */
  82229. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82230. /**
  82231. * Fired when controllers stick values have changed
  82232. */
  82233. onPadValuesChangedObservable: Observable<StickValues>;
  82234. /**
  82235. * Array of button availible on the controller
  82236. */
  82237. protected _buttons: Array<MutableGamepadButton>;
  82238. private _onButtonStateChange;
  82239. /**
  82240. * Fired when a controller button's state has changed
  82241. * @param callback the callback containing the button that was modified
  82242. */
  82243. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82244. /**
  82245. * X and Y axis corresponding to the controllers joystick
  82246. */
  82247. pad: StickValues;
  82248. /**
  82249. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82250. */
  82251. hand: string;
  82252. /**
  82253. * The default controller model for the controller
  82254. */
  82255. readonly defaultModel: Nullable<AbstractMesh>;
  82256. /**
  82257. * Creates a new WebVRController from a gamepad
  82258. * @param vrGamepad the gamepad that the WebVRController should be created from
  82259. */
  82260. constructor(vrGamepad: any);
  82261. /**
  82262. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82263. */
  82264. update(): void;
  82265. /**
  82266. * Function to be called when a button is modified
  82267. */
  82268. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82269. /**
  82270. * Loads a mesh and attaches it to the controller
  82271. * @param scene the scene the mesh should be added to
  82272. * @param meshLoaded callback for when the mesh has been loaded
  82273. */
  82274. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82275. private _setButtonValue;
  82276. private _changes;
  82277. private _checkChanges;
  82278. /**
  82279. * Disposes of th webVRCOntroller
  82280. */
  82281. dispose(): void;
  82282. }
  82283. }
  82284. declare module BABYLON {
  82285. /**
  82286. * The HemisphericLight simulates the ambient environment light,
  82287. * so the passed direction is the light reflection direction, not the incoming direction.
  82288. */
  82289. export class HemisphericLight extends Light {
  82290. /**
  82291. * The groundColor is the light in the opposite direction to the one specified during creation.
  82292. * 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.
  82293. */
  82294. groundColor: Color3;
  82295. /**
  82296. * The light reflection direction, not the incoming direction.
  82297. */
  82298. direction: Vector3;
  82299. /**
  82300. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82301. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82302. * The HemisphericLight can't cast shadows.
  82303. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82304. * @param name The friendly name of the light
  82305. * @param direction The direction of the light reflection
  82306. * @param scene The scene the light belongs to
  82307. */
  82308. constructor(name: string, direction: Vector3, scene: Scene);
  82309. protected _buildUniformLayout(): void;
  82310. /**
  82311. * Returns the string "HemisphericLight".
  82312. * @return The class name
  82313. */
  82314. getClassName(): string;
  82315. /**
  82316. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82317. * Returns the updated direction.
  82318. * @param target The target the direction should point to
  82319. * @return The computed direction
  82320. */
  82321. setDirectionToTarget(target: Vector3): Vector3;
  82322. /**
  82323. * Returns the shadow generator associated to the light.
  82324. * @returns Always null for hemispheric lights because it does not support shadows.
  82325. */
  82326. getShadowGenerator(): Nullable<IShadowGenerator>;
  82327. /**
  82328. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82329. * @param effect The effect to update
  82330. * @param lightIndex The index of the light in the effect to update
  82331. * @returns The hemispheric light
  82332. */
  82333. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82334. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82335. /**
  82336. * Computes the world matrix of the node
  82337. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82338. * @param useWasUpdatedFlag defines a reserved property
  82339. * @returns the world matrix
  82340. */
  82341. computeWorldMatrix(): Matrix;
  82342. /**
  82343. * Returns the integer 3.
  82344. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82345. */
  82346. getTypeID(): number;
  82347. /**
  82348. * Prepares the list of defines specific to the light type.
  82349. * @param defines the list of defines
  82350. * @param lightIndex defines the index of the light for the effect
  82351. */
  82352. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82353. }
  82354. }
  82355. declare module BABYLON {
  82356. /** @hidden */
  82357. export var vrMultiviewToSingleviewPixelShader: {
  82358. name: string;
  82359. shader: string;
  82360. };
  82361. }
  82362. declare module BABYLON {
  82363. /**
  82364. * Renders to multiple views with a single draw call
  82365. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82366. */
  82367. export class MultiviewRenderTarget extends RenderTargetTexture {
  82368. /**
  82369. * Creates a multiview render target
  82370. * @param scene scene used with the render target
  82371. * @param size the size of the render target (used for each view)
  82372. */
  82373. constructor(scene: Scene, size?: number | {
  82374. width: number;
  82375. height: number;
  82376. } | {
  82377. ratio: number;
  82378. });
  82379. /**
  82380. * @hidden
  82381. * @param faceIndex the face index, if its a cube texture
  82382. */
  82383. _bindFrameBuffer(faceIndex?: number): void;
  82384. /**
  82385. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82386. * @returns the view count
  82387. */
  82388. getViewCount(): number;
  82389. }
  82390. }
  82391. declare module BABYLON {
  82392. /**
  82393. * Represents a camera frustum
  82394. */
  82395. export class Frustum {
  82396. /**
  82397. * Gets the planes representing the frustum
  82398. * @param transform matrix to be applied to the returned planes
  82399. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82400. */
  82401. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82402. /**
  82403. * Gets the near frustum plane transformed by the transform matrix
  82404. * @param transform transformation matrix to be applied to the resulting frustum plane
  82405. * @param frustumPlane the resuling frustum plane
  82406. */
  82407. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82408. /**
  82409. * Gets the far frustum plane transformed by the transform matrix
  82410. * @param transform transformation matrix to be applied to the resulting frustum plane
  82411. * @param frustumPlane the resuling frustum plane
  82412. */
  82413. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82414. /**
  82415. * Gets the left frustum plane transformed by the transform matrix
  82416. * @param transform transformation matrix to be applied to the resulting frustum plane
  82417. * @param frustumPlane the resuling frustum plane
  82418. */
  82419. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82420. /**
  82421. * Gets the right frustum plane transformed by the transform matrix
  82422. * @param transform transformation matrix to be applied to the resulting frustum plane
  82423. * @param frustumPlane the resuling frustum plane
  82424. */
  82425. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82426. /**
  82427. * Gets the top frustum plane transformed by the transform matrix
  82428. * @param transform transformation matrix to be applied to the resulting frustum plane
  82429. * @param frustumPlane the resuling frustum plane
  82430. */
  82431. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82432. /**
  82433. * Gets the bottom frustum plane transformed by the transform matrix
  82434. * @param transform transformation matrix to be applied to the resulting frustum plane
  82435. * @param frustumPlane the resuling frustum plane
  82436. */
  82437. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82438. /**
  82439. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82440. * @param transform transformation matrix to be applied to the resulting frustum planes
  82441. * @param frustumPlanes the resuling frustum planes
  82442. */
  82443. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82444. }
  82445. }
  82446. declare module BABYLON {
  82447. interface Engine {
  82448. /**
  82449. * Creates a new multiview render target
  82450. * @param width defines the width of the texture
  82451. * @param height defines the height of the texture
  82452. * @returns the created multiview texture
  82453. */
  82454. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82455. /**
  82456. * Binds a multiview framebuffer to be drawn to
  82457. * @param multiviewTexture texture to bind
  82458. */
  82459. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82460. }
  82461. interface Camera {
  82462. /**
  82463. * @hidden
  82464. * 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)
  82465. */
  82466. _useMultiviewToSingleView: boolean;
  82467. /**
  82468. * @hidden
  82469. * 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)
  82470. */
  82471. _multiviewTexture: Nullable<RenderTargetTexture>;
  82472. /**
  82473. * @hidden
  82474. * ensures the multiview texture of the camera exists and has the specified width/height
  82475. * @param width height to set on the multiview texture
  82476. * @param height width to set on the multiview texture
  82477. */
  82478. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82479. }
  82480. interface Scene {
  82481. /** @hidden */
  82482. _transformMatrixR: Matrix;
  82483. /** @hidden */
  82484. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82485. /** @hidden */
  82486. _createMultiviewUbo(): void;
  82487. /** @hidden */
  82488. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82489. /** @hidden */
  82490. _renderMultiviewToSingleView(camera: Camera): void;
  82491. }
  82492. }
  82493. declare module BABYLON {
  82494. /**
  82495. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82496. * This will not be used for webXR as it supports displaying texture arrays directly
  82497. */
  82498. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82499. /**
  82500. * Initializes a VRMultiviewToSingleview
  82501. * @param name name of the post process
  82502. * @param camera camera to be applied to
  82503. * @param scaleFactor scaling factor to the size of the output texture
  82504. */
  82505. constructor(name: string, camera: Camera, scaleFactor: number);
  82506. }
  82507. }
  82508. declare module BABYLON {
  82509. /**
  82510. * Interface used to define additional presentation attributes
  82511. */
  82512. export interface IVRPresentationAttributes {
  82513. /**
  82514. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  82515. */
  82516. highRefreshRate: boolean;
  82517. /**
  82518. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  82519. */
  82520. foveationLevel: number;
  82521. }
  82522. interface Engine {
  82523. /** @hidden */
  82524. _vrDisplay: any;
  82525. /** @hidden */
  82526. _vrSupported: boolean;
  82527. /** @hidden */
  82528. _oldSize: Size;
  82529. /** @hidden */
  82530. _oldHardwareScaleFactor: number;
  82531. /** @hidden */
  82532. _vrExclusivePointerMode: boolean;
  82533. /** @hidden */
  82534. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82535. /** @hidden */
  82536. _onVRDisplayPointerRestricted: () => void;
  82537. /** @hidden */
  82538. _onVRDisplayPointerUnrestricted: () => void;
  82539. /** @hidden */
  82540. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82541. /** @hidden */
  82542. _onVrDisplayDisconnect: Nullable<() => void>;
  82543. /** @hidden */
  82544. _onVrDisplayPresentChange: Nullable<() => void>;
  82545. /**
  82546. * Observable signaled when VR display mode changes
  82547. */
  82548. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82549. /**
  82550. * Observable signaled when VR request present is complete
  82551. */
  82552. onVRRequestPresentComplete: Observable<boolean>;
  82553. /**
  82554. * Observable signaled when VR request present starts
  82555. */
  82556. onVRRequestPresentStart: Observable<Engine>;
  82557. /**
  82558. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82559. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82560. */
  82561. isInVRExclusivePointerMode: boolean;
  82562. /**
  82563. * Gets a boolean indicating if a webVR device was detected
  82564. * @returns true if a webVR device was detected
  82565. */
  82566. isVRDevicePresent(): boolean;
  82567. /**
  82568. * Gets the current webVR device
  82569. * @returns the current webVR device (or null)
  82570. */
  82571. getVRDevice(): any;
  82572. /**
  82573. * Initializes a webVR display and starts listening to display change events
  82574. * The onVRDisplayChangedObservable will be notified upon these changes
  82575. * @returns A promise containing a VRDisplay and if vr is supported
  82576. */
  82577. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82578. /** @hidden */
  82579. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82580. /**
  82581. * Gets or sets the presentation attributes used to configure VR rendering
  82582. */
  82583. vrPresentationAttributes?: IVRPresentationAttributes;
  82584. /**
  82585. * Call this function to switch to webVR mode
  82586. * Will do nothing if webVR is not supported or if there is no webVR device
  82587. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82588. */
  82589. enableVR(): void;
  82590. /** @hidden */
  82591. _onVRFullScreenTriggered(): void;
  82592. }
  82593. }
  82594. declare module BABYLON {
  82595. /**
  82596. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82597. * IMPORTANT!! The data is right-hand data.
  82598. * @export
  82599. * @interface DevicePose
  82600. */
  82601. export interface DevicePose {
  82602. /**
  82603. * The position of the device, values in array are [x,y,z].
  82604. */
  82605. readonly position: Nullable<Float32Array>;
  82606. /**
  82607. * The linearVelocity of the device, values in array are [x,y,z].
  82608. */
  82609. readonly linearVelocity: Nullable<Float32Array>;
  82610. /**
  82611. * The linearAcceleration of the device, values in array are [x,y,z].
  82612. */
  82613. readonly linearAcceleration: Nullable<Float32Array>;
  82614. /**
  82615. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82616. */
  82617. readonly orientation: Nullable<Float32Array>;
  82618. /**
  82619. * The angularVelocity of the device, values in array are [x,y,z].
  82620. */
  82621. readonly angularVelocity: Nullable<Float32Array>;
  82622. /**
  82623. * The angularAcceleration of the device, values in array are [x,y,z].
  82624. */
  82625. readonly angularAcceleration: Nullable<Float32Array>;
  82626. }
  82627. /**
  82628. * Interface representing a pose controlled object in Babylon.
  82629. * A pose controlled object has both regular pose values as well as pose values
  82630. * from an external device such as a VR head mounted display
  82631. */
  82632. export interface PoseControlled {
  82633. /**
  82634. * The position of the object in babylon space.
  82635. */
  82636. position: Vector3;
  82637. /**
  82638. * The rotation quaternion of the object in babylon space.
  82639. */
  82640. rotationQuaternion: Quaternion;
  82641. /**
  82642. * The position of the device in babylon space.
  82643. */
  82644. devicePosition?: Vector3;
  82645. /**
  82646. * The rotation quaternion of the device in babylon space.
  82647. */
  82648. deviceRotationQuaternion: Quaternion;
  82649. /**
  82650. * The raw pose coming from the device.
  82651. */
  82652. rawPose: Nullable<DevicePose>;
  82653. /**
  82654. * The scale of the device to be used when translating from device space to babylon space.
  82655. */
  82656. deviceScaleFactor: number;
  82657. /**
  82658. * Updates the poseControlled values based on the input device pose.
  82659. * @param poseData the pose data to update the object with
  82660. */
  82661. updateFromDevice(poseData: DevicePose): void;
  82662. }
  82663. /**
  82664. * Set of options to customize the webVRCamera
  82665. */
  82666. export interface WebVROptions {
  82667. /**
  82668. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  82669. */
  82670. trackPosition?: boolean;
  82671. /**
  82672. * Sets the scale of the vrDevice in babylon space. (default: 1)
  82673. */
  82674. positionScale?: number;
  82675. /**
  82676. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  82677. */
  82678. displayName?: string;
  82679. /**
  82680. * Should the native controller meshes be initialized. (default: true)
  82681. */
  82682. controllerMeshes?: boolean;
  82683. /**
  82684. * Creating a default HemiLight only on controllers. (default: true)
  82685. */
  82686. defaultLightingOnControllers?: boolean;
  82687. /**
  82688. * If you don't want to use the default VR button of the helper. (default: false)
  82689. */
  82690. useCustomVRButton?: boolean;
  82691. /**
  82692. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  82693. */
  82694. customVRButton?: HTMLButtonElement;
  82695. /**
  82696. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  82697. */
  82698. rayLength?: number;
  82699. /**
  82700. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  82701. */
  82702. defaultHeight?: number;
  82703. /**
  82704. * If multiview should be used if availible (default: false)
  82705. */
  82706. useMultiview?: boolean;
  82707. }
  82708. /**
  82709. * This represents a WebVR camera.
  82710. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  82711. * @example http://doc.babylonjs.com/how_to/webvr_camera
  82712. */
  82713. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  82714. private webVROptions;
  82715. /**
  82716. * @hidden
  82717. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  82718. */
  82719. _vrDevice: any;
  82720. /**
  82721. * The rawPose of the vrDevice.
  82722. */
  82723. rawPose: Nullable<DevicePose>;
  82724. private _onVREnabled;
  82725. private _specsVersion;
  82726. private _attached;
  82727. private _frameData;
  82728. protected _descendants: Array<Node>;
  82729. private _deviceRoomPosition;
  82730. /** @hidden */
  82731. _deviceRoomRotationQuaternion: Quaternion;
  82732. private _standingMatrix;
  82733. /**
  82734. * Represents device position in babylon space.
  82735. */
  82736. devicePosition: Vector3;
  82737. /**
  82738. * Represents device rotation in babylon space.
  82739. */
  82740. deviceRotationQuaternion: Quaternion;
  82741. /**
  82742. * The scale of the device to be used when translating from device space to babylon space.
  82743. */
  82744. deviceScaleFactor: number;
  82745. private _deviceToWorld;
  82746. private _worldToDevice;
  82747. /**
  82748. * References to the webVR controllers for the vrDevice.
  82749. */
  82750. controllers: Array<WebVRController>;
  82751. /**
  82752. * Emits an event when a controller is attached.
  82753. */
  82754. onControllersAttachedObservable: Observable<WebVRController[]>;
  82755. /**
  82756. * Emits an event when a controller's mesh has been loaded;
  82757. */
  82758. onControllerMeshLoadedObservable: Observable<WebVRController>;
  82759. /**
  82760. * Emits an event when the HMD's pose has been updated.
  82761. */
  82762. onPoseUpdatedFromDeviceObservable: Observable<any>;
  82763. private _poseSet;
  82764. /**
  82765. * If the rig cameras be used as parent instead of this camera.
  82766. */
  82767. rigParenting: boolean;
  82768. private _lightOnControllers;
  82769. private _defaultHeight?;
  82770. /**
  82771. * Instantiates a WebVRFreeCamera.
  82772. * @param name The name of the WebVRFreeCamera
  82773. * @param position The starting anchor position for the camera
  82774. * @param scene The scene the camera belongs to
  82775. * @param webVROptions a set of customizable options for the webVRCamera
  82776. */
  82777. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  82778. /**
  82779. * Gets the device distance from the ground in meters.
  82780. * @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.
  82781. */
  82782. deviceDistanceToRoomGround(): number;
  82783. /**
  82784. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82785. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  82786. */
  82787. useStandingMatrix(callback?: (bool: boolean) => void): void;
  82788. /**
  82789. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82790. * @returns A promise with a boolean set to if the standing matrix is supported.
  82791. */
  82792. useStandingMatrixAsync(): Promise<boolean>;
  82793. /**
  82794. * Disposes the camera
  82795. */
  82796. dispose(): void;
  82797. /**
  82798. * Gets a vrController by name.
  82799. * @param name The name of the controller to retreive
  82800. * @returns the controller matching the name specified or null if not found
  82801. */
  82802. getControllerByName(name: string): Nullable<WebVRController>;
  82803. private _leftController;
  82804. /**
  82805. * The controller corresponding to the users left hand.
  82806. */
  82807. readonly leftController: Nullable<WebVRController>;
  82808. private _rightController;
  82809. /**
  82810. * The controller corresponding to the users right hand.
  82811. */
  82812. readonly rightController: Nullable<WebVRController>;
  82813. /**
  82814. * Casts a ray forward from the vrCamera's gaze.
  82815. * @param length Length of the ray (default: 100)
  82816. * @returns the ray corresponding to the gaze
  82817. */
  82818. getForwardRay(length?: number): Ray;
  82819. /**
  82820. * @hidden
  82821. * Updates the camera based on device's frame data
  82822. */
  82823. _checkInputs(): void;
  82824. /**
  82825. * Updates the poseControlled values based on the input device pose.
  82826. * @param poseData Pose coming from the device
  82827. */
  82828. updateFromDevice(poseData: DevicePose): void;
  82829. private _htmlElementAttached;
  82830. private _detachIfAttached;
  82831. /**
  82832. * WebVR's attach control will start broadcasting frames to the device.
  82833. * Note that in certain browsers (chrome for example) this function must be called
  82834. * within a user-interaction callback. Example:
  82835. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  82836. *
  82837. * @param element html element to attach the vrDevice to
  82838. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  82839. */
  82840. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  82841. /**
  82842. * Detaches the camera from the html element and disables VR
  82843. *
  82844. * @param element html element to detach from
  82845. */
  82846. detachControl(element: HTMLElement): void;
  82847. /**
  82848. * @returns the name of this class
  82849. */
  82850. getClassName(): string;
  82851. /**
  82852. * Calls resetPose on the vrDisplay
  82853. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  82854. */
  82855. resetToCurrentRotation(): void;
  82856. /**
  82857. * @hidden
  82858. * Updates the rig cameras (left and right eye)
  82859. */
  82860. _updateRigCameras(): void;
  82861. private _workingVector;
  82862. private _oneVector;
  82863. private _workingMatrix;
  82864. private updateCacheCalled;
  82865. private _correctPositionIfNotTrackPosition;
  82866. /**
  82867. * @hidden
  82868. * Updates the cached values of the camera
  82869. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  82870. */
  82871. _updateCache(ignoreParentClass?: boolean): void;
  82872. /**
  82873. * @hidden
  82874. * Get current device position in babylon world
  82875. */
  82876. _computeDevicePosition(): void;
  82877. /**
  82878. * Updates the current device position and rotation in the babylon world
  82879. */
  82880. update(): void;
  82881. /**
  82882. * @hidden
  82883. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  82884. * @returns an identity matrix
  82885. */
  82886. _getViewMatrix(): Matrix;
  82887. private _tmpMatrix;
  82888. /**
  82889. * This function is called by the two RIG cameras.
  82890. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  82891. * @hidden
  82892. */
  82893. _getWebVRViewMatrix(): Matrix;
  82894. /** @hidden */
  82895. _getWebVRProjectionMatrix(): Matrix;
  82896. private _onGamepadConnectedObserver;
  82897. private _onGamepadDisconnectedObserver;
  82898. private _updateCacheWhenTrackingDisabledObserver;
  82899. /**
  82900. * Initializes the controllers and their meshes
  82901. */
  82902. initControllers(): void;
  82903. }
  82904. }
  82905. declare module BABYLON {
  82906. /**
  82907. * Size options for a post process
  82908. */
  82909. export type PostProcessOptions = {
  82910. width: number;
  82911. height: number;
  82912. };
  82913. /**
  82914. * PostProcess can be used to apply a shader to a texture after it has been rendered
  82915. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  82916. */
  82917. export class PostProcess {
  82918. /** Name of the PostProcess. */
  82919. name: string;
  82920. /**
  82921. * Gets or sets the unique id of the post process
  82922. */
  82923. uniqueId: number;
  82924. /**
  82925. * Width of the texture to apply the post process on
  82926. */
  82927. width: number;
  82928. /**
  82929. * Height of the texture to apply the post process on
  82930. */
  82931. height: number;
  82932. /**
  82933. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  82934. * @hidden
  82935. */
  82936. _outputTexture: Nullable<InternalTexture>;
  82937. /**
  82938. * Sampling mode used by the shader
  82939. * See https://doc.babylonjs.com/classes/3.1/texture
  82940. */
  82941. renderTargetSamplingMode: number;
  82942. /**
  82943. * Clear color to use when screen clearing
  82944. */
  82945. clearColor: Color4;
  82946. /**
  82947. * If the buffer needs to be cleared before applying the post process. (default: true)
  82948. * Should be set to false if shader will overwrite all previous pixels.
  82949. */
  82950. autoClear: boolean;
  82951. /**
  82952. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  82953. */
  82954. alphaMode: number;
  82955. /**
  82956. * Sets the setAlphaBlendConstants of the babylon engine
  82957. */
  82958. alphaConstants: Color4;
  82959. /**
  82960. * Animations to be used for the post processing
  82961. */
  82962. animations: Animation[];
  82963. /**
  82964. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  82965. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  82966. */
  82967. enablePixelPerfectMode: boolean;
  82968. /**
  82969. * Force the postprocess to be applied without taking in account viewport
  82970. */
  82971. forceFullscreenViewport: boolean;
  82972. /**
  82973. * List of inspectable custom properties (used by the Inspector)
  82974. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  82975. */
  82976. inspectableCustomProperties: IInspectable[];
  82977. /**
  82978. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  82979. *
  82980. * | Value | Type | Description |
  82981. * | ----- | ----------------------------------- | ----------- |
  82982. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  82983. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  82984. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  82985. *
  82986. */
  82987. scaleMode: number;
  82988. /**
  82989. * Force textures to be a power of two (default: false)
  82990. */
  82991. alwaysForcePOT: boolean;
  82992. private _samples;
  82993. /**
  82994. * Number of sample textures (default: 1)
  82995. */
  82996. samples: number;
  82997. /**
  82998. * Modify the scale of the post process to be the same as the viewport (default: false)
  82999. */
  83000. adaptScaleToCurrentViewport: boolean;
  83001. private _camera;
  83002. private _scene;
  83003. private _engine;
  83004. private _options;
  83005. private _reusable;
  83006. private _textureType;
  83007. /**
  83008. * Smart array of input and output textures for the post process.
  83009. * @hidden
  83010. */
  83011. _textures: SmartArray<InternalTexture>;
  83012. /**
  83013. * The index in _textures that corresponds to the output texture.
  83014. * @hidden
  83015. */
  83016. _currentRenderTextureInd: number;
  83017. private _effect;
  83018. private _samplers;
  83019. private _fragmentUrl;
  83020. private _vertexUrl;
  83021. private _parameters;
  83022. private _scaleRatio;
  83023. protected _indexParameters: any;
  83024. private _shareOutputWithPostProcess;
  83025. private _texelSize;
  83026. private _forcedOutputTexture;
  83027. /**
  83028. * Returns the fragment url or shader name used in the post process.
  83029. * @returns the fragment url or name in the shader store.
  83030. */
  83031. getEffectName(): string;
  83032. /**
  83033. * An event triggered when the postprocess is activated.
  83034. */
  83035. onActivateObservable: Observable<Camera>;
  83036. private _onActivateObserver;
  83037. /**
  83038. * A function that is added to the onActivateObservable
  83039. */
  83040. onActivate: Nullable<(camera: Camera) => void>;
  83041. /**
  83042. * An event triggered when the postprocess changes its size.
  83043. */
  83044. onSizeChangedObservable: Observable<PostProcess>;
  83045. private _onSizeChangedObserver;
  83046. /**
  83047. * A function that is added to the onSizeChangedObservable
  83048. */
  83049. onSizeChanged: (postProcess: PostProcess) => void;
  83050. /**
  83051. * An event triggered when the postprocess applies its effect.
  83052. */
  83053. onApplyObservable: Observable<Effect>;
  83054. private _onApplyObserver;
  83055. /**
  83056. * A function that is added to the onApplyObservable
  83057. */
  83058. onApply: (effect: Effect) => void;
  83059. /**
  83060. * An event triggered before rendering the postprocess
  83061. */
  83062. onBeforeRenderObservable: Observable<Effect>;
  83063. private _onBeforeRenderObserver;
  83064. /**
  83065. * A function that is added to the onBeforeRenderObservable
  83066. */
  83067. onBeforeRender: (effect: Effect) => void;
  83068. /**
  83069. * An event triggered after rendering the postprocess
  83070. */
  83071. onAfterRenderObservable: Observable<Effect>;
  83072. private _onAfterRenderObserver;
  83073. /**
  83074. * A function that is added to the onAfterRenderObservable
  83075. */
  83076. onAfterRender: (efect: Effect) => void;
  83077. /**
  83078. * 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
  83079. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83080. */
  83081. inputTexture: InternalTexture;
  83082. /**
  83083. * Gets the camera which post process is applied to.
  83084. * @returns The camera the post process is applied to.
  83085. */
  83086. getCamera(): Camera;
  83087. /**
  83088. * Gets the texel size of the postprocess.
  83089. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83090. */
  83091. readonly texelSize: Vector2;
  83092. /**
  83093. * Creates a new instance PostProcess
  83094. * @param name The name of the PostProcess.
  83095. * @param fragmentUrl The url of the fragment shader to be used.
  83096. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83097. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83098. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83099. * @param camera The camera to apply the render pass to.
  83100. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83101. * @param engine The engine which the post process will be applied. (default: current engine)
  83102. * @param reusable If the post process can be reused on the same frame. (default: false)
  83103. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83104. * @param textureType Type of textures used when performing the post process. (default: 0)
  83105. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83106. * @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
  83107. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83108. */
  83109. constructor(
  83110. /** Name of the PostProcess. */
  83111. 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);
  83112. /**
  83113. * Gets a string idenfifying the name of the class
  83114. * @returns "PostProcess" string
  83115. */
  83116. getClassName(): string;
  83117. /**
  83118. * Gets the engine which this post process belongs to.
  83119. * @returns The engine the post process was enabled with.
  83120. */
  83121. getEngine(): Engine;
  83122. /**
  83123. * The effect that is created when initializing the post process.
  83124. * @returns The created effect corresponding the the postprocess.
  83125. */
  83126. getEffect(): Effect;
  83127. /**
  83128. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83129. * @param postProcess The post process to share the output with.
  83130. * @returns This post process.
  83131. */
  83132. shareOutputWith(postProcess: PostProcess): PostProcess;
  83133. /**
  83134. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83135. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83136. */
  83137. useOwnOutput(): void;
  83138. /**
  83139. * Updates the effect with the current post process compile time values and recompiles the shader.
  83140. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83141. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83142. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83143. * @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
  83144. * @param onCompiled Called when the shader has been compiled.
  83145. * @param onError Called if there is an error when compiling a shader.
  83146. */
  83147. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83148. /**
  83149. * The post process is reusable if it can be used multiple times within one frame.
  83150. * @returns If the post process is reusable
  83151. */
  83152. isReusable(): boolean;
  83153. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83154. markTextureDirty(): void;
  83155. /**
  83156. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83157. * 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.
  83158. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83159. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83160. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83161. * @returns The target texture that was bound to be written to.
  83162. */
  83163. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83164. /**
  83165. * If the post process is supported.
  83166. */
  83167. readonly isSupported: boolean;
  83168. /**
  83169. * The aspect ratio of the output texture.
  83170. */
  83171. readonly aspectRatio: number;
  83172. /**
  83173. * Get a value indicating if the post-process is ready to be used
  83174. * @returns true if the post-process is ready (shader is compiled)
  83175. */
  83176. isReady(): boolean;
  83177. /**
  83178. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83179. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83180. */
  83181. apply(): Nullable<Effect>;
  83182. private _disposeTextures;
  83183. /**
  83184. * Disposes the post process.
  83185. * @param camera The camera to dispose the post process on.
  83186. */
  83187. dispose(camera?: Camera): void;
  83188. }
  83189. }
  83190. declare module BABYLON {
  83191. /** @hidden */
  83192. export var kernelBlurVaryingDeclaration: {
  83193. name: string;
  83194. shader: string;
  83195. };
  83196. }
  83197. declare module BABYLON {
  83198. /** @hidden */
  83199. export var kernelBlurFragment: {
  83200. name: string;
  83201. shader: string;
  83202. };
  83203. }
  83204. declare module BABYLON {
  83205. /** @hidden */
  83206. export var kernelBlurFragment2: {
  83207. name: string;
  83208. shader: string;
  83209. };
  83210. }
  83211. declare module BABYLON {
  83212. /** @hidden */
  83213. export var kernelBlurPixelShader: {
  83214. name: string;
  83215. shader: string;
  83216. };
  83217. }
  83218. declare module BABYLON {
  83219. /** @hidden */
  83220. export var kernelBlurVertex: {
  83221. name: string;
  83222. shader: string;
  83223. };
  83224. }
  83225. declare module BABYLON {
  83226. /** @hidden */
  83227. export var kernelBlurVertexShader: {
  83228. name: string;
  83229. shader: string;
  83230. };
  83231. }
  83232. declare module BABYLON {
  83233. /**
  83234. * The Blur Post Process which blurs an image based on a kernel and direction.
  83235. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83236. */
  83237. export class BlurPostProcess extends PostProcess {
  83238. /** The direction in which to blur the image. */
  83239. direction: Vector2;
  83240. private blockCompilation;
  83241. protected _kernel: number;
  83242. protected _idealKernel: number;
  83243. protected _packedFloat: boolean;
  83244. private _staticDefines;
  83245. /**
  83246. * Sets the length in pixels of the blur sample region
  83247. */
  83248. /**
  83249. * Gets the length in pixels of the blur sample region
  83250. */
  83251. kernel: number;
  83252. /**
  83253. * Sets wether or not the blur needs to unpack/repack floats
  83254. */
  83255. /**
  83256. * Gets wether or not the blur is unpacking/repacking floats
  83257. */
  83258. packedFloat: boolean;
  83259. /**
  83260. * Creates a new instance BlurPostProcess
  83261. * @param name The name of the effect.
  83262. * @param direction The direction in which to blur the image.
  83263. * @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.
  83264. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83265. * @param camera The camera to apply the render pass to.
  83266. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83267. * @param engine The engine which the post process will be applied. (default: current engine)
  83268. * @param reusable If the post process can be reused on the same frame. (default: false)
  83269. * @param textureType Type of textures used when performing the post process. (default: 0)
  83270. * @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)
  83271. */
  83272. constructor(name: string,
  83273. /** The direction in which to blur the image. */
  83274. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83275. /**
  83276. * Updates the effect with the current post process compile time values and recompiles the shader.
  83277. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83278. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83279. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83280. * @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
  83281. * @param onCompiled Called when the shader has been compiled.
  83282. * @param onError Called if there is an error when compiling a shader.
  83283. */
  83284. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83285. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83286. /**
  83287. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83288. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83289. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83290. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83291. * The gaps between physical kernels are compensated for in the weighting of the samples
  83292. * @param idealKernel Ideal blur kernel.
  83293. * @return Nearest best kernel.
  83294. */
  83295. protected _nearestBestKernel(idealKernel: number): number;
  83296. /**
  83297. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83298. * @param x The point on the Gaussian distribution to sample.
  83299. * @return the value of the Gaussian function at x.
  83300. */
  83301. protected _gaussianWeight(x: number): number;
  83302. /**
  83303. * Generates a string that can be used as a floating point number in GLSL.
  83304. * @param x Value to print.
  83305. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83306. * @return GLSL float string.
  83307. */
  83308. protected _glslFloat(x: number, decimalFigures?: number): string;
  83309. }
  83310. }
  83311. declare module BABYLON {
  83312. /**
  83313. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83314. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83315. * You can then easily use it as a reflectionTexture on a flat surface.
  83316. * In case the surface is not a plane, please consider relying on reflection probes.
  83317. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83318. */
  83319. export class MirrorTexture extends RenderTargetTexture {
  83320. private scene;
  83321. /**
  83322. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83323. * 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.
  83324. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83325. */
  83326. mirrorPlane: Plane;
  83327. /**
  83328. * Define the blur ratio used to blur the reflection if needed.
  83329. */
  83330. blurRatio: number;
  83331. /**
  83332. * Define the adaptive blur kernel used to blur the reflection if needed.
  83333. * This will autocompute the closest best match for the `blurKernel`
  83334. */
  83335. adaptiveBlurKernel: number;
  83336. /**
  83337. * Define the blur kernel used to blur the reflection if needed.
  83338. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83339. */
  83340. blurKernel: number;
  83341. /**
  83342. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83343. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83344. */
  83345. blurKernelX: number;
  83346. /**
  83347. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83348. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83349. */
  83350. blurKernelY: number;
  83351. private _autoComputeBlurKernel;
  83352. protected _onRatioRescale(): void;
  83353. private _updateGammaSpace;
  83354. private _imageProcessingConfigChangeObserver;
  83355. private _transformMatrix;
  83356. private _mirrorMatrix;
  83357. private _savedViewMatrix;
  83358. private _blurX;
  83359. private _blurY;
  83360. private _adaptiveBlurKernel;
  83361. private _blurKernelX;
  83362. private _blurKernelY;
  83363. private _blurRatio;
  83364. /**
  83365. * Instantiates a Mirror Texture.
  83366. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83367. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83368. * You can then easily use it as a reflectionTexture on a flat surface.
  83369. * In case the surface is not a plane, please consider relying on reflection probes.
  83370. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83371. * @param name
  83372. * @param size
  83373. * @param scene
  83374. * @param generateMipMaps
  83375. * @param type
  83376. * @param samplingMode
  83377. * @param generateDepthBuffer
  83378. */
  83379. constructor(name: string, size: number | {
  83380. width: number;
  83381. height: number;
  83382. } | {
  83383. ratio: number;
  83384. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83385. private _preparePostProcesses;
  83386. /**
  83387. * Clone the mirror texture.
  83388. * @returns the cloned texture
  83389. */
  83390. clone(): MirrorTexture;
  83391. /**
  83392. * Serialize the texture to a JSON representation you could use in Parse later on
  83393. * @returns the serialized JSON representation
  83394. */
  83395. serialize(): any;
  83396. /**
  83397. * Dispose the texture and release its associated resources.
  83398. */
  83399. dispose(): void;
  83400. }
  83401. }
  83402. declare module BABYLON {
  83403. /**
  83404. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83405. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83406. */
  83407. export class Texture extends BaseTexture {
  83408. /**
  83409. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83410. */
  83411. static SerializeBuffers: boolean;
  83412. /** @hidden */
  83413. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83414. /** @hidden */
  83415. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83416. /** @hidden */
  83417. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83418. /** nearest is mag = nearest and min = nearest and mip = linear */
  83419. static readonly NEAREST_SAMPLINGMODE: number;
  83420. /** nearest is mag = nearest and min = nearest and mip = linear */
  83421. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83422. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83423. static readonly BILINEAR_SAMPLINGMODE: number;
  83424. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83425. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83426. /** Trilinear is mag = linear and min = linear and mip = linear */
  83427. static readonly TRILINEAR_SAMPLINGMODE: number;
  83428. /** Trilinear is mag = linear and min = linear and mip = linear */
  83429. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83430. /** mag = nearest and min = nearest and mip = nearest */
  83431. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83432. /** mag = nearest and min = linear and mip = nearest */
  83433. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83434. /** mag = nearest and min = linear and mip = linear */
  83435. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83436. /** mag = nearest and min = linear and mip = none */
  83437. static readonly NEAREST_LINEAR: number;
  83438. /** mag = nearest and min = nearest and mip = none */
  83439. static readonly NEAREST_NEAREST: number;
  83440. /** mag = linear and min = nearest and mip = nearest */
  83441. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83442. /** mag = linear and min = nearest and mip = linear */
  83443. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83444. /** mag = linear and min = linear and mip = none */
  83445. static readonly LINEAR_LINEAR: number;
  83446. /** mag = linear and min = nearest and mip = none */
  83447. static readonly LINEAR_NEAREST: number;
  83448. /** Explicit coordinates mode */
  83449. static readonly EXPLICIT_MODE: number;
  83450. /** Spherical coordinates mode */
  83451. static readonly SPHERICAL_MODE: number;
  83452. /** Planar coordinates mode */
  83453. static readonly PLANAR_MODE: number;
  83454. /** Cubic coordinates mode */
  83455. static readonly CUBIC_MODE: number;
  83456. /** Projection coordinates mode */
  83457. static readonly PROJECTION_MODE: number;
  83458. /** Inverse Cubic coordinates mode */
  83459. static readonly SKYBOX_MODE: number;
  83460. /** Inverse Cubic coordinates mode */
  83461. static readonly INVCUBIC_MODE: number;
  83462. /** Equirectangular coordinates mode */
  83463. static readonly EQUIRECTANGULAR_MODE: number;
  83464. /** Equirectangular Fixed coordinates mode */
  83465. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83466. /** Equirectangular Fixed Mirrored coordinates mode */
  83467. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83468. /** Texture is not repeating outside of 0..1 UVs */
  83469. static readonly CLAMP_ADDRESSMODE: number;
  83470. /** Texture is repeating outside of 0..1 UVs */
  83471. static readonly WRAP_ADDRESSMODE: number;
  83472. /** Texture is repeating and mirrored */
  83473. static readonly MIRROR_ADDRESSMODE: number;
  83474. /**
  83475. * 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
  83476. */
  83477. static UseSerializedUrlIfAny: boolean;
  83478. /**
  83479. * Define the url of the texture.
  83480. */
  83481. url: Nullable<string>;
  83482. /**
  83483. * Define an offset on the texture to offset the u coordinates of the UVs
  83484. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83485. */
  83486. uOffset: number;
  83487. /**
  83488. * Define an offset on the texture to offset the v coordinates of the UVs
  83489. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83490. */
  83491. vOffset: number;
  83492. /**
  83493. * Define an offset on the texture to scale the u coordinates of the UVs
  83494. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83495. */
  83496. uScale: number;
  83497. /**
  83498. * Define an offset on the texture to scale the v coordinates of the UVs
  83499. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83500. */
  83501. vScale: number;
  83502. /**
  83503. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83504. * @see http://doc.babylonjs.com/how_to/more_materials
  83505. */
  83506. uAng: number;
  83507. /**
  83508. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83509. * @see http://doc.babylonjs.com/how_to/more_materials
  83510. */
  83511. vAng: number;
  83512. /**
  83513. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83514. * @see http://doc.babylonjs.com/how_to/more_materials
  83515. */
  83516. wAng: number;
  83517. /**
  83518. * Defines the center of rotation (U)
  83519. */
  83520. uRotationCenter: number;
  83521. /**
  83522. * Defines the center of rotation (V)
  83523. */
  83524. vRotationCenter: number;
  83525. /**
  83526. * Defines the center of rotation (W)
  83527. */
  83528. wRotationCenter: number;
  83529. /**
  83530. * Are mip maps generated for this texture or not.
  83531. */
  83532. readonly noMipmap: boolean;
  83533. /**
  83534. * List of inspectable custom properties (used by the Inspector)
  83535. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83536. */
  83537. inspectableCustomProperties: Nullable<IInspectable[]>;
  83538. private _noMipmap;
  83539. /** @hidden */
  83540. _invertY: boolean;
  83541. private _rowGenerationMatrix;
  83542. private _cachedTextureMatrix;
  83543. private _projectionModeMatrix;
  83544. private _t0;
  83545. private _t1;
  83546. private _t2;
  83547. private _cachedUOffset;
  83548. private _cachedVOffset;
  83549. private _cachedUScale;
  83550. private _cachedVScale;
  83551. private _cachedUAng;
  83552. private _cachedVAng;
  83553. private _cachedWAng;
  83554. private _cachedProjectionMatrixId;
  83555. private _cachedCoordinatesMode;
  83556. /** @hidden */
  83557. protected _initialSamplingMode: number;
  83558. /** @hidden */
  83559. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83560. private _deleteBuffer;
  83561. protected _format: Nullable<number>;
  83562. private _delayedOnLoad;
  83563. private _delayedOnError;
  83564. private _mimeType?;
  83565. /**
  83566. * Observable triggered once the texture has been loaded.
  83567. */
  83568. onLoadObservable: Observable<Texture>;
  83569. protected _isBlocking: boolean;
  83570. /**
  83571. * Is the texture preventing material to render while loading.
  83572. * If false, a default texture will be used instead of the loading one during the preparation step.
  83573. */
  83574. isBlocking: boolean;
  83575. /**
  83576. * Get the current sampling mode associated with the texture.
  83577. */
  83578. readonly samplingMode: number;
  83579. /**
  83580. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83581. */
  83582. readonly invertY: boolean;
  83583. /**
  83584. * Instantiates a new texture.
  83585. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83586. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83587. * @param url defines the url of the picture to load as a texture
  83588. * @param scene defines the scene or engine the texture will belong to
  83589. * @param noMipmap defines if the texture will require mip maps or not
  83590. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83591. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83592. * @param onLoad defines a callback triggered when the texture has been loaded
  83593. * @param onError defines a callback triggered when an error occurred during the loading session
  83594. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83595. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83596. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83597. * @param mimeType defines an optional mime type information
  83598. */
  83599. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  83600. /**
  83601. * Update the url (and optional buffer) of this texture if url was null during construction.
  83602. * @param url the url of the texture
  83603. * @param buffer the buffer of the texture (defaults to null)
  83604. * @param onLoad callback called when the texture is loaded (defaults to null)
  83605. */
  83606. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83607. /**
  83608. * Finish the loading sequence of a texture flagged as delayed load.
  83609. * @hidden
  83610. */
  83611. delayLoad(): void;
  83612. private _prepareRowForTextureGeneration;
  83613. /**
  83614. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83615. * @returns the transform matrix of the texture.
  83616. */
  83617. getTextureMatrix(): Matrix;
  83618. /**
  83619. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83620. * @returns The reflection texture transform
  83621. */
  83622. getReflectionTextureMatrix(): Matrix;
  83623. /**
  83624. * Clones the texture.
  83625. * @returns the cloned texture
  83626. */
  83627. clone(): Texture;
  83628. /**
  83629. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83630. * @returns The JSON representation of the texture
  83631. */
  83632. serialize(): any;
  83633. /**
  83634. * Get the current class name of the texture useful for serialization or dynamic coding.
  83635. * @returns "Texture"
  83636. */
  83637. getClassName(): string;
  83638. /**
  83639. * Dispose the texture and release its associated resources.
  83640. */
  83641. dispose(): void;
  83642. /**
  83643. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83644. * @param parsedTexture Define the JSON representation of the texture
  83645. * @param scene Define the scene the parsed texture should be instantiated in
  83646. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83647. * @returns The parsed texture if successful
  83648. */
  83649. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83650. /**
  83651. * Creates a texture from its base 64 representation.
  83652. * @param data Define the base64 payload without the data: prefix
  83653. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83654. * @param scene Define the scene the texture should belong to
  83655. * @param noMipmap Forces the texture to not create mip map information if true
  83656. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83657. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83658. * @param onLoad define a callback triggered when the texture has been loaded
  83659. * @param onError define a callback triggered when an error occurred during the loading session
  83660. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83661. * @returns the created texture
  83662. */
  83663. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  83664. /**
  83665. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  83666. * @param data Define the base64 payload without the data: prefix
  83667. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83668. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  83669. * @param scene Define the scene the texture should belong to
  83670. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  83671. * @param noMipmap Forces the texture to not create mip map information if true
  83672. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83673. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83674. * @param onLoad define a callback triggered when the texture has been loaded
  83675. * @param onError define a callback triggered when an error occurred during the loading session
  83676. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83677. * @returns the created texture
  83678. */
  83679. 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;
  83680. }
  83681. }
  83682. declare module BABYLON {
  83683. /**
  83684. * PostProcessManager is used to manage one or more post processes or post process pipelines
  83685. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83686. */
  83687. export class PostProcessManager {
  83688. private _scene;
  83689. private _indexBuffer;
  83690. private _vertexBuffers;
  83691. /**
  83692. * Creates a new instance PostProcess
  83693. * @param scene The scene that the post process is associated with.
  83694. */
  83695. constructor(scene: Scene);
  83696. private _prepareBuffers;
  83697. private _buildIndexBuffer;
  83698. /**
  83699. * Rebuilds the vertex buffers of the manager.
  83700. * @hidden
  83701. */
  83702. _rebuild(): void;
  83703. /**
  83704. * Prepares a frame to be run through a post process.
  83705. * @param sourceTexture The input texture to the post procesess. (default: null)
  83706. * @param postProcesses An array of post processes to be run. (default: null)
  83707. * @returns True if the post processes were able to be run.
  83708. * @hidden
  83709. */
  83710. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  83711. /**
  83712. * Manually render a set of post processes to a texture.
  83713. * @param postProcesses An array of post processes to be run.
  83714. * @param targetTexture The target texture to render to.
  83715. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  83716. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  83717. * @param lodLevel defines which lod of the texture to render to
  83718. */
  83719. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  83720. /**
  83721. * Finalize the result of the output of the postprocesses.
  83722. * @param doNotPresent If true the result will not be displayed to the screen.
  83723. * @param targetTexture The target texture to render to.
  83724. * @param faceIndex The index of the face to bind the target texture to.
  83725. * @param postProcesses The array of post processes to render.
  83726. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  83727. * @hidden
  83728. */
  83729. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  83730. /**
  83731. * Disposes of the post process manager.
  83732. */
  83733. dispose(): void;
  83734. }
  83735. }
  83736. declare module BABYLON {
  83737. /** Interface used by value gradients (color, factor, ...) */
  83738. export interface IValueGradient {
  83739. /**
  83740. * Gets or sets the gradient value (between 0 and 1)
  83741. */
  83742. gradient: number;
  83743. }
  83744. /** Class used to store color4 gradient */
  83745. export class ColorGradient implements IValueGradient {
  83746. /**
  83747. * Gets or sets the gradient value (between 0 and 1)
  83748. */
  83749. gradient: number;
  83750. /**
  83751. * Gets or sets first associated color
  83752. */
  83753. color1: Color4;
  83754. /**
  83755. * Gets or sets second associated color
  83756. */
  83757. color2?: Color4;
  83758. /**
  83759. * Will get a color picked randomly between color1 and color2.
  83760. * If color2 is undefined then color1 will be used
  83761. * @param result defines the target Color4 to store the result in
  83762. */
  83763. getColorToRef(result: Color4): void;
  83764. }
  83765. /** Class used to store color 3 gradient */
  83766. export class Color3Gradient implements IValueGradient {
  83767. /**
  83768. * Gets or sets the gradient value (between 0 and 1)
  83769. */
  83770. gradient: number;
  83771. /**
  83772. * Gets or sets the associated color
  83773. */
  83774. color: Color3;
  83775. }
  83776. /** Class used to store factor gradient */
  83777. export class FactorGradient implements IValueGradient {
  83778. /**
  83779. * Gets or sets the gradient value (between 0 and 1)
  83780. */
  83781. gradient: number;
  83782. /**
  83783. * Gets or sets first associated factor
  83784. */
  83785. factor1: number;
  83786. /**
  83787. * Gets or sets second associated factor
  83788. */
  83789. factor2?: number;
  83790. /**
  83791. * Will get a number picked randomly between factor1 and factor2.
  83792. * If factor2 is undefined then factor1 will be used
  83793. * @returns the picked number
  83794. */
  83795. getFactor(): number;
  83796. }
  83797. /**
  83798. * Helper used to simplify some generic gradient tasks
  83799. */
  83800. export class GradientHelper {
  83801. /**
  83802. * Gets the current gradient from an array of IValueGradient
  83803. * @param ratio defines the current ratio to get
  83804. * @param gradients defines the array of IValueGradient
  83805. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  83806. */
  83807. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  83808. }
  83809. }
  83810. declare module BABYLON {
  83811. interface ThinEngine {
  83812. /**
  83813. * Creates a dynamic texture
  83814. * @param width defines the width of the texture
  83815. * @param height defines the height of the texture
  83816. * @param generateMipMaps defines if the engine should generate the mip levels
  83817. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  83818. * @returns the dynamic texture inside an InternalTexture
  83819. */
  83820. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  83821. /**
  83822. * Update the content of a dynamic texture
  83823. * @param texture defines the texture to update
  83824. * @param canvas defines the canvas containing the source
  83825. * @param invertY defines if data must be stored with Y axis inverted
  83826. * @param premulAlpha defines if alpha is stored as premultiplied
  83827. * @param format defines the format of the data
  83828. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  83829. */
  83830. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  83831. }
  83832. }
  83833. declare module BABYLON {
  83834. /**
  83835. * Helper class used to generate a canvas to manipulate images
  83836. */
  83837. export class CanvasGenerator {
  83838. /**
  83839. * Create a new canvas (or offscreen canvas depending on the context)
  83840. * @param width defines the expected width
  83841. * @param height defines the expected height
  83842. * @return a new canvas or offscreen canvas
  83843. */
  83844. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  83845. }
  83846. }
  83847. declare module BABYLON {
  83848. /**
  83849. * A class extending Texture allowing drawing on a texture
  83850. * @see http://doc.babylonjs.com/how_to/dynamictexture
  83851. */
  83852. export class DynamicTexture extends Texture {
  83853. private _generateMipMaps;
  83854. private _canvas;
  83855. private _context;
  83856. private _engine;
  83857. /**
  83858. * Creates a DynamicTexture
  83859. * @param name defines the name of the texture
  83860. * @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
  83861. * @param scene defines the scene where you want the texture
  83862. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  83863. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  83864. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  83865. */
  83866. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  83867. /**
  83868. * Get the current class name of the texture useful for serialization or dynamic coding.
  83869. * @returns "DynamicTexture"
  83870. */
  83871. getClassName(): string;
  83872. /**
  83873. * Gets the current state of canRescale
  83874. */
  83875. readonly canRescale: boolean;
  83876. private _recreate;
  83877. /**
  83878. * Scales the texture
  83879. * @param ratio the scale factor to apply to both width and height
  83880. */
  83881. scale(ratio: number): void;
  83882. /**
  83883. * Resizes the texture
  83884. * @param width the new width
  83885. * @param height the new height
  83886. */
  83887. scaleTo(width: number, height: number): void;
  83888. /**
  83889. * Gets the context of the canvas used by the texture
  83890. * @returns the canvas context of the dynamic texture
  83891. */
  83892. getContext(): CanvasRenderingContext2D;
  83893. /**
  83894. * Clears the texture
  83895. */
  83896. clear(): void;
  83897. /**
  83898. * Updates the texture
  83899. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83900. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  83901. */
  83902. update(invertY?: boolean, premulAlpha?: boolean): void;
  83903. /**
  83904. * Draws text onto the texture
  83905. * @param text defines the text to be drawn
  83906. * @param x defines the placement of the text from the left
  83907. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  83908. * @param font defines the font to be used with font-style, font-size, font-name
  83909. * @param color defines the color used for the text
  83910. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  83911. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83912. * @param update defines whether texture is immediately update (default is true)
  83913. */
  83914. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  83915. /**
  83916. * Clones the texture
  83917. * @returns the clone of the texture.
  83918. */
  83919. clone(): DynamicTexture;
  83920. /**
  83921. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  83922. * @returns a serialized dynamic texture object
  83923. */
  83924. serialize(): any;
  83925. /** @hidden */
  83926. _rebuild(): void;
  83927. }
  83928. }
  83929. declare module BABYLON {
  83930. interface AbstractScene {
  83931. /**
  83932. * The list of procedural textures added to the scene
  83933. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83934. */
  83935. proceduralTextures: Array<ProceduralTexture>;
  83936. }
  83937. /**
  83938. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  83939. * in a given scene.
  83940. */
  83941. export class ProceduralTextureSceneComponent implements ISceneComponent {
  83942. /**
  83943. * The component name helpfull to identify the component in the list of scene components.
  83944. */
  83945. readonly name: string;
  83946. /**
  83947. * The scene the component belongs to.
  83948. */
  83949. scene: Scene;
  83950. /**
  83951. * Creates a new instance of the component for the given scene
  83952. * @param scene Defines the scene to register the component in
  83953. */
  83954. constructor(scene: Scene);
  83955. /**
  83956. * Registers the component in a given scene
  83957. */
  83958. register(): void;
  83959. /**
  83960. * Rebuilds the elements related to this component in case of
  83961. * context lost for instance.
  83962. */
  83963. rebuild(): void;
  83964. /**
  83965. * Disposes the component and the associated ressources.
  83966. */
  83967. dispose(): void;
  83968. private _beforeClear;
  83969. }
  83970. }
  83971. declare module BABYLON {
  83972. interface ThinEngine {
  83973. /**
  83974. * Creates a new render target cube texture
  83975. * @param size defines the size of the texture
  83976. * @param options defines the options used to create the texture
  83977. * @returns a new render target cube texture stored in an InternalTexture
  83978. */
  83979. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  83980. }
  83981. }
  83982. declare module BABYLON {
  83983. /** @hidden */
  83984. export var proceduralVertexShader: {
  83985. name: string;
  83986. shader: string;
  83987. };
  83988. }
  83989. declare module BABYLON {
  83990. /**
  83991. * 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.
  83992. * This is the base class of any Procedural texture and contains most of the shareable code.
  83993. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83994. */
  83995. export class ProceduralTexture extends Texture {
  83996. isCube: boolean;
  83997. /**
  83998. * Define if the texture is enabled or not (disabled texture will not render)
  83999. */
  84000. isEnabled: boolean;
  84001. /**
  84002. * Define if the texture must be cleared before rendering (default is true)
  84003. */
  84004. autoClear: boolean;
  84005. /**
  84006. * Callback called when the texture is generated
  84007. */
  84008. onGenerated: () => void;
  84009. /**
  84010. * Event raised when the texture is generated
  84011. */
  84012. onGeneratedObservable: Observable<ProceduralTexture>;
  84013. /** @hidden */
  84014. _generateMipMaps: boolean;
  84015. /** @hidden **/
  84016. _effect: Effect;
  84017. /** @hidden */
  84018. _textures: {
  84019. [key: string]: Texture;
  84020. };
  84021. private _size;
  84022. private _currentRefreshId;
  84023. private _refreshRate;
  84024. private _vertexBuffers;
  84025. private _indexBuffer;
  84026. private _uniforms;
  84027. private _samplers;
  84028. private _fragment;
  84029. private _floats;
  84030. private _ints;
  84031. private _floatsArrays;
  84032. private _colors3;
  84033. private _colors4;
  84034. private _vectors2;
  84035. private _vectors3;
  84036. private _matrices;
  84037. private _fallbackTexture;
  84038. private _fallbackTextureUsed;
  84039. private _engine;
  84040. private _cachedDefines;
  84041. private _contentUpdateId;
  84042. private _contentData;
  84043. /**
  84044. * Instantiates a new procedural texture.
  84045. * 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.
  84046. * This is the base class of any Procedural texture and contains most of the shareable code.
  84047. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84048. * @param name Define the name of the texture
  84049. * @param size Define the size of the texture to create
  84050. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84051. * @param scene Define the scene the texture belongs to
  84052. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84053. * @param generateMipMaps Define if the texture should creates mip maps or not
  84054. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84055. */
  84056. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84057. /**
  84058. * The effect that is created when initializing the post process.
  84059. * @returns The created effect corresponding the the postprocess.
  84060. */
  84061. getEffect(): Effect;
  84062. /**
  84063. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84064. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84065. */
  84066. getContent(): Nullable<ArrayBufferView>;
  84067. private _createIndexBuffer;
  84068. /** @hidden */
  84069. _rebuild(): void;
  84070. /**
  84071. * Resets the texture in order to recreate its associated resources.
  84072. * This can be called in case of context loss
  84073. */
  84074. reset(): void;
  84075. protected _getDefines(): string;
  84076. /**
  84077. * Is the texture ready to be used ? (rendered at least once)
  84078. * @returns true if ready, otherwise, false.
  84079. */
  84080. isReady(): boolean;
  84081. /**
  84082. * Resets the refresh counter of the texture and start bak from scratch.
  84083. * Could be useful to regenerate the texture if it is setup to render only once.
  84084. */
  84085. resetRefreshCounter(): void;
  84086. /**
  84087. * Set the fragment shader to use in order to render the texture.
  84088. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84089. */
  84090. setFragment(fragment: any): void;
  84091. /**
  84092. * Define the refresh rate of the texture or the rendering frequency.
  84093. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84094. */
  84095. refreshRate: number;
  84096. /** @hidden */
  84097. _shouldRender(): boolean;
  84098. /**
  84099. * Get the size the texture is rendering at.
  84100. * @returns the size (texture is always squared)
  84101. */
  84102. getRenderSize(): number;
  84103. /**
  84104. * Resize the texture to new value.
  84105. * @param size Define the new size the texture should have
  84106. * @param generateMipMaps Define whether the new texture should create mip maps
  84107. */
  84108. resize(size: number, generateMipMaps: boolean): void;
  84109. private _checkUniform;
  84110. /**
  84111. * Set a texture in the shader program used to render.
  84112. * @param name Define the name of the uniform samplers as defined in the shader
  84113. * @param texture Define the texture to bind to this sampler
  84114. * @return the texture itself allowing "fluent" like uniform updates
  84115. */
  84116. setTexture(name: string, texture: Texture): ProceduralTexture;
  84117. /**
  84118. * Set a float in the shader.
  84119. * @param name Define the name of the uniform as defined in the shader
  84120. * @param value Define the value to give to the uniform
  84121. * @return the texture itself allowing "fluent" like uniform updates
  84122. */
  84123. setFloat(name: string, value: number): ProceduralTexture;
  84124. /**
  84125. * Set a int in the shader.
  84126. * @param name Define the name of the uniform as defined in the shader
  84127. * @param value Define the value to give to the uniform
  84128. * @return the texture itself allowing "fluent" like uniform updates
  84129. */
  84130. setInt(name: string, value: number): ProceduralTexture;
  84131. /**
  84132. * Set an array of floats in the shader.
  84133. * @param name Define the name of the uniform as defined in the shader
  84134. * @param value Define the value to give to the uniform
  84135. * @return the texture itself allowing "fluent" like uniform updates
  84136. */
  84137. setFloats(name: string, value: number[]): ProceduralTexture;
  84138. /**
  84139. * Set a vec3 in the shader from a Color3.
  84140. * @param name Define the name of the uniform as defined in the shader
  84141. * @param value Define the value to give to the uniform
  84142. * @return the texture itself allowing "fluent" like uniform updates
  84143. */
  84144. setColor3(name: string, value: Color3): ProceduralTexture;
  84145. /**
  84146. * Set a vec4 in the shader from a Color4.
  84147. * @param name Define the name of the uniform as defined in the shader
  84148. * @param value Define the value to give to the uniform
  84149. * @return the texture itself allowing "fluent" like uniform updates
  84150. */
  84151. setColor4(name: string, value: Color4): ProceduralTexture;
  84152. /**
  84153. * Set a vec2 in the shader from a Vector2.
  84154. * @param name Define the name of the uniform as defined in the shader
  84155. * @param value Define the value to give to the uniform
  84156. * @return the texture itself allowing "fluent" like uniform updates
  84157. */
  84158. setVector2(name: string, value: Vector2): ProceduralTexture;
  84159. /**
  84160. * Set a vec3 in the shader from a Vector3.
  84161. * @param name Define the name of the uniform as defined in the shader
  84162. * @param value Define the value to give to the uniform
  84163. * @return the texture itself allowing "fluent" like uniform updates
  84164. */
  84165. setVector3(name: string, value: Vector3): ProceduralTexture;
  84166. /**
  84167. * Set a mat4 in the shader from a MAtrix.
  84168. * @param name Define the name of the uniform as defined in the shader
  84169. * @param value Define the value to give to the uniform
  84170. * @return the texture itself allowing "fluent" like uniform updates
  84171. */
  84172. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84173. /**
  84174. * Render the texture to its associated render target.
  84175. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84176. */
  84177. render(useCameraPostProcess?: boolean): void;
  84178. /**
  84179. * Clone the texture.
  84180. * @returns the cloned texture
  84181. */
  84182. clone(): ProceduralTexture;
  84183. /**
  84184. * Dispose the texture and release its asoociated resources.
  84185. */
  84186. dispose(): void;
  84187. }
  84188. }
  84189. declare module BABYLON {
  84190. /**
  84191. * This represents the base class for particle system in Babylon.
  84192. * 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.
  84193. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84194. * @example https://doc.babylonjs.com/babylon101/particles
  84195. */
  84196. export class BaseParticleSystem {
  84197. /**
  84198. * Source color is added to the destination color without alpha affecting the result
  84199. */
  84200. static BLENDMODE_ONEONE: number;
  84201. /**
  84202. * Blend current color and particle color using particle’s alpha
  84203. */
  84204. static BLENDMODE_STANDARD: number;
  84205. /**
  84206. * Add current color and particle color multiplied by particle’s alpha
  84207. */
  84208. static BLENDMODE_ADD: number;
  84209. /**
  84210. * Multiply current color with particle color
  84211. */
  84212. static BLENDMODE_MULTIPLY: number;
  84213. /**
  84214. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84215. */
  84216. static BLENDMODE_MULTIPLYADD: number;
  84217. /**
  84218. * List of animations used by the particle system.
  84219. */
  84220. animations: Animation[];
  84221. /**
  84222. * The id of the Particle system.
  84223. */
  84224. id: string;
  84225. /**
  84226. * The friendly name of the Particle system.
  84227. */
  84228. name: string;
  84229. /**
  84230. * The rendering group used by the Particle system to chose when to render.
  84231. */
  84232. renderingGroupId: number;
  84233. /**
  84234. * The emitter represents the Mesh or position we are attaching the particle system to.
  84235. */
  84236. emitter: Nullable<AbstractMesh | Vector3>;
  84237. /**
  84238. * The maximum number of particles to emit per frame
  84239. */
  84240. emitRate: number;
  84241. /**
  84242. * If you want to launch only a few particles at once, that can be done, as well.
  84243. */
  84244. manualEmitCount: number;
  84245. /**
  84246. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84247. */
  84248. updateSpeed: number;
  84249. /**
  84250. * The amount of time the particle system is running (depends of the overall update speed).
  84251. */
  84252. targetStopDuration: number;
  84253. /**
  84254. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84255. */
  84256. disposeOnStop: boolean;
  84257. /**
  84258. * Minimum power of emitting particles.
  84259. */
  84260. minEmitPower: number;
  84261. /**
  84262. * Maximum power of emitting particles.
  84263. */
  84264. maxEmitPower: number;
  84265. /**
  84266. * Minimum life time of emitting particles.
  84267. */
  84268. minLifeTime: number;
  84269. /**
  84270. * Maximum life time of emitting particles.
  84271. */
  84272. maxLifeTime: number;
  84273. /**
  84274. * Minimum Size of emitting particles.
  84275. */
  84276. minSize: number;
  84277. /**
  84278. * Maximum Size of emitting particles.
  84279. */
  84280. maxSize: number;
  84281. /**
  84282. * Minimum scale of emitting particles on X axis.
  84283. */
  84284. minScaleX: number;
  84285. /**
  84286. * Maximum scale of emitting particles on X axis.
  84287. */
  84288. maxScaleX: number;
  84289. /**
  84290. * Minimum scale of emitting particles on Y axis.
  84291. */
  84292. minScaleY: number;
  84293. /**
  84294. * Maximum scale of emitting particles on Y axis.
  84295. */
  84296. maxScaleY: number;
  84297. /**
  84298. * Gets or sets the minimal initial rotation in radians.
  84299. */
  84300. minInitialRotation: number;
  84301. /**
  84302. * Gets or sets the maximal initial rotation in radians.
  84303. */
  84304. maxInitialRotation: number;
  84305. /**
  84306. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84307. */
  84308. minAngularSpeed: number;
  84309. /**
  84310. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84311. */
  84312. maxAngularSpeed: number;
  84313. /**
  84314. * The texture used to render each particle. (this can be a spritesheet)
  84315. */
  84316. particleTexture: Nullable<Texture>;
  84317. /**
  84318. * The layer mask we are rendering the particles through.
  84319. */
  84320. layerMask: number;
  84321. /**
  84322. * This can help using your own shader to render the particle system.
  84323. * The according effect will be created
  84324. */
  84325. customShader: any;
  84326. /**
  84327. * By default particle system starts as soon as they are created. This prevents the
  84328. * automatic start to happen and let you decide when to start emitting particles.
  84329. */
  84330. preventAutoStart: boolean;
  84331. private _noiseTexture;
  84332. /**
  84333. * Gets or sets a texture used to add random noise to particle positions
  84334. */
  84335. noiseTexture: Nullable<ProceduralTexture>;
  84336. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84337. noiseStrength: Vector3;
  84338. /**
  84339. * Callback triggered when the particle animation is ending.
  84340. */
  84341. onAnimationEnd: Nullable<() => void>;
  84342. /**
  84343. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84344. */
  84345. blendMode: number;
  84346. /**
  84347. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84348. * to override the particles.
  84349. */
  84350. forceDepthWrite: boolean;
  84351. /** 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 */
  84352. preWarmCycles: number;
  84353. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84354. preWarmStepOffset: number;
  84355. /**
  84356. * 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)
  84357. */
  84358. spriteCellChangeSpeed: number;
  84359. /**
  84360. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84361. */
  84362. startSpriteCellID: number;
  84363. /**
  84364. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84365. */
  84366. endSpriteCellID: number;
  84367. /**
  84368. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84369. */
  84370. spriteCellWidth: number;
  84371. /**
  84372. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84373. */
  84374. spriteCellHeight: number;
  84375. /**
  84376. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84377. */
  84378. spriteRandomStartCell: boolean;
  84379. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84380. translationPivot: Vector2;
  84381. /** @hidden */
  84382. protected _isAnimationSheetEnabled: boolean;
  84383. /**
  84384. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84385. */
  84386. beginAnimationOnStart: boolean;
  84387. /**
  84388. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84389. */
  84390. beginAnimationFrom: number;
  84391. /**
  84392. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84393. */
  84394. beginAnimationTo: number;
  84395. /**
  84396. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84397. */
  84398. beginAnimationLoop: boolean;
  84399. /**
  84400. * Gets or sets a world offset applied to all particles
  84401. */
  84402. worldOffset: Vector3;
  84403. /**
  84404. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84405. */
  84406. isAnimationSheetEnabled: boolean;
  84407. /**
  84408. * Get hosting scene
  84409. * @returns the scene
  84410. */
  84411. getScene(): Scene;
  84412. /**
  84413. * You can use gravity if you want to give an orientation to your particles.
  84414. */
  84415. gravity: Vector3;
  84416. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84417. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84418. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84419. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84420. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84421. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84422. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84423. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84424. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84425. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84426. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84427. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84428. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84429. /**
  84430. * Defines the delay in milliseconds before starting the system (0 by default)
  84431. */
  84432. startDelay: number;
  84433. /**
  84434. * Gets the current list of drag gradients.
  84435. * You must use addDragGradient and removeDragGradient to udpate this list
  84436. * @returns the list of drag gradients
  84437. */
  84438. getDragGradients(): Nullable<Array<FactorGradient>>;
  84439. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84440. limitVelocityDamping: number;
  84441. /**
  84442. * Gets the current list of limit velocity gradients.
  84443. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84444. * @returns the list of limit velocity gradients
  84445. */
  84446. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84447. /**
  84448. * Gets the current list of color gradients.
  84449. * You must use addColorGradient and removeColorGradient to udpate this list
  84450. * @returns the list of color gradients
  84451. */
  84452. getColorGradients(): Nullable<Array<ColorGradient>>;
  84453. /**
  84454. * Gets the current list of size gradients.
  84455. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84456. * @returns the list of size gradients
  84457. */
  84458. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84459. /**
  84460. * Gets the current list of color remap gradients.
  84461. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84462. * @returns the list of color remap gradients
  84463. */
  84464. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84465. /**
  84466. * Gets the current list of alpha remap gradients.
  84467. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84468. * @returns the list of alpha remap gradients
  84469. */
  84470. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84471. /**
  84472. * Gets the current list of life time gradients.
  84473. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84474. * @returns the list of life time gradients
  84475. */
  84476. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84477. /**
  84478. * Gets the current list of angular speed gradients.
  84479. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84480. * @returns the list of angular speed gradients
  84481. */
  84482. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84483. /**
  84484. * Gets the current list of velocity gradients.
  84485. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84486. * @returns the list of velocity gradients
  84487. */
  84488. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84489. /**
  84490. * Gets the current list of start size gradients.
  84491. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84492. * @returns the list of start size gradients
  84493. */
  84494. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84495. /**
  84496. * Gets the current list of emit rate gradients.
  84497. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84498. * @returns the list of emit rate gradients
  84499. */
  84500. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84501. /**
  84502. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84503. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84504. */
  84505. direction1: Vector3;
  84506. /**
  84507. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84508. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84509. */
  84510. direction2: Vector3;
  84511. /**
  84512. * 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.
  84513. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84514. */
  84515. minEmitBox: Vector3;
  84516. /**
  84517. * 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.
  84518. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84519. */
  84520. maxEmitBox: Vector3;
  84521. /**
  84522. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84523. */
  84524. color1: Color4;
  84525. /**
  84526. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84527. */
  84528. color2: Color4;
  84529. /**
  84530. * Color the particle will have at the end of its lifetime
  84531. */
  84532. colorDead: Color4;
  84533. /**
  84534. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84535. */
  84536. textureMask: Color4;
  84537. /**
  84538. * The particle emitter type defines the emitter used by the particle system.
  84539. * It can be for example box, sphere, or cone...
  84540. */
  84541. particleEmitterType: IParticleEmitterType;
  84542. /** @hidden */
  84543. _isSubEmitter: boolean;
  84544. /**
  84545. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84546. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84547. */
  84548. billboardMode: number;
  84549. protected _isBillboardBased: boolean;
  84550. /**
  84551. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84552. */
  84553. isBillboardBased: boolean;
  84554. /**
  84555. * The scene the particle system belongs to.
  84556. */
  84557. protected _scene: Scene;
  84558. /**
  84559. * Local cache of defines for image processing.
  84560. */
  84561. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84562. /**
  84563. * Default configuration related to image processing available in the standard Material.
  84564. */
  84565. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84566. /**
  84567. * Gets the image processing configuration used either in this material.
  84568. */
  84569. /**
  84570. * Sets the Default image processing configuration used either in the this material.
  84571. *
  84572. * If sets to null, the scene one is in use.
  84573. */
  84574. imageProcessingConfiguration: ImageProcessingConfiguration;
  84575. /**
  84576. * Attaches a new image processing configuration to the Standard Material.
  84577. * @param configuration
  84578. */
  84579. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84580. /** @hidden */
  84581. protected _reset(): void;
  84582. /** @hidden */
  84583. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84584. /**
  84585. * Instantiates a particle system.
  84586. * 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.
  84587. * @param name The name of the particle system
  84588. */
  84589. constructor(name: string);
  84590. /**
  84591. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84592. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84593. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84594. * @returns the emitter
  84595. */
  84596. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84597. /**
  84598. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84599. * @param radius The radius of the hemisphere to emit from
  84600. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84601. * @returns the emitter
  84602. */
  84603. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84604. /**
  84605. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84606. * @param radius The radius of the sphere to emit from
  84607. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84608. * @returns the emitter
  84609. */
  84610. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84611. /**
  84612. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84613. * @param radius The radius of the sphere to emit from
  84614. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84615. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84616. * @returns the emitter
  84617. */
  84618. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84619. /**
  84620. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84621. * @param radius The radius of the emission cylinder
  84622. * @param height The height of the emission cylinder
  84623. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84624. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84625. * @returns the emitter
  84626. */
  84627. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84628. /**
  84629. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84630. * @param radius The radius of the cylinder to emit from
  84631. * @param height The height of the emission cylinder
  84632. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84633. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84634. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84635. * @returns the emitter
  84636. */
  84637. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84638. /**
  84639. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84640. * @param radius The radius of the cone to emit from
  84641. * @param angle The base angle of the cone
  84642. * @returns the emitter
  84643. */
  84644. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84645. /**
  84646. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84647. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84648. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84649. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84650. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84651. * @returns the emitter
  84652. */
  84653. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84654. }
  84655. }
  84656. declare module BABYLON {
  84657. /**
  84658. * Type of sub emitter
  84659. */
  84660. export enum SubEmitterType {
  84661. /**
  84662. * Attached to the particle over it's lifetime
  84663. */
  84664. ATTACHED = 0,
  84665. /**
  84666. * Created when the particle dies
  84667. */
  84668. END = 1
  84669. }
  84670. /**
  84671. * Sub emitter class used to emit particles from an existing particle
  84672. */
  84673. export class SubEmitter {
  84674. /**
  84675. * the particle system to be used by the sub emitter
  84676. */
  84677. particleSystem: ParticleSystem;
  84678. /**
  84679. * Type of the submitter (Default: END)
  84680. */
  84681. type: SubEmitterType;
  84682. /**
  84683. * 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)
  84684. * Note: This only is supported when using an emitter of type Mesh
  84685. */
  84686. inheritDirection: boolean;
  84687. /**
  84688. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  84689. */
  84690. inheritedVelocityAmount: number;
  84691. /**
  84692. * Creates a sub emitter
  84693. * @param particleSystem the particle system to be used by the sub emitter
  84694. */
  84695. constructor(
  84696. /**
  84697. * the particle system to be used by the sub emitter
  84698. */
  84699. particleSystem: ParticleSystem);
  84700. /**
  84701. * Clones the sub emitter
  84702. * @returns the cloned sub emitter
  84703. */
  84704. clone(): SubEmitter;
  84705. /**
  84706. * Serialize current object to a JSON object
  84707. * @returns the serialized object
  84708. */
  84709. serialize(): any;
  84710. /** @hidden */
  84711. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  84712. /**
  84713. * Creates a new SubEmitter from a serialized JSON version
  84714. * @param serializationObject defines the JSON object to read from
  84715. * @param scene defines the hosting scene
  84716. * @param rootUrl defines the rootUrl for data loading
  84717. * @returns a new SubEmitter
  84718. */
  84719. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  84720. /** Release associated resources */
  84721. dispose(): void;
  84722. }
  84723. }
  84724. declare module BABYLON {
  84725. /** @hidden */
  84726. export var clipPlaneFragmentDeclaration: {
  84727. name: string;
  84728. shader: string;
  84729. };
  84730. }
  84731. declare module BABYLON {
  84732. /** @hidden */
  84733. export var imageProcessingDeclaration: {
  84734. name: string;
  84735. shader: string;
  84736. };
  84737. }
  84738. declare module BABYLON {
  84739. /** @hidden */
  84740. export var imageProcessingFunctions: {
  84741. name: string;
  84742. shader: string;
  84743. };
  84744. }
  84745. declare module BABYLON {
  84746. /** @hidden */
  84747. export var clipPlaneFragment: {
  84748. name: string;
  84749. shader: string;
  84750. };
  84751. }
  84752. declare module BABYLON {
  84753. /** @hidden */
  84754. export var particlesPixelShader: {
  84755. name: string;
  84756. shader: string;
  84757. };
  84758. }
  84759. declare module BABYLON {
  84760. /** @hidden */
  84761. export var clipPlaneVertexDeclaration: {
  84762. name: string;
  84763. shader: string;
  84764. };
  84765. }
  84766. declare module BABYLON {
  84767. /** @hidden */
  84768. export var clipPlaneVertex: {
  84769. name: string;
  84770. shader: string;
  84771. };
  84772. }
  84773. declare module BABYLON {
  84774. /** @hidden */
  84775. export var particlesVertexShader: {
  84776. name: string;
  84777. shader: string;
  84778. };
  84779. }
  84780. declare module BABYLON {
  84781. /**
  84782. * This represents a particle system in Babylon.
  84783. * 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.
  84784. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84785. * @example https://doc.babylonjs.com/babylon101/particles
  84786. */
  84787. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  84788. /**
  84789. * Billboard mode will only apply to Y axis
  84790. */
  84791. static readonly BILLBOARDMODE_Y: number;
  84792. /**
  84793. * Billboard mode will apply to all axes
  84794. */
  84795. static readonly BILLBOARDMODE_ALL: number;
  84796. /**
  84797. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  84798. */
  84799. static readonly BILLBOARDMODE_STRETCHED: number;
  84800. /**
  84801. * This function can be defined to provide custom update for active particles.
  84802. * This function will be called instead of regular update (age, position, color, etc.).
  84803. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  84804. */
  84805. updateFunction: (particles: Particle[]) => void;
  84806. private _emitterWorldMatrix;
  84807. /**
  84808. * This function can be defined to specify initial direction for every new particle.
  84809. * It by default use the emitterType defined function
  84810. */
  84811. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  84812. /**
  84813. * This function can be defined to specify initial position for every new particle.
  84814. * It by default use the emitterType defined function
  84815. */
  84816. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  84817. /**
  84818. * @hidden
  84819. */
  84820. _inheritedVelocityOffset: Vector3;
  84821. /**
  84822. * An event triggered when the system is disposed
  84823. */
  84824. onDisposeObservable: Observable<ParticleSystem>;
  84825. private _onDisposeObserver;
  84826. /**
  84827. * Sets a callback that will be triggered when the system is disposed
  84828. */
  84829. onDispose: () => void;
  84830. private _particles;
  84831. private _epsilon;
  84832. private _capacity;
  84833. private _stockParticles;
  84834. private _newPartsExcess;
  84835. private _vertexData;
  84836. private _vertexBuffer;
  84837. private _vertexBuffers;
  84838. private _spriteBuffer;
  84839. private _indexBuffer;
  84840. private _effect;
  84841. private _customEffect;
  84842. private _cachedDefines;
  84843. private _scaledColorStep;
  84844. private _colorDiff;
  84845. private _scaledDirection;
  84846. private _scaledGravity;
  84847. private _currentRenderId;
  84848. private _alive;
  84849. private _useInstancing;
  84850. private _started;
  84851. private _stopped;
  84852. private _actualFrame;
  84853. private _scaledUpdateSpeed;
  84854. private _vertexBufferSize;
  84855. /** @hidden */
  84856. _currentEmitRateGradient: Nullable<FactorGradient>;
  84857. /** @hidden */
  84858. _currentEmitRate1: number;
  84859. /** @hidden */
  84860. _currentEmitRate2: number;
  84861. /** @hidden */
  84862. _currentStartSizeGradient: Nullable<FactorGradient>;
  84863. /** @hidden */
  84864. _currentStartSize1: number;
  84865. /** @hidden */
  84866. _currentStartSize2: number;
  84867. private readonly _rawTextureWidth;
  84868. private _rampGradientsTexture;
  84869. private _useRampGradients;
  84870. /** Gets or sets a boolean indicating that ramp gradients must be used
  84871. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84872. */
  84873. useRampGradients: boolean;
  84874. /**
  84875. * 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.
  84876. * 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: [])
  84877. */
  84878. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  84879. private _subEmitters;
  84880. /**
  84881. * @hidden
  84882. * If the particle systems emitter should be disposed when the particle system is disposed
  84883. */
  84884. _disposeEmitterOnDispose: boolean;
  84885. /**
  84886. * The current active Sub-systems, this property is used by the root particle system only.
  84887. */
  84888. activeSubSystems: Array<ParticleSystem>;
  84889. private _rootParticleSystem;
  84890. /**
  84891. * Gets the current list of active particles
  84892. */
  84893. readonly particles: Particle[];
  84894. /**
  84895. * Returns the string "ParticleSystem"
  84896. * @returns a string containing the class name
  84897. */
  84898. getClassName(): string;
  84899. /**
  84900. * Instantiates a particle system.
  84901. * 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.
  84902. * @param name The name of the particle system
  84903. * @param capacity The max number of particles alive at the same time
  84904. * @param scene The scene the particle system belongs to
  84905. * @param customEffect a custom effect used to change the way particles are rendered by default
  84906. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  84907. * @param epsilon Offset used to render the particles
  84908. */
  84909. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  84910. private _addFactorGradient;
  84911. private _removeFactorGradient;
  84912. /**
  84913. * Adds a new life time gradient
  84914. * @param gradient defines the gradient to use (between 0 and 1)
  84915. * @param factor defines the life time factor to affect to the specified gradient
  84916. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84917. * @returns the current particle system
  84918. */
  84919. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84920. /**
  84921. * Remove a specific life time gradient
  84922. * @param gradient defines the gradient to remove
  84923. * @returns the current particle system
  84924. */
  84925. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84926. /**
  84927. * Adds a new size gradient
  84928. * @param gradient defines the gradient to use (between 0 and 1)
  84929. * @param factor defines the size factor to affect to the specified gradient
  84930. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84931. * @returns the current particle system
  84932. */
  84933. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84934. /**
  84935. * Remove a specific size gradient
  84936. * @param gradient defines the gradient to remove
  84937. * @returns the current particle system
  84938. */
  84939. removeSizeGradient(gradient: number): IParticleSystem;
  84940. /**
  84941. * Adds a new color remap gradient
  84942. * @param gradient defines the gradient to use (between 0 and 1)
  84943. * @param min defines the color remap minimal range
  84944. * @param max defines the color remap maximal range
  84945. * @returns the current particle system
  84946. */
  84947. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84948. /**
  84949. * Remove a specific color remap gradient
  84950. * @param gradient defines the gradient to remove
  84951. * @returns the current particle system
  84952. */
  84953. removeColorRemapGradient(gradient: number): IParticleSystem;
  84954. /**
  84955. * Adds a new alpha remap gradient
  84956. * @param gradient defines the gradient to use (between 0 and 1)
  84957. * @param min defines the alpha remap minimal range
  84958. * @param max defines the alpha remap maximal range
  84959. * @returns the current particle system
  84960. */
  84961. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84962. /**
  84963. * Remove a specific alpha remap gradient
  84964. * @param gradient defines the gradient to remove
  84965. * @returns the current particle system
  84966. */
  84967. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  84968. /**
  84969. * Adds a new angular speed gradient
  84970. * @param gradient defines the gradient to use (between 0 and 1)
  84971. * @param factor defines the angular speed to affect to the specified gradient
  84972. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84973. * @returns the current particle system
  84974. */
  84975. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84976. /**
  84977. * Remove a specific angular speed gradient
  84978. * @param gradient defines the gradient to remove
  84979. * @returns the current particle system
  84980. */
  84981. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84982. /**
  84983. * Adds a new velocity gradient
  84984. * @param gradient defines the gradient to use (between 0 and 1)
  84985. * @param factor defines the velocity to affect to the specified gradient
  84986. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84987. * @returns the current particle system
  84988. */
  84989. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84990. /**
  84991. * Remove a specific velocity gradient
  84992. * @param gradient defines the gradient to remove
  84993. * @returns the current particle system
  84994. */
  84995. removeVelocityGradient(gradient: number): IParticleSystem;
  84996. /**
  84997. * Adds a new limit velocity gradient
  84998. * @param gradient defines the gradient to use (between 0 and 1)
  84999. * @param factor defines the limit velocity value to affect to the specified gradient
  85000. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85001. * @returns the current particle system
  85002. */
  85003. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85004. /**
  85005. * Remove a specific limit velocity gradient
  85006. * @param gradient defines the gradient to remove
  85007. * @returns the current particle system
  85008. */
  85009. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85010. /**
  85011. * Adds a new drag gradient
  85012. * @param gradient defines the gradient to use (between 0 and 1)
  85013. * @param factor defines the drag value to affect to the specified gradient
  85014. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85015. * @returns the current particle system
  85016. */
  85017. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85018. /**
  85019. * Remove a specific drag gradient
  85020. * @param gradient defines the gradient to remove
  85021. * @returns the current particle system
  85022. */
  85023. removeDragGradient(gradient: number): IParticleSystem;
  85024. /**
  85025. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85026. * @param gradient defines the gradient to use (between 0 and 1)
  85027. * @param factor defines the emit rate value to affect to the specified gradient
  85028. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85029. * @returns the current particle system
  85030. */
  85031. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85032. /**
  85033. * Remove a specific emit rate gradient
  85034. * @param gradient defines the gradient to remove
  85035. * @returns the current particle system
  85036. */
  85037. removeEmitRateGradient(gradient: number): IParticleSystem;
  85038. /**
  85039. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85040. * @param gradient defines the gradient to use (between 0 and 1)
  85041. * @param factor defines the start size value to affect to the specified gradient
  85042. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85043. * @returns the current particle system
  85044. */
  85045. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85046. /**
  85047. * Remove a specific start size gradient
  85048. * @param gradient defines the gradient to remove
  85049. * @returns the current particle system
  85050. */
  85051. removeStartSizeGradient(gradient: number): IParticleSystem;
  85052. private _createRampGradientTexture;
  85053. /**
  85054. * Gets the current list of ramp gradients.
  85055. * You must use addRampGradient and removeRampGradient to udpate this list
  85056. * @returns the list of ramp gradients
  85057. */
  85058. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85059. /**
  85060. * Adds a new ramp gradient used to remap particle colors
  85061. * @param gradient defines the gradient to use (between 0 and 1)
  85062. * @param color defines the color to affect to the specified gradient
  85063. * @returns the current particle system
  85064. */
  85065. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85066. /**
  85067. * Remove a specific ramp gradient
  85068. * @param gradient defines the gradient to remove
  85069. * @returns the current particle system
  85070. */
  85071. removeRampGradient(gradient: number): ParticleSystem;
  85072. /**
  85073. * Adds a new color gradient
  85074. * @param gradient defines the gradient to use (between 0 and 1)
  85075. * @param color1 defines the color to affect to the specified gradient
  85076. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85077. * @returns this particle system
  85078. */
  85079. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85080. /**
  85081. * Remove a specific color gradient
  85082. * @param gradient defines the gradient to remove
  85083. * @returns this particle system
  85084. */
  85085. removeColorGradient(gradient: number): IParticleSystem;
  85086. private _fetchR;
  85087. protected _reset(): void;
  85088. private _resetEffect;
  85089. private _createVertexBuffers;
  85090. private _createIndexBuffer;
  85091. /**
  85092. * Gets the maximum number of particles active at the same time.
  85093. * @returns The max number of active particles.
  85094. */
  85095. getCapacity(): number;
  85096. /**
  85097. * Gets whether there are still active particles in the system.
  85098. * @returns True if it is alive, otherwise false.
  85099. */
  85100. isAlive(): boolean;
  85101. /**
  85102. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85103. * @returns True if it has been started, otherwise false.
  85104. */
  85105. isStarted(): boolean;
  85106. private _prepareSubEmitterInternalArray;
  85107. /**
  85108. * Starts the particle system and begins to emit
  85109. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85110. */
  85111. start(delay?: number): void;
  85112. /**
  85113. * Stops the particle system.
  85114. * @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.
  85115. */
  85116. stop(stopSubEmitters?: boolean): void;
  85117. /**
  85118. * Remove all active particles
  85119. */
  85120. reset(): void;
  85121. /**
  85122. * @hidden (for internal use only)
  85123. */
  85124. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85125. /**
  85126. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85127. * Its lifetime will start back at 0.
  85128. */
  85129. recycleParticle: (particle: Particle) => void;
  85130. private _stopSubEmitters;
  85131. private _createParticle;
  85132. private _removeFromRoot;
  85133. private _emitFromParticle;
  85134. private _update;
  85135. /** @hidden */
  85136. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85137. /** @hidden */
  85138. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85139. /** @hidden */
  85140. private _getEffect;
  85141. /**
  85142. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85143. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85144. */
  85145. animate(preWarmOnly?: boolean): void;
  85146. private _appendParticleVertices;
  85147. /**
  85148. * Rebuilds the particle system.
  85149. */
  85150. rebuild(): void;
  85151. /**
  85152. * Is this system ready to be used/rendered
  85153. * @return true if the system is ready
  85154. */
  85155. isReady(): boolean;
  85156. private _render;
  85157. /**
  85158. * Renders the particle system in its current state.
  85159. * @returns the current number of particles
  85160. */
  85161. render(): number;
  85162. /**
  85163. * Disposes the particle system and free the associated resources
  85164. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85165. */
  85166. dispose(disposeTexture?: boolean): void;
  85167. /**
  85168. * Clones the particle system.
  85169. * @param name The name of the cloned object
  85170. * @param newEmitter The new emitter to use
  85171. * @returns the cloned particle system
  85172. */
  85173. clone(name: string, newEmitter: any): ParticleSystem;
  85174. /**
  85175. * Serializes the particle system to a JSON object.
  85176. * @returns the JSON object
  85177. */
  85178. serialize(): any;
  85179. /** @hidden */
  85180. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85181. /** @hidden */
  85182. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85183. /**
  85184. * Parses a JSON object to create a particle system.
  85185. * @param parsedParticleSystem The JSON object to parse
  85186. * @param scene The scene to create the particle system in
  85187. * @param rootUrl The root url to use to load external dependencies like texture
  85188. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85189. * @returns the Parsed particle system
  85190. */
  85191. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85192. }
  85193. }
  85194. declare module BABYLON {
  85195. /**
  85196. * A particle represents one of the element emitted by a particle system.
  85197. * This is mainly define by its coordinates, direction, velocity and age.
  85198. */
  85199. export class Particle {
  85200. /**
  85201. * The particle system the particle belongs to.
  85202. */
  85203. particleSystem: ParticleSystem;
  85204. private static _Count;
  85205. /**
  85206. * Unique ID of the particle
  85207. */
  85208. id: number;
  85209. /**
  85210. * The world position of the particle in the scene.
  85211. */
  85212. position: Vector3;
  85213. /**
  85214. * The world direction of the particle in the scene.
  85215. */
  85216. direction: Vector3;
  85217. /**
  85218. * The color of the particle.
  85219. */
  85220. color: Color4;
  85221. /**
  85222. * The color change of the particle per step.
  85223. */
  85224. colorStep: Color4;
  85225. /**
  85226. * Defines how long will the life of the particle be.
  85227. */
  85228. lifeTime: number;
  85229. /**
  85230. * The current age of the particle.
  85231. */
  85232. age: number;
  85233. /**
  85234. * The current size of the particle.
  85235. */
  85236. size: number;
  85237. /**
  85238. * The current scale of the particle.
  85239. */
  85240. scale: Vector2;
  85241. /**
  85242. * The current angle of the particle.
  85243. */
  85244. angle: number;
  85245. /**
  85246. * Defines how fast is the angle changing.
  85247. */
  85248. angularSpeed: number;
  85249. /**
  85250. * Defines the cell index used by the particle to be rendered from a sprite.
  85251. */
  85252. cellIndex: number;
  85253. /**
  85254. * The information required to support color remapping
  85255. */
  85256. remapData: Vector4;
  85257. /** @hidden */
  85258. _randomCellOffset?: number;
  85259. /** @hidden */
  85260. _initialDirection: Nullable<Vector3>;
  85261. /** @hidden */
  85262. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85263. /** @hidden */
  85264. _initialStartSpriteCellID: number;
  85265. /** @hidden */
  85266. _initialEndSpriteCellID: number;
  85267. /** @hidden */
  85268. _currentColorGradient: Nullable<ColorGradient>;
  85269. /** @hidden */
  85270. _currentColor1: Color4;
  85271. /** @hidden */
  85272. _currentColor2: Color4;
  85273. /** @hidden */
  85274. _currentSizeGradient: Nullable<FactorGradient>;
  85275. /** @hidden */
  85276. _currentSize1: number;
  85277. /** @hidden */
  85278. _currentSize2: number;
  85279. /** @hidden */
  85280. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85281. /** @hidden */
  85282. _currentAngularSpeed1: number;
  85283. /** @hidden */
  85284. _currentAngularSpeed2: number;
  85285. /** @hidden */
  85286. _currentVelocityGradient: Nullable<FactorGradient>;
  85287. /** @hidden */
  85288. _currentVelocity1: number;
  85289. /** @hidden */
  85290. _currentVelocity2: number;
  85291. /** @hidden */
  85292. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85293. /** @hidden */
  85294. _currentLimitVelocity1: number;
  85295. /** @hidden */
  85296. _currentLimitVelocity2: number;
  85297. /** @hidden */
  85298. _currentDragGradient: Nullable<FactorGradient>;
  85299. /** @hidden */
  85300. _currentDrag1: number;
  85301. /** @hidden */
  85302. _currentDrag2: number;
  85303. /** @hidden */
  85304. _randomNoiseCoordinates1: Vector3;
  85305. /** @hidden */
  85306. _randomNoiseCoordinates2: Vector3;
  85307. /**
  85308. * Creates a new instance Particle
  85309. * @param particleSystem the particle system the particle belongs to
  85310. */
  85311. constructor(
  85312. /**
  85313. * The particle system the particle belongs to.
  85314. */
  85315. particleSystem: ParticleSystem);
  85316. private updateCellInfoFromSystem;
  85317. /**
  85318. * Defines how the sprite cell index is updated for the particle
  85319. */
  85320. updateCellIndex(): void;
  85321. /** @hidden */
  85322. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85323. /** @hidden */
  85324. _inheritParticleInfoToSubEmitters(): void;
  85325. /** @hidden */
  85326. _reset(): void;
  85327. /**
  85328. * Copy the properties of particle to another one.
  85329. * @param other the particle to copy the information to.
  85330. */
  85331. copyTo(other: Particle): void;
  85332. }
  85333. }
  85334. declare module BABYLON {
  85335. /**
  85336. * Particle emitter represents a volume emitting particles.
  85337. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85338. */
  85339. export interface IParticleEmitterType {
  85340. /**
  85341. * Called by the particle System when the direction is computed for the created particle.
  85342. * @param worldMatrix is the world matrix of the particle system
  85343. * @param directionToUpdate is the direction vector to update with the result
  85344. * @param particle is the particle we are computed the direction for
  85345. */
  85346. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85347. /**
  85348. * Called by the particle System when the position is computed for the created particle.
  85349. * @param worldMatrix is the world matrix of the particle system
  85350. * @param positionToUpdate is the position vector to update with the result
  85351. * @param particle is the particle we are computed the position for
  85352. */
  85353. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85354. /**
  85355. * Clones the current emitter and returns a copy of it
  85356. * @returns the new emitter
  85357. */
  85358. clone(): IParticleEmitterType;
  85359. /**
  85360. * Called by the GPUParticleSystem to setup the update shader
  85361. * @param effect defines the update shader
  85362. */
  85363. applyToShader(effect: Effect): void;
  85364. /**
  85365. * Returns a string to use to update the GPU particles update shader
  85366. * @returns the effect defines string
  85367. */
  85368. getEffectDefines(): string;
  85369. /**
  85370. * Returns a string representing the class name
  85371. * @returns a string containing the class name
  85372. */
  85373. getClassName(): string;
  85374. /**
  85375. * Serializes the particle system to a JSON object.
  85376. * @returns the JSON object
  85377. */
  85378. serialize(): any;
  85379. /**
  85380. * Parse properties from a JSON object
  85381. * @param serializationObject defines the JSON object
  85382. */
  85383. parse(serializationObject: any): void;
  85384. }
  85385. }
  85386. declare module BABYLON {
  85387. /**
  85388. * Particle emitter emitting particles from the inside of a box.
  85389. * It emits the particles randomly between 2 given directions.
  85390. */
  85391. export class BoxParticleEmitter implements IParticleEmitterType {
  85392. /**
  85393. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85394. */
  85395. direction1: Vector3;
  85396. /**
  85397. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85398. */
  85399. direction2: Vector3;
  85400. /**
  85401. * 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.
  85402. */
  85403. minEmitBox: Vector3;
  85404. /**
  85405. * 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.
  85406. */
  85407. maxEmitBox: Vector3;
  85408. /**
  85409. * Creates a new instance BoxParticleEmitter
  85410. */
  85411. constructor();
  85412. /**
  85413. * Called by the particle System when the direction is computed for the created particle.
  85414. * @param worldMatrix is the world matrix of the particle system
  85415. * @param directionToUpdate is the direction vector to update with the result
  85416. * @param particle is the particle we are computed the direction for
  85417. */
  85418. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85419. /**
  85420. * Called by the particle System when the position is computed for the created particle.
  85421. * @param worldMatrix is the world matrix of the particle system
  85422. * @param positionToUpdate is the position vector to update with the result
  85423. * @param particle is the particle we are computed the position for
  85424. */
  85425. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85426. /**
  85427. * Clones the current emitter and returns a copy of it
  85428. * @returns the new emitter
  85429. */
  85430. clone(): BoxParticleEmitter;
  85431. /**
  85432. * Called by the GPUParticleSystem to setup the update shader
  85433. * @param effect defines the update shader
  85434. */
  85435. applyToShader(effect: Effect): void;
  85436. /**
  85437. * Returns a string to use to update the GPU particles update shader
  85438. * @returns a string containng the defines string
  85439. */
  85440. getEffectDefines(): string;
  85441. /**
  85442. * Returns the string "BoxParticleEmitter"
  85443. * @returns a string containing the class name
  85444. */
  85445. getClassName(): string;
  85446. /**
  85447. * Serializes the particle system to a JSON object.
  85448. * @returns the JSON object
  85449. */
  85450. serialize(): any;
  85451. /**
  85452. * Parse properties from a JSON object
  85453. * @param serializationObject defines the JSON object
  85454. */
  85455. parse(serializationObject: any): void;
  85456. }
  85457. }
  85458. declare module BABYLON {
  85459. /**
  85460. * Particle emitter emitting particles from the inside of a cone.
  85461. * It emits the particles alongside the cone volume from the base to the particle.
  85462. * The emission direction might be randomized.
  85463. */
  85464. export class ConeParticleEmitter implements IParticleEmitterType {
  85465. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85466. directionRandomizer: number;
  85467. private _radius;
  85468. private _angle;
  85469. private _height;
  85470. /**
  85471. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85472. */
  85473. radiusRange: number;
  85474. /**
  85475. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85476. */
  85477. heightRange: number;
  85478. /**
  85479. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85480. */
  85481. emitFromSpawnPointOnly: boolean;
  85482. /**
  85483. * Gets or sets the radius of the emission cone
  85484. */
  85485. radius: number;
  85486. /**
  85487. * Gets or sets the angle of the emission cone
  85488. */
  85489. angle: number;
  85490. private _buildHeight;
  85491. /**
  85492. * Creates a new instance ConeParticleEmitter
  85493. * @param radius the radius of the emission cone (1 by default)
  85494. * @param angle the cone base angle (PI by default)
  85495. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85496. */
  85497. constructor(radius?: number, angle?: number,
  85498. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85499. directionRandomizer?: number);
  85500. /**
  85501. * Called by the particle System when the direction is computed for the created particle.
  85502. * @param worldMatrix is the world matrix of the particle system
  85503. * @param directionToUpdate is the direction vector to update with the result
  85504. * @param particle is the particle we are computed the direction for
  85505. */
  85506. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85507. /**
  85508. * Called by the particle System when the position is computed for the created particle.
  85509. * @param worldMatrix is the world matrix of the particle system
  85510. * @param positionToUpdate is the position vector to update with the result
  85511. * @param particle is the particle we are computed the position for
  85512. */
  85513. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85514. /**
  85515. * Clones the current emitter and returns a copy of it
  85516. * @returns the new emitter
  85517. */
  85518. clone(): ConeParticleEmitter;
  85519. /**
  85520. * Called by the GPUParticleSystem to setup the update shader
  85521. * @param effect defines the update shader
  85522. */
  85523. applyToShader(effect: Effect): void;
  85524. /**
  85525. * Returns a string to use to update the GPU particles update shader
  85526. * @returns a string containng the defines string
  85527. */
  85528. getEffectDefines(): string;
  85529. /**
  85530. * Returns the string "ConeParticleEmitter"
  85531. * @returns a string containing the class name
  85532. */
  85533. getClassName(): string;
  85534. /**
  85535. * Serializes the particle system to a JSON object.
  85536. * @returns the JSON object
  85537. */
  85538. serialize(): any;
  85539. /**
  85540. * Parse properties from a JSON object
  85541. * @param serializationObject defines the JSON object
  85542. */
  85543. parse(serializationObject: any): void;
  85544. }
  85545. }
  85546. declare module BABYLON {
  85547. /**
  85548. * Particle emitter emitting particles from the inside of a cylinder.
  85549. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85550. */
  85551. export class CylinderParticleEmitter implements IParticleEmitterType {
  85552. /**
  85553. * The radius of the emission cylinder.
  85554. */
  85555. radius: number;
  85556. /**
  85557. * The height of the emission cylinder.
  85558. */
  85559. height: number;
  85560. /**
  85561. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85562. */
  85563. radiusRange: number;
  85564. /**
  85565. * How much to randomize the particle direction [0-1].
  85566. */
  85567. directionRandomizer: number;
  85568. /**
  85569. * Creates a new instance CylinderParticleEmitter
  85570. * @param radius the radius of the emission cylinder (1 by default)
  85571. * @param height the height of the emission cylinder (1 by default)
  85572. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85573. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85574. */
  85575. constructor(
  85576. /**
  85577. * The radius of the emission cylinder.
  85578. */
  85579. radius?: number,
  85580. /**
  85581. * The height of the emission cylinder.
  85582. */
  85583. height?: number,
  85584. /**
  85585. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85586. */
  85587. radiusRange?: number,
  85588. /**
  85589. * How much to randomize the particle direction [0-1].
  85590. */
  85591. directionRandomizer?: number);
  85592. /**
  85593. * Called by the particle System when the direction is computed for the created particle.
  85594. * @param worldMatrix is the world matrix of the particle system
  85595. * @param directionToUpdate is the direction vector to update with the result
  85596. * @param particle is the particle we are computed the direction for
  85597. */
  85598. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85599. /**
  85600. * Called by the particle System when the position is computed for the created particle.
  85601. * @param worldMatrix is the world matrix of the particle system
  85602. * @param positionToUpdate is the position vector to update with the result
  85603. * @param particle is the particle we are computed the position for
  85604. */
  85605. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85606. /**
  85607. * Clones the current emitter and returns a copy of it
  85608. * @returns the new emitter
  85609. */
  85610. clone(): CylinderParticleEmitter;
  85611. /**
  85612. * Called by the GPUParticleSystem to setup the update shader
  85613. * @param effect defines the update shader
  85614. */
  85615. applyToShader(effect: Effect): void;
  85616. /**
  85617. * Returns a string to use to update the GPU particles update shader
  85618. * @returns a string containng the defines string
  85619. */
  85620. getEffectDefines(): string;
  85621. /**
  85622. * Returns the string "CylinderParticleEmitter"
  85623. * @returns a string containing the class name
  85624. */
  85625. getClassName(): string;
  85626. /**
  85627. * Serializes the particle system to a JSON object.
  85628. * @returns the JSON object
  85629. */
  85630. serialize(): any;
  85631. /**
  85632. * Parse properties from a JSON object
  85633. * @param serializationObject defines the JSON object
  85634. */
  85635. parse(serializationObject: any): void;
  85636. }
  85637. /**
  85638. * Particle emitter emitting particles from the inside of a cylinder.
  85639. * It emits the particles randomly between two vectors.
  85640. */
  85641. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85642. /**
  85643. * The min limit of the emission direction.
  85644. */
  85645. direction1: Vector3;
  85646. /**
  85647. * The max limit of the emission direction.
  85648. */
  85649. direction2: Vector3;
  85650. /**
  85651. * Creates a new instance CylinderDirectedParticleEmitter
  85652. * @param radius the radius of the emission cylinder (1 by default)
  85653. * @param height the height of the emission cylinder (1 by default)
  85654. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85655. * @param direction1 the min limit of the emission direction (up vector by default)
  85656. * @param direction2 the max limit of the emission direction (up vector by default)
  85657. */
  85658. constructor(radius?: number, height?: number, radiusRange?: number,
  85659. /**
  85660. * The min limit of the emission direction.
  85661. */
  85662. direction1?: Vector3,
  85663. /**
  85664. * The max limit of the emission direction.
  85665. */
  85666. direction2?: Vector3);
  85667. /**
  85668. * Called by the particle System when the direction is computed for the created particle.
  85669. * @param worldMatrix is the world matrix of the particle system
  85670. * @param directionToUpdate is the direction vector to update with the result
  85671. * @param particle is the particle we are computed the direction for
  85672. */
  85673. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85674. /**
  85675. * Clones the current emitter and returns a copy of it
  85676. * @returns the new emitter
  85677. */
  85678. clone(): CylinderDirectedParticleEmitter;
  85679. /**
  85680. * Called by the GPUParticleSystem to setup the update shader
  85681. * @param effect defines the update shader
  85682. */
  85683. applyToShader(effect: Effect): void;
  85684. /**
  85685. * Returns a string to use to update the GPU particles update shader
  85686. * @returns a string containng the defines string
  85687. */
  85688. getEffectDefines(): string;
  85689. /**
  85690. * Returns the string "CylinderDirectedParticleEmitter"
  85691. * @returns a string containing the class name
  85692. */
  85693. getClassName(): string;
  85694. /**
  85695. * Serializes the particle system to a JSON object.
  85696. * @returns the JSON object
  85697. */
  85698. serialize(): any;
  85699. /**
  85700. * Parse properties from a JSON object
  85701. * @param serializationObject defines the JSON object
  85702. */
  85703. parse(serializationObject: any): void;
  85704. }
  85705. }
  85706. declare module BABYLON {
  85707. /**
  85708. * Particle emitter emitting particles from the inside of a hemisphere.
  85709. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  85710. */
  85711. export class HemisphericParticleEmitter implements IParticleEmitterType {
  85712. /**
  85713. * The radius of the emission hemisphere.
  85714. */
  85715. radius: number;
  85716. /**
  85717. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85718. */
  85719. radiusRange: number;
  85720. /**
  85721. * How much to randomize the particle direction [0-1].
  85722. */
  85723. directionRandomizer: number;
  85724. /**
  85725. * Creates a new instance HemisphericParticleEmitter
  85726. * @param radius the radius of the emission hemisphere (1 by default)
  85727. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85728. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85729. */
  85730. constructor(
  85731. /**
  85732. * The radius of the emission hemisphere.
  85733. */
  85734. radius?: number,
  85735. /**
  85736. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85737. */
  85738. radiusRange?: number,
  85739. /**
  85740. * How much to randomize the particle direction [0-1].
  85741. */
  85742. directionRandomizer?: number);
  85743. /**
  85744. * Called by the particle System when the direction is computed for the created particle.
  85745. * @param worldMatrix is the world matrix of the particle system
  85746. * @param directionToUpdate is the direction vector to update with the result
  85747. * @param particle is the particle we are computed the direction for
  85748. */
  85749. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85750. /**
  85751. * Called by the particle System when the position is computed for the created particle.
  85752. * @param worldMatrix is the world matrix of the particle system
  85753. * @param positionToUpdate is the position vector to update with the result
  85754. * @param particle is the particle we are computed the position for
  85755. */
  85756. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85757. /**
  85758. * Clones the current emitter and returns a copy of it
  85759. * @returns the new emitter
  85760. */
  85761. clone(): HemisphericParticleEmitter;
  85762. /**
  85763. * Called by the GPUParticleSystem to setup the update shader
  85764. * @param effect defines the update shader
  85765. */
  85766. applyToShader(effect: Effect): void;
  85767. /**
  85768. * Returns a string to use to update the GPU particles update shader
  85769. * @returns a string containng the defines string
  85770. */
  85771. getEffectDefines(): string;
  85772. /**
  85773. * Returns the string "HemisphericParticleEmitter"
  85774. * @returns a string containing the class name
  85775. */
  85776. getClassName(): string;
  85777. /**
  85778. * Serializes the particle system to a JSON object.
  85779. * @returns the JSON object
  85780. */
  85781. serialize(): any;
  85782. /**
  85783. * Parse properties from a JSON object
  85784. * @param serializationObject defines the JSON object
  85785. */
  85786. parse(serializationObject: any): void;
  85787. }
  85788. }
  85789. declare module BABYLON {
  85790. /**
  85791. * Particle emitter emitting particles from a point.
  85792. * It emits the particles randomly between 2 given directions.
  85793. */
  85794. export class PointParticleEmitter implements IParticleEmitterType {
  85795. /**
  85796. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85797. */
  85798. direction1: Vector3;
  85799. /**
  85800. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85801. */
  85802. direction2: Vector3;
  85803. /**
  85804. * Creates a new instance PointParticleEmitter
  85805. */
  85806. constructor();
  85807. /**
  85808. * Called by the particle System when the direction is computed for the created particle.
  85809. * @param worldMatrix is the world matrix of the particle system
  85810. * @param directionToUpdate is the direction vector to update with the result
  85811. * @param particle is the particle we are computed the direction for
  85812. */
  85813. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85814. /**
  85815. * Called by the particle System when the position is computed for the created particle.
  85816. * @param worldMatrix is the world matrix of the particle system
  85817. * @param positionToUpdate is the position vector to update with the result
  85818. * @param particle is the particle we are computed the position for
  85819. */
  85820. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85821. /**
  85822. * Clones the current emitter and returns a copy of it
  85823. * @returns the new emitter
  85824. */
  85825. clone(): PointParticleEmitter;
  85826. /**
  85827. * Called by the GPUParticleSystem to setup the update shader
  85828. * @param effect defines the update shader
  85829. */
  85830. applyToShader(effect: Effect): void;
  85831. /**
  85832. * Returns a string to use to update the GPU particles update shader
  85833. * @returns a string containng the defines string
  85834. */
  85835. getEffectDefines(): string;
  85836. /**
  85837. * Returns the string "PointParticleEmitter"
  85838. * @returns a string containing the class name
  85839. */
  85840. getClassName(): string;
  85841. /**
  85842. * Serializes the particle system to a JSON object.
  85843. * @returns the JSON object
  85844. */
  85845. serialize(): any;
  85846. /**
  85847. * Parse properties from a JSON object
  85848. * @param serializationObject defines the JSON object
  85849. */
  85850. parse(serializationObject: any): void;
  85851. }
  85852. }
  85853. declare module BABYLON {
  85854. /**
  85855. * Particle emitter emitting particles from the inside of a sphere.
  85856. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  85857. */
  85858. export class SphereParticleEmitter implements IParticleEmitterType {
  85859. /**
  85860. * The radius of the emission sphere.
  85861. */
  85862. radius: number;
  85863. /**
  85864. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85865. */
  85866. radiusRange: number;
  85867. /**
  85868. * How much to randomize the particle direction [0-1].
  85869. */
  85870. directionRandomizer: number;
  85871. /**
  85872. * Creates a new instance SphereParticleEmitter
  85873. * @param radius the radius of the emission sphere (1 by default)
  85874. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85875. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85876. */
  85877. constructor(
  85878. /**
  85879. * The radius of the emission sphere.
  85880. */
  85881. radius?: number,
  85882. /**
  85883. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85884. */
  85885. radiusRange?: number,
  85886. /**
  85887. * How much to randomize the particle direction [0-1].
  85888. */
  85889. directionRandomizer?: number);
  85890. /**
  85891. * Called by the particle System when the direction is computed for the created particle.
  85892. * @param worldMatrix is the world matrix of the particle system
  85893. * @param directionToUpdate is the direction vector to update with the result
  85894. * @param particle is the particle we are computed the direction for
  85895. */
  85896. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85897. /**
  85898. * Called by the particle System when the position is computed for the created particle.
  85899. * @param worldMatrix is the world matrix of the particle system
  85900. * @param positionToUpdate is the position vector to update with the result
  85901. * @param particle is the particle we are computed the position for
  85902. */
  85903. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85904. /**
  85905. * Clones the current emitter and returns a copy of it
  85906. * @returns the new emitter
  85907. */
  85908. clone(): SphereParticleEmitter;
  85909. /**
  85910. * Called by the GPUParticleSystem to setup the update shader
  85911. * @param effect defines the update shader
  85912. */
  85913. applyToShader(effect: Effect): void;
  85914. /**
  85915. * Returns a string to use to update the GPU particles update shader
  85916. * @returns a string containng the defines string
  85917. */
  85918. getEffectDefines(): string;
  85919. /**
  85920. * Returns the string "SphereParticleEmitter"
  85921. * @returns a string containing the class name
  85922. */
  85923. getClassName(): string;
  85924. /**
  85925. * Serializes the particle system to a JSON object.
  85926. * @returns the JSON object
  85927. */
  85928. serialize(): any;
  85929. /**
  85930. * Parse properties from a JSON object
  85931. * @param serializationObject defines the JSON object
  85932. */
  85933. parse(serializationObject: any): void;
  85934. }
  85935. /**
  85936. * Particle emitter emitting particles from the inside of a sphere.
  85937. * It emits the particles randomly between two vectors.
  85938. */
  85939. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  85940. /**
  85941. * The min limit of the emission direction.
  85942. */
  85943. direction1: Vector3;
  85944. /**
  85945. * The max limit of the emission direction.
  85946. */
  85947. direction2: Vector3;
  85948. /**
  85949. * Creates a new instance SphereDirectedParticleEmitter
  85950. * @param radius the radius of the emission sphere (1 by default)
  85951. * @param direction1 the min limit of the emission direction (up vector by default)
  85952. * @param direction2 the max limit of the emission direction (up vector by default)
  85953. */
  85954. constructor(radius?: number,
  85955. /**
  85956. * The min limit of the emission direction.
  85957. */
  85958. direction1?: Vector3,
  85959. /**
  85960. * The max limit of the emission direction.
  85961. */
  85962. direction2?: Vector3);
  85963. /**
  85964. * Called by the particle System when the direction is computed for the created particle.
  85965. * @param worldMatrix is the world matrix of the particle system
  85966. * @param directionToUpdate is the direction vector to update with the result
  85967. * @param particle is the particle we are computed the direction for
  85968. */
  85969. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85970. /**
  85971. * Clones the current emitter and returns a copy of it
  85972. * @returns the new emitter
  85973. */
  85974. clone(): SphereDirectedParticleEmitter;
  85975. /**
  85976. * Called by the GPUParticleSystem to setup the update shader
  85977. * @param effect defines the update shader
  85978. */
  85979. applyToShader(effect: Effect): void;
  85980. /**
  85981. * Returns a string to use to update the GPU particles update shader
  85982. * @returns a string containng the defines string
  85983. */
  85984. getEffectDefines(): string;
  85985. /**
  85986. * Returns the string "SphereDirectedParticleEmitter"
  85987. * @returns a string containing the class name
  85988. */
  85989. getClassName(): string;
  85990. /**
  85991. * Serializes the particle system to a JSON object.
  85992. * @returns the JSON object
  85993. */
  85994. serialize(): any;
  85995. /**
  85996. * Parse properties from a JSON object
  85997. * @param serializationObject defines the JSON object
  85998. */
  85999. parse(serializationObject: any): void;
  86000. }
  86001. }
  86002. declare module BABYLON {
  86003. /**
  86004. * Interface representing a particle system in Babylon.js.
  86005. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86006. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86007. */
  86008. export interface IParticleSystem {
  86009. /**
  86010. * List of animations used by the particle system.
  86011. */
  86012. animations: Animation[];
  86013. /**
  86014. * The id of the Particle system.
  86015. */
  86016. id: string;
  86017. /**
  86018. * The name of the Particle system.
  86019. */
  86020. name: string;
  86021. /**
  86022. * The emitter represents the Mesh or position we are attaching the particle system to.
  86023. */
  86024. emitter: Nullable<AbstractMesh | Vector3>;
  86025. /**
  86026. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86027. */
  86028. isBillboardBased: boolean;
  86029. /**
  86030. * The rendering group used by the Particle system to chose when to render.
  86031. */
  86032. renderingGroupId: number;
  86033. /**
  86034. * The layer mask we are rendering the particles through.
  86035. */
  86036. layerMask: number;
  86037. /**
  86038. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86039. */
  86040. updateSpeed: number;
  86041. /**
  86042. * The amount of time the particle system is running (depends of the overall update speed).
  86043. */
  86044. targetStopDuration: number;
  86045. /**
  86046. * The texture used to render each particle. (this can be a spritesheet)
  86047. */
  86048. particleTexture: Nullable<Texture>;
  86049. /**
  86050. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86051. */
  86052. blendMode: number;
  86053. /**
  86054. * Minimum life time of emitting particles.
  86055. */
  86056. minLifeTime: number;
  86057. /**
  86058. * Maximum life time of emitting particles.
  86059. */
  86060. maxLifeTime: number;
  86061. /**
  86062. * Minimum Size of emitting particles.
  86063. */
  86064. minSize: number;
  86065. /**
  86066. * Maximum Size of emitting particles.
  86067. */
  86068. maxSize: number;
  86069. /**
  86070. * Minimum scale of emitting particles on X axis.
  86071. */
  86072. minScaleX: number;
  86073. /**
  86074. * Maximum scale of emitting particles on X axis.
  86075. */
  86076. maxScaleX: number;
  86077. /**
  86078. * Minimum scale of emitting particles on Y axis.
  86079. */
  86080. minScaleY: number;
  86081. /**
  86082. * Maximum scale of emitting particles on Y axis.
  86083. */
  86084. maxScaleY: number;
  86085. /**
  86086. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86087. */
  86088. color1: Color4;
  86089. /**
  86090. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86091. */
  86092. color2: Color4;
  86093. /**
  86094. * Color the particle will have at the end of its lifetime.
  86095. */
  86096. colorDead: Color4;
  86097. /**
  86098. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86099. */
  86100. emitRate: number;
  86101. /**
  86102. * You can use gravity if you want to give an orientation to your particles.
  86103. */
  86104. gravity: Vector3;
  86105. /**
  86106. * Minimum power of emitting particles.
  86107. */
  86108. minEmitPower: number;
  86109. /**
  86110. * Maximum power of emitting particles.
  86111. */
  86112. maxEmitPower: number;
  86113. /**
  86114. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86115. */
  86116. minAngularSpeed: number;
  86117. /**
  86118. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86119. */
  86120. maxAngularSpeed: number;
  86121. /**
  86122. * Gets or sets the minimal initial rotation in radians.
  86123. */
  86124. minInitialRotation: number;
  86125. /**
  86126. * Gets or sets the maximal initial rotation in radians.
  86127. */
  86128. maxInitialRotation: number;
  86129. /**
  86130. * The particle emitter type defines the emitter used by the particle system.
  86131. * It can be for example box, sphere, or cone...
  86132. */
  86133. particleEmitterType: Nullable<IParticleEmitterType>;
  86134. /**
  86135. * Defines the delay in milliseconds before starting the system (0 by default)
  86136. */
  86137. startDelay: number;
  86138. /**
  86139. * 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
  86140. */
  86141. preWarmCycles: number;
  86142. /**
  86143. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86144. */
  86145. preWarmStepOffset: number;
  86146. /**
  86147. * 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)
  86148. */
  86149. spriteCellChangeSpeed: number;
  86150. /**
  86151. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86152. */
  86153. startSpriteCellID: number;
  86154. /**
  86155. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86156. */
  86157. endSpriteCellID: number;
  86158. /**
  86159. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86160. */
  86161. spriteCellWidth: number;
  86162. /**
  86163. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86164. */
  86165. spriteCellHeight: number;
  86166. /**
  86167. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86168. */
  86169. spriteRandomStartCell: boolean;
  86170. /**
  86171. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86172. */
  86173. isAnimationSheetEnabled: boolean;
  86174. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86175. translationPivot: Vector2;
  86176. /**
  86177. * Gets or sets a texture used to add random noise to particle positions
  86178. */
  86179. noiseTexture: Nullable<BaseTexture>;
  86180. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86181. noiseStrength: Vector3;
  86182. /**
  86183. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86184. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86185. */
  86186. billboardMode: number;
  86187. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86188. limitVelocityDamping: number;
  86189. /**
  86190. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86191. */
  86192. beginAnimationOnStart: boolean;
  86193. /**
  86194. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86195. */
  86196. beginAnimationFrom: number;
  86197. /**
  86198. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86199. */
  86200. beginAnimationTo: number;
  86201. /**
  86202. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86203. */
  86204. beginAnimationLoop: boolean;
  86205. /**
  86206. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86207. */
  86208. disposeOnStop: boolean;
  86209. /**
  86210. * Gets the maximum number of particles active at the same time.
  86211. * @returns The max number of active particles.
  86212. */
  86213. getCapacity(): number;
  86214. /**
  86215. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86216. * @returns True if it has been started, otherwise false.
  86217. */
  86218. isStarted(): boolean;
  86219. /**
  86220. * Animates the particle system for this frame.
  86221. */
  86222. animate(): void;
  86223. /**
  86224. * Renders the particle system in its current state.
  86225. * @returns the current number of particles
  86226. */
  86227. render(): number;
  86228. /**
  86229. * Dispose the particle system and frees its associated resources.
  86230. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86231. */
  86232. dispose(disposeTexture?: boolean): void;
  86233. /**
  86234. * Clones the particle system.
  86235. * @param name The name of the cloned object
  86236. * @param newEmitter The new emitter to use
  86237. * @returns the cloned particle system
  86238. */
  86239. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86240. /**
  86241. * Serializes the particle system to a JSON object.
  86242. * @returns the JSON object
  86243. */
  86244. serialize(): any;
  86245. /**
  86246. * Rebuild the particle system
  86247. */
  86248. rebuild(): void;
  86249. /**
  86250. * Starts the particle system and begins to emit
  86251. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86252. */
  86253. start(delay?: number): void;
  86254. /**
  86255. * Stops the particle system.
  86256. */
  86257. stop(): void;
  86258. /**
  86259. * Remove all active particles
  86260. */
  86261. reset(): void;
  86262. /**
  86263. * Is this system ready to be used/rendered
  86264. * @return true if the system is ready
  86265. */
  86266. isReady(): boolean;
  86267. /**
  86268. * Adds a new color gradient
  86269. * @param gradient defines the gradient to use (between 0 and 1)
  86270. * @param color1 defines the color to affect to the specified gradient
  86271. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86272. * @returns the current particle system
  86273. */
  86274. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86275. /**
  86276. * Remove a specific color gradient
  86277. * @param gradient defines the gradient to remove
  86278. * @returns the current particle system
  86279. */
  86280. removeColorGradient(gradient: number): IParticleSystem;
  86281. /**
  86282. * Adds a new size gradient
  86283. * @param gradient defines the gradient to use (between 0 and 1)
  86284. * @param factor defines the size factor to affect to the specified gradient
  86285. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86286. * @returns the current particle system
  86287. */
  86288. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86289. /**
  86290. * Remove a specific size gradient
  86291. * @param gradient defines the gradient to remove
  86292. * @returns the current particle system
  86293. */
  86294. removeSizeGradient(gradient: number): IParticleSystem;
  86295. /**
  86296. * Gets the current list of color gradients.
  86297. * You must use addColorGradient and removeColorGradient to udpate this list
  86298. * @returns the list of color gradients
  86299. */
  86300. getColorGradients(): Nullable<Array<ColorGradient>>;
  86301. /**
  86302. * Gets the current list of size gradients.
  86303. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86304. * @returns the list of size gradients
  86305. */
  86306. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86307. /**
  86308. * Gets the current list of angular speed gradients.
  86309. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86310. * @returns the list of angular speed gradients
  86311. */
  86312. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86313. /**
  86314. * Adds a new angular speed gradient
  86315. * @param gradient defines the gradient to use (between 0 and 1)
  86316. * @param factor defines the angular speed to affect to the specified gradient
  86317. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86318. * @returns the current particle system
  86319. */
  86320. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86321. /**
  86322. * Remove a specific angular speed gradient
  86323. * @param gradient defines the gradient to remove
  86324. * @returns the current particle system
  86325. */
  86326. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86327. /**
  86328. * Gets the current list of velocity gradients.
  86329. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86330. * @returns the list of velocity gradients
  86331. */
  86332. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86333. /**
  86334. * Adds a new velocity gradient
  86335. * @param gradient defines the gradient to use (between 0 and 1)
  86336. * @param factor defines the velocity to affect to the specified gradient
  86337. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86338. * @returns the current particle system
  86339. */
  86340. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86341. /**
  86342. * Remove a specific velocity gradient
  86343. * @param gradient defines the gradient to remove
  86344. * @returns the current particle system
  86345. */
  86346. removeVelocityGradient(gradient: number): IParticleSystem;
  86347. /**
  86348. * Gets the current list of limit velocity gradients.
  86349. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86350. * @returns the list of limit velocity gradients
  86351. */
  86352. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86353. /**
  86354. * Adds a new limit velocity gradient
  86355. * @param gradient defines the gradient to use (between 0 and 1)
  86356. * @param factor defines the limit velocity to affect to the specified gradient
  86357. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86358. * @returns the current particle system
  86359. */
  86360. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86361. /**
  86362. * Remove a specific limit velocity gradient
  86363. * @param gradient defines the gradient to remove
  86364. * @returns the current particle system
  86365. */
  86366. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86367. /**
  86368. * Adds a new drag gradient
  86369. * @param gradient defines the gradient to use (between 0 and 1)
  86370. * @param factor defines the drag to affect to the specified gradient
  86371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86372. * @returns the current particle system
  86373. */
  86374. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86375. /**
  86376. * Remove a specific drag gradient
  86377. * @param gradient defines the gradient to remove
  86378. * @returns the current particle system
  86379. */
  86380. removeDragGradient(gradient: number): IParticleSystem;
  86381. /**
  86382. * Gets the current list of drag gradients.
  86383. * You must use addDragGradient and removeDragGradient to udpate this list
  86384. * @returns the list of drag gradients
  86385. */
  86386. getDragGradients(): Nullable<Array<FactorGradient>>;
  86387. /**
  86388. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86389. * @param gradient defines the gradient to use (between 0 and 1)
  86390. * @param factor defines the emit rate to affect to the specified gradient
  86391. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86392. * @returns the current particle system
  86393. */
  86394. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86395. /**
  86396. * Remove a specific emit rate gradient
  86397. * @param gradient defines the gradient to remove
  86398. * @returns the current particle system
  86399. */
  86400. removeEmitRateGradient(gradient: number): IParticleSystem;
  86401. /**
  86402. * Gets the current list of emit rate gradients.
  86403. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86404. * @returns the list of emit rate gradients
  86405. */
  86406. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86407. /**
  86408. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86409. * @param gradient defines the gradient to use (between 0 and 1)
  86410. * @param factor defines the start size to affect to the specified gradient
  86411. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86412. * @returns the current particle system
  86413. */
  86414. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86415. /**
  86416. * Remove a specific start size gradient
  86417. * @param gradient defines the gradient to remove
  86418. * @returns the current particle system
  86419. */
  86420. removeStartSizeGradient(gradient: number): IParticleSystem;
  86421. /**
  86422. * Gets the current list of start size gradients.
  86423. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86424. * @returns the list of start size gradients
  86425. */
  86426. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86427. /**
  86428. * Adds a new life time gradient
  86429. * @param gradient defines the gradient to use (between 0 and 1)
  86430. * @param factor defines the life time factor to affect to the specified gradient
  86431. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86432. * @returns the current particle system
  86433. */
  86434. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86435. /**
  86436. * Remove a specific life time gradient
  86437. * @param gradient defines the gradient to remove
  86438. * @returns the current particle system
  86439. */
  86440. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86441. /**
  86442. * Gets the current list of life time gradients.
  86443. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86444. * @returns the list of life time gradients
  86445. */
  86446. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86447. /**
  86448. * Gets the current list of color gradients.
  86449. * You must use addColorGradient and removeColorGradient to udpate this list
  86450. * @returns the list of color gradients
  86451. */
  86452. getColorGradients(): Nullable<Array<ColorGradient>>;
  86453. /**
  86454. * Adds a new ramp gradient used to remap particle colors
  86455. * @param gradient defines the gradient to use (between 0 and 1)
  86456. * @param color defines the color to affect to the specified gradient
  86457. * @returns the current particle system
  86458. */
  86459. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86460. /**
  86461. * Gets the current list of ramp gradients.
  86462. * You must use addRampGradient and removeRampGradient to udpate this list
  86463. * @returns the list of ramp gradients
  86464. */
  86465. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86466. /** Gets or sets a boolean indicating that ramp gradients must be used
  86467. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86468. */
  86469. useRampGradients: boolean;
  86470. /**
  86471. * Adds a new color remap gradient
  86472. * @param gradient defines the gradient to use (between 0 and 1)
  86473. * @param min defines the color remap minimal range
  86474. * @param max defines the color remap maximal range
  86475. * @returns the current particle system
  86476. */
  86477. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86478. /**
  86479. * Gets the current list of color remap gradients.
  86480. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86481. * @returns the list of color remap gradients
  86482. */
  86483. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86484. /**
  86485. * Adds a new alpha remap gradient
  86486. * @param gradient defines the gradient to use (between 0 and 1)
  86487. * @param min defines the alpha remap minimal range
  86488. * @param max defines the alpha remap maximal range
  86489. * @returns the current particle system
  86490. */
  86491. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86492. /**
  86493. * Gets the current list of alpha remap gradients.
  86494. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86495. * @returns the list of alpha remap gradients
  86496. */
  86497. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86498. /**
  86499. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86500. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86501. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86502. * @returns the emitter
  86503. */
  86504. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86505. /**
  86506. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86507. * @param radius The radius of the hemisphere to emit from
  86508. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86509. * @returns the emitter
  86510. */
  86511. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86512. /**
  86513. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86514. * @param radius The radius of the sphere to emit from
  86515. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86516. * @returns the emitter
  86517. */
  86518. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86519. /**
  86520. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86521. * @param radius The radius of the sphere to emit from
  86522. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86523. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86524. * @returns the emitter
  86525. */
  86526. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86527. /**
  86528. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86529. * @param radius The radius of the emission cylinder
  86530. * @param height The height of the emission cylinder
  86531. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86532. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86533. * @returns the emitter
  86534. */
  86535. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86536. /**
  86537. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86538. * @param radius The radius of the cylinder to emit from
  86539. * @param height The height of the emission cylinder
  86540. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86541. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86542. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86543. * @returns the emitter
  86544. */
  86545. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86546. /**
  86547. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86548. * @param radius The radius of the cone to emit from
  86549. * @param angle The base angle of the cone
  86550. * @returns the emitter
  86551. */
  86552. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86553. /**
  86554. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86555. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86556. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86557. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86558. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86559. * @returns the emitter
  86560. */
  86561. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86562. /**
  86563. * Get hosting scene
  86564. * @returns the scene
  86565. */
  86566. getScene(): Scene;
  86567. }
  86568. }
  86569. declare module BABYLON {
  86570. /**
  86571. * Creates an instance based on a source mesh.
  86572. */
  86573. export class InstancedMesh extends AbstractMesh {
  86574. private _sourceMesh;
  86575. private _currentLOD;
  86576. /** @hidden */
  86577. _indexInSourceMeshInstanceArray: number;
  86578. constructor(name: string, source: Mesh);
  86579. /**
  86580. * Returns the string "InstancedMesh".
  86581. */
  86582. getClassName(): string;
  86583. /** Gets the list of lights affecting that mesh */
  86584. readonly lightSources: Light[];
  86585. _resyncLightSources(): void;
  86586. _resyncLighSource(light: Light): void;
  86587. _removeLightSource(light: Light, dispose: boolean): void;
  86588. /**
  86589. * If the source mesh receives shadows
  86590. */
  86591. readonly receiveShadows: boolean;
  86592. /**
  86593. * The material of the source mesh
  86594. */
  86595. readonly material: Nullable<Material>;
  86596. /**
  86597. * Visibility of the source mesh
  86598. */
  86599. readonly visibility: number;
  86600. /**
  86601. * Skeleton of the source mesh
  86602. */
  86603. readonly skeleton: Nullable<Skeleton>;
  86604. /**
  86605. * Rendering ground id of the source mesh
  86606. */
  86607. renderingGroupId: number;
  86608. /**
  86609. * Returns the total number of vertices (integer).
  86610. */
  86611. getTotalVertices(): number;
  86612. /**
  86613. * Returns a positive integer : the total number of indices in this mesh geometry.
  86614. * @returns the numner of indices or zero if the mesh has no geometry.
  86615. */
  86616. getTotalIndices(): number;
  86617. /**
  86618. * The source mesh of the instance
  86619. */
  86620. readonly sourceMesh: Mesh;
  86621. /**
  86622. * Is this node ready to be used/rendered
  86623. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86624. * @return {boolean} is it ready
  86625. */
  86626. isReady(completeCheck?: boolean): boolean;
  86627. /**
  86628. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86629. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86630. * @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.
  86631. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86632. */
  86633. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86634. /**
  86635. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86636. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86637. * The `data` are either a numeric array either a Float32Array.
  86638. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86639. * 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).
  86640. * Note that a new underlying VertexBuffer object is created each call.
  86641. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86642. *
  86643. * Possible `kind` values :
  86644. * - VertexBuffer.PositionKind
  86645. * - VertexBuffer.UVKind
  86646. * - VertexBuffer.UV2Kind
  86647. * - VertexBuffer.UV3Kind
  86648. * - VertexBuffer.UV4Kind
  86649. * - VertexBuffer.UV5Kind
  86650. * - VertexBuffer.UV6Kind
  86651. * - VertexBuffer.ColorKind
  86652. * - VertexBuffer.MatricesIndicesKind
  86653. * - VertexBuffer.MatricesIndicesExtraKind
  86654. * - VertexBuffer.MatricesWeightsKind
  86655. * - VertexBuffer.MatricesWeightsExtraKind
  86656. *
  86657. * Returns the Mesh.
  86658. */
  86659. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  86660. /**
  86661. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  86662. * If the mesh has no geometry, it is simply returned as it is.
  86663. * The `data` are either a numeric array either a Float32Array.
  86664. * No new underlying VertexBuffer object is created.
  86665. * 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.
  86666. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  86667. *
  86668. * Possible `kind` values :
  86669. * - VertexBuffer.PositionKind
  86670. * - VertexBuffer.UVKind
  86671. * - VertexBuffer.UV2Kind
  86672. * - VertexBuffer.UV3Kind
  86673. * - VertexBuffer.UV4Kind
  86674. * - VertexBuffer.UV5Kind
  86675. * - VertexBuffer.UV6Kind
  86676. * - VertexBuffer.ColorKind
  86677. * - VertexBuffer.MatricesIndicesKind
  86678. * - VertexBuffer.MatricesIndicesExtraKind
  86679. * - VertexBuffer.MatricesWeightsKind
  86680. * - VertexBuffer.MatricesWeightsExtraKind
  86681. *
  86682. * Returns the Mesh.
  86683. */
  86684. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  86685. /**
  86686. * Sets the mesh indices.
  86687. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  86688. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  86689. * This method creates a new index buffer each call.
  86690. * Returns the Mesh.
  86691. */
  86692. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  86693. /**
  86694. * Boolean : True if the mesh owns the requested kind of data.
  86695. */
  86696. isVerticesDataPresent(kind: string): boolean;
  86697. /**
  86698. * Returns an array of indices (IndicesArray).
  86699. */
  86700. getIndices(): Nullable<IndicesArray>;
  86701. readonly _positions: Nullable<Vector3[]>;
  86702. /**
  86703. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  86704. * This means the mesh underlying bounding box and sphere are recomputed.
  86705. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  86706. * @returns the current mesh
  86707. */
  86708. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  86709. /** @hidden */
  86710. _preActivate(): InstancedMesh;
  86711. /** @hidden */
  86712. _activate(renderId: number, intermediateRendering: boolean): boolean;
  86713. /** @hidden */
  86714. _postActivate(): void;
  86715. getWorldMatrix(): Matrix;
  86716. readonly isAnInstance: boolean;
  86717. /**
  86718. * Returns the current associated LOD AbstractMesh.
  86719. */
  86720. getLOD(camera: Camera): AbstractMesh;
  86721. /** @hidden */
  86722. _syncSubMeshes(): InstancedMesh;
  86723. /** @hidden */
  86724. _generatePointsArray(): boolean;
  86725. /**
  86726. * Creates a new InstancedMesh from the current mesh.
  86727. * - name (string) : the cloned mesh name
  86728. * - newParent (optional Node) : the optional Node to parent the clone to.
  86729. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  86730. *
  86731. * Returns the clone.
  86732. */
  86733. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86734. /**
  86735. * Disposes the InstancedMesh.
  86736. * Returns nothing.
  86737. */
  86738. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  86739. }
  86740. interface Mesh {
  86741. /**
  86742. * Register a custom buffer that will be instanced
  86743. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86744. * @param kind defines the buffer kind
  86745. * @param stride defines the stride in floats
  86746. */
  86747. registerInstancedBuffer(kind: string, stride: number): void;
  86748. /** @hidden */
  86749. _userInstancedBuffersStorage: {
  86750. data: {
  86751. [key: string]: Float32Array;
  86752. };
  86753. sizes: {
  86754. [key: string]: number;
  86755. };
  86756. vertexBuffers: {
  86757. [key: string]: Nullable<VertexBuffer>;
  86758. };
  86759. strides: {
  86760. [key: string]: number;
  86761. };
  86762. };
  86763. }
  86764. interface AbstractMesh {
  86765. /**
  86766. * Object used to store instanced buffers defined by user
  86767. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86768. */
  86769. instancedBuffers: {
  86770. [key: string]: any;
  86771. };
  86772. }
  86773. }
  86774. declare module BABYLON {
  86775. /**
  86776. * Defines the options associated with the creation of a shader material.
  86777. */
  86778. export interface IShaderMaterialOptions {
  86779. /**
  86780. * Does the material work in alpha blend mode
  86781. */
  86782. needAlphaBlending: boolean;
  86783. /**
  86784. * Does the material work in alpha test mode
  86785. */
  86786. needAlphaTesting: boolean;
  86787. /**
  86788. * The list of attribute names used in the shader
  86789. */
  86790. attributes: string[];
  86791. /**
  86792. * The list of unifrom names used in the shader
  86793. */
  86794. uniforms: string[];
  86795. /**
  86796. * The list of UBO names used in the shader
  86797. */
  86798. uniformBuffers: string[];
  86799. /**
  86800. * The list of sampler names used in the shader
  86801. */
  86802. samplers: string[];
  86803. /**
  86804. * The list of defines used in the shader
  86805. */
  86806. defines: string[];
  86807. }
  86808. /**
  86809. * 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.
  86810. *
  86811. * This returned material effects how the mesh will look based on the code in the shaders.
  86812. *
  86813. * @see http://doc.babylonjs.com/how_to/shader_material
  86814. */
  86815. export class ShaderMaterial extends Material {
  86816. private _shaderPath;
  86817. private _options;
  86818. private _textures;
  86819. private _textureArrays;
  86820. private _floats;
  86821. private _ints;
  86822. private _floatsArrays;
  86823. private _colors3;
  86824. private _colors3Arrays;
  86825. private _colors4;
  86826. private _colors4Arrays;
  86827. private _vectors2;
  86828. private _vectors3;
  86829. private _vectors4;
  86830. private _matrices;
  86831. private _matrices3x3;
  86832. private _matrices2x2;
  86833. private _vectors2Arrays;
  86834. private _vectors3Arrays;
  86835. private _vectors4Arrays;
  86836. private _cachedWorldViewMatrix;
  86837. private _cachedWorldViewProjectionMatrix;
  86838. private _renderId;
  86839. /**
  86840. * Instantiate a new shader material.
  86841. * 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.
  86842. * This returned material effects how the mesh will look based on the code in the shaders.
  86843. * @see http://doc.babylonjs.com/how_to/shader_material
  86844. * @param name Define the name of the material in the scene
  86845. * @param scene Define the scene the material belongs to
  86846. * @param shaderPath Defines the route to the shader code in one of three ways:
  86847. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  86848. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  86849. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  86850. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  86851. * @param options Define the options used to create the shader
  86852. */
  86853. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  86854. /**
  86855. * Gets the options used to compile the shader.
  86856. * They can be modified to trigger a new compilation
  86857. */
  86858. readonly options: IShaderMaterialOptions;
  86859. /**
  86860. * Gets the current class name of the material e.g. "ShaderMaterial"
  86861. * Mainly use in serialization.
  86862. * @returns the class name
  86863. */
  86864. getClassName(): string;
  86865. /**
  86866. * Specifies if the material will require alpha blending
  86867. * @returns a boolean specifying if alpha blending is needed
  86868. */
  86869. needAlphaBlending(): boolean;
  86870. /**
  86871. * Specifies if this material should be rendered in alpha test mode
  86872. * @returns a boolean specifying if an alpha test is needed.
  86873. */
  86874. needAlphaTesting(): boolean;
  86875. private _checkUniform;
  86876. /**
  86877. * Set a texture in the shader.
  86878. * @param name Define the name of the uniform samplers as defined in the shader
  86879. * @param texture Define the texture to bind to this sampler
  86880. * @return the material itself allowing "fluent" like uniform updates
  86881. */
  86882. setTexture(name: string, texture: Texture): ShaderMaterial;
  86883. /**
  86884. * Set a texture array in the shader.
  86885. * @param name Define the name of the uniform sampler array as defined in the shader
  86886. * @param textures Define the list of textures to bind to this sampler
  86887. * @return the material itself allowing "fluent" like uniform updates
  86888. */
  86889. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  86890. /**
  86891. * Set a float in the shader.
  86892. * @param name Define the name of the uniform as defined in the shader
  86893. * @param value Define the value to give to the uniform
  86894. * @return the material itself allowing "fluent" like uniform updates
  86895. */
  86896. setFloat(name: string, value: number): ShaderMaterial;
  86897. /**
  86898. * Set a int in the shader.
  86899. * @param name Define the name of the uniform as defined in the shader
  86900. * @param value Define the value to give to the uniform
  86901. * @return the material itself allowing "fluent" like uniform updates
  86902. */
  86903. setInt(name: string, value: number): ShaderMaterial;
  86904. /**
  86905. * Set an array of floats in the shader.
  86906. * @param name Define the name of the uniform as defined in the shader
  86907. * @param value Define the value to give to the uniform
  86908. * @return the material itself allowing "fluent" like uniform updates
  86909. */
  86910. setFloats(name: string, value: number[]): ShaderMaterial;
  86911. /**
  86912. * Set a vec3 in the shader from a Color3.
  86913. * @param name Define the name of the uniform as defined in the shader
  86914. * @param value Define the value to give to the uniform
  86915. * @return the material itself allowing "fluent" like uniform updates
  86916. */
  86917. setColor3(name: string, value: Color3): ShaderMaterial;
  86918. /**
  86919. * Set a vec3 array in the shader from a Color3 array.
  86920. * @param name Define the name of the uniform as defined in the shader
  86921. * @param value Define the value to give to the uniform
  86922. * @return the material itself allowing "fluent" like uniform updates
  86923. */
  86924. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  86925. /**
  86926. * Set a vec4 in the shader from a Color4.
  86927. * @param name Define the name of the uniform as defined in the shader
  86928. * @param value Define the value to give to the uniform
  86929. * @return the material itself allowing "fluent" like uniform updates
  86930. */
  86931. setColor4(name: string, value: Color4): ShaderMaterial;
  86932. /**
  86933. * Set a vec4 array in the shader from a Color4 array.
  86934. * @param name Define the name of the uniform as defined in the shader
  86935. * @param value Define the value to give to the uniform
  86936. * @return the material itself allowing "fluent" like uniform updates
  86937. */
  86938. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  86939. /**
  86940. * Set a vec2 in the shader from a Vector2.
  86941. * @param name Define the name of the uniform as defined in the shader
  86942. * @param value Define the value to give to the uniform
  86943. * @return the material itself allowing "fluent" like uniform updates
  86944. */
  86945. setVector2(name: string, value: Vector2): ShaderMaterial;
  86946. /**
  86947. * Set a vec3 in the shader from a Vector3.
  86948. * @param name Define the name of the uniform as defined in the shader
  86949. * @param value Define the value to give to the uniform
  86950. * @return the material itself allowing "fluent" like uniform updates
  86951. */
  86952. setVector3(name: string, value: Vector3): ShaderMaterial;
  86953. /**
  86954. * Set a vec4 in the shader from a Vector4.
  86955. * @param name Define the name of the uniform as defined in the shader
  86956. * @param value Define the value to give to the uniform
  86957. * @return the material itself allowing "fluent" like uniform updates
  86958. */
  86959. setVector4(name: string, value: Vector4): ShaderMaterial;
  86960. /**
  86961. * Set a mat4 in the shader from a Matrix.
  86962. * @param name Define the name of the uniform as defined in the shader
  86963. * @param value Define the value to give to the uniform
  86964. * @return the material itself allowing "fluent" like uniform updates
  86965. */
  86966. setMatrix(name: string, value: Matrix): ShaderMaterial;
  86967. /**
  86968. * Set a mat3 in the shader from a Float32Array.
  86969. * @param name Define the name of the uniform as defined in the shader
  86970. * @param value Define the value to give to the uniform
  86971. * @return the material itself allowing "fluent" like uniform updates
  86972. */
  86973. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  86974. /**
  86975. * Set a mat2 in the shader from a Float32Array.
  86976. * @param name Define the name of the uniform as defined in the shader
  86977. * @param value Define the value to give to the uniform
  86978. * @return the material itself allowing "fluent" like uniform updates
  86979. */
  86980. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  86981. /**
  86982. * Set a vec2 array in the shader from a number array.
  86983. * @param name Define the name of the uniform as defined in the shader
  86984. * @param value Define the value to give to the uniform
  86985. * @return the material itself allowing "fluent" like uniform updates
  86986. */
  86987. setArray2(name: string, value: number[]): ShaderMaterial;
  86988. /**
  86989. * Set a vec3 array in the shader from a number array.
  86990. * @param name Define the name of the uniform as defined in the shader
  86991. * @param value Define the value to give to the uniform
  86992. * @return the material itself allowing "fluent" like uniform updates
  86993. */
  86994. setArray3(name: string, value: number[]): ShaderMaterial;
  86995. /**
  86996. * Set a vec4 array in the shader from a number array.
  86997. * @param name Define the name of the uniform as defined in the shader
  86998. * @param value Define the value to give to the uniform
  86999. * @return the material itself allowing "fluent" like uniform updates
  87000. */
  87001. setArray4(name: string, value: number[]): ShaderMaterial;
  87002. private _checkCache;
  87003. /**
  87004. * Specifies that the submesh is ready to be used
  87005. * @param mesh defines the mesh to check
  87006. * @param subMesh defines which submesh to check
  87007. * @param useInstances specifies that instances should be used
  87008. * @returns a boolean indicating that the submesh is ready or not
  87009. */
  87010. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87011. /**
  87012. * Checks if the material is ready to render the requested mesh
  87013. * @param mesh Define the mesh to render
  87014. * @param useInstances Define whether or not the material is used with instances
  87015. * @returns true if ready, otherwise false
  87016. */
  87017. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87018. /**
  87019. * Binds the world matrix to the material
  87020. * @param world defines the world transformation matrix
  87021. */
  87022. bindOnlyWorldMatrix(world: Matrix): void;
  87023. /**
  87024. * Binds the material to the mesh
  87025. * @param world defines the world transformation matrix
  87026. * @param mesh defines the mesh to bind the material to
  87027. */
  87028. bind(world: Matrix, mesh?: Mesh): void;
  87029. /**
  87030. * Gets the active textures from the material
  87031. * @returns an array of textures
  87032. */
  87033. getActiveTextures(): BaseTexture[];
  87034. /**
  87035. * Specifies if the material uses a texture
  87036. * @param texture defines the texture to check against the material
  87037. * @returns a boolean specifying if the material uses the texture
  87038. */
  87039. hasTexture(texture: BaseTexture): boolean;
  87040. /**
  87041. * Makes a duplicate of the material, and gives it a new name
  87042. * @param name defines the new name for the duplicated material
  87043. * @returns the cloned material
  87044. */
  87045. clone(name: string): ShaderMaterial;
  87046. /**
  87047. * Disposes the material
  87048. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87049. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87050. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87051. */
  87052. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87053. /**
  87054. * Serializes this material in a JSON representation
  87055. * @returns the serialized material object
  87056. */
  87057. serialize(): any;
  87058. /**
  87059. * Creates a shader material from parsed shader material data
  87060. * @param source defines the JSON represnetation of the material
  87061. * @param scene defines the hosting scene
  87062. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87063. * @returns a new material
  87064. */
  87065. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87066. }
  87067. }
  87068. declare module BABYLON {
  87069. /** @hidden */
  87070. export var colorPixelShader: {
  87071. name: string;
  87072. shader: string;
  87073. };
  87074. }
  87075. declare module BABYLON {
  87076. /** @hidden */
  87077. export var colorVertexShader: {
  87078. name: string;
  87079. shader: string;
  87080. };
  87081. }
  87082. declare module BABYLON {
  87083. /**
  87084. * Line mesh
  87085. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87086. */
  87087. export class LinesMesh extends Mesh {
  87088. /**
  87089. * If vertex color should be applied to the mesh
  87090. */
  87091. readonly useVertexColor?: boolean | undefined;
  87092. /**
  87093. * If vertex alpha should be applied to the mesh
  87094. */
  87095. readonly useVertexAlpha?: boolean | undefined;
  87096. /**
  87097. * Color of the line (Default: White)
  87098. */
  87099. color: Color3;
  87100. /**
  87101. * Alpha of the line (Default: 1)
  87102. */
  87103. alpha: number;
  87104. /**
  87105. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87106. * This margin is expressed in world space coordinates, so its value may vary.
  87107. * Default value is 0.1
  87108. */
  87109. intersectionThreshold: number;
  87110. private _colorShader;
  87111. private color4;
  87112. /**
  87113. * Creates a new LinesMesh
  87114. * @param name defines the name
  87115. * @param scene defines the hosting scene
  87116. * @param parent defines the parent mesh if any
  87117. * @param source defines the optional source LinesMesh used to clone data from
  87118. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87119. * When false, achieved by calling a clone(), also passing False.
  87120. * This will make creation of children, recursive.
  87121. * @param useVertexColor defines if this LinesMesh supports vertex color
  87122. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87123. */
  87124. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87125. /**
  87126. * If vertex color should be applied to the mesh
  87127. */
  87128. useVertexColor?: boolean | undefined,
  87129. /**
  87130. * If vertex alpha should be applied to the mesh
  87131. */
  87132. useVertexAlpha?: boolean | undefined);
  87133. private _addClipPlaneDefine;
  87134. private _removeClipPlaneDefine;
  87135. isReady(): boolean;
  87136. /**
  87137. * Returns the string "LineMesh"
  87138. */
  87139. getClassName(): string;
  87140. /**
  87141. * @hidden
  87142. */
  87143. /**
  87144. * @hidden
  87145. */
  87146. material: Material;
  87147. /**
  87148. * @hidden
  87149. */
  87150. readonly checkCollisions: boolean;
  87151. /** @hidden */
  87152. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87153. /** @hidden */
  87154. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87155. /**
  87156. * Disposes of the line mesh
  87157. * @param doNotRecurse If children should be disposed
  87158. */
  87159. dispose(doNotRecurse?: boolean): void;
  87160. /**
  87161. * Returns a new LineMesh object cloned from the current one.
  87162. */
  87163. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87164. /**
  87165. * Creates a new InstancedLinesMesh object from the mesh model.
  87166. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87167. * @param name defines the name of the new instance
  87168. * @returns a new InstancedLinesMesh
  87169. */
  87170. createInstance(name: string): InstancedLinesMesh;
  87171. }
  87172. /**
  87173. * Creates an instance based on a source LinesMesh
  87174. */
  87175. export class InstancedLinesMesh extends InstancedMesh {
  87176. /**
  87177. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87178. * This margin is expressed in world space coordinates, so its value may vary.
  87179. * Initilized with the intersectionThreshold value of the source LinesMesh
  87180. */
  87181. intersectionThreshold: number;
  87182. constructor(name: string, source: LinesMesh);
  87183. /**
  87184. * Returns the string "InstancedLinesMesh".
  87185. */
  87186. getClassName(): string;
  87187. }
  87188. }
  87189. declare module BABYLON {
  87190. /** @hidden */
  87191. export var linePixelShader: {
  87192. name: string;
  87193. shader: string;
  87194. };
  87195. }
  87196. declare module BABYLON {
  87197. /** @hidden */
  87198. export var lineVertexShader: {
  87199. name: string;
  87200. shader: string;
  87201. };
  87202. }
  87203. declare module BABYLON {
  87204. interface AbstractMesh {
  87205. /**
  87206. * Gets the edgesRenderer associated with the mesh
  87207. */
  87208. edgesRenderer: Nullable<EdgesRenderer>;
  87209. }
  87210. interface LinesMesh {
  87211. /**
  87212. * Enables the edge rendering mode on the mesh.
  87213. * This mode makes the mesh edges visible
  87214. * @param epsilon defines the maximal distance between two angles to detect a face
  87215. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87216. * @returns the currentAbstractMesh
  87217. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87218. */
  87219. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87220. }
  87221. interface InstancedLinesMesh {
  87222. /**
  87223. * Enables the edge rendering mode on the mesh.
  87224. * This mode makes the mesh edges visible
  87225. * @param epsilon defines the maximal distance between two angles to detect a face
  87226. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87227. * @returns the current InstancedLinesMesh
  87228. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87229. */
  87230. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87231. }
  87232. /**
  87233. * Defines the minimum contract an Edges renderer should follow.
  87234. */
  87235. export interface IEdgesRenderer extends IDisposable {
  87236. /**
  87237. * Gets or sets a boolean indicating if the edgesRenderer is active
  87238. */
  87239. isEnabled: boolean;
  87240. /**
  87241. * Renders the edges of the attached mesh,
  87242. */
  87243. render(): void;
  87244. /**
  87245. * Checks wether or not the edges renderer is ready to render.
  87246. * @return true if ready, otherwise false.
  87247. */
  87248. isReady(): boolean;
  87249. }
  87250. /**
  87251. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87252. */
  87253. export class EdgesRenderer implements IEdgesRenderer {
  87254. /**
  87255. * Define the size of the edges with an orthographic camera
  87256. */
  87257. edgesWidthScalerForOrthographic: number;
  87258. /**
  87259. * Define the size of the edges with a perspective camera
  87260. */
  87261. edgesWidthScalerForPerspective: number;
  87262. protected _source: AbstractMesh;
  87263. protected _linesPositions: number[];
  87264. protected _linesNormals: number[];
  87265. protected _linesIndices: number[];
  87266. protected _epsilon: number;
  87267. protected _indicesCount: number;
  87268. protected _lineShader: ShaderMaterial;
  87269. protected _ib: DataBuffer;
  87270. protected _buffers: {
  87271. [key: string]: Nullable<VertexBuffer>;
  87272. };
  87273. protected _checkVerticesInsteadOfIndices: boolean;
  87274. private _meshRebuildObserver;
  87275. private _meshDisposeObserver;
  87276. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87277. isEnabled: boolean;
  87278. /**
  87279. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87280. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87281. * @param source Mesh used to create edges
  87282. * @param epsilon sum of angles in adjacency to check for edge
  87283. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87284. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87285. */
  87286. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87287. protected _prepareRessources(): void;
  87288. /** @hidden */
  87289. _rebuild(): void;
  87290. /**
  87291. * Releases the required resources for the edges renderer
  87292. */
  87293. dispose(): void;
  87294. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87295. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87296. /**
  87297. * Checks if the pair of p0 and p1 is en edge
  87298. * @param faceIndex
  87299. * @param edge
  87300. * @param faceNormals
  87301. * @param p0
  87302. * @param p1
  87303. * @private
  87304. */
  87305. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87306. /**
  87307. * push line into the position, normal and index buffer
  87308. * @protected
  87309. */
  87310. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87311. /**
  87312. * Generates lines edges from adjacencjes
  87313. * @private
  87314. */
  87315. _generateEdgesLines(): void;
  87316. /**
  87317. * Checks wether or not the edges renderer is ready to render.
  87318. * @return true if ready, otherwise false.
  87319. */
  87320. isReady(): boolean;
  87321. /**
  87322. * Renders the edges of the attached mesh,
  87323. */
  87324. render(): void;
  87325. }
  87326. /**
  87327. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87328. */
  87329. export class LineEdgesRenderer extends EdgesRenderer {
  87330. /**
  87331. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87332. * @param source LineMesh used to generate edges
  87333. * @param epsilon not important (specified angle for edge detection)
  87334. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87335. */
  87336. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87337. /**
  87338. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87339. */
  87340. _generateEdgesLines(): void;
  87341. }
  87342. }
  87343. declare module BABYLON {
  87344. /**
  87345. * This represents the object necessary to create a rendering group.
  87346. * This is exclusively used and created by the rendering manager.
  87347. * To modify the behavior, you use the available helpers in your scene or meshes.
  87348. * @hidden
  87349. */
  87350. export class RenderingGroup {
  87351. index: number;
  87352. private static _zeroVector;
  87353. private _scene;
  87354. private _opaqueSubMeshes;
  87355. private _transparentSubMeshes;
  87356. private _alphaTestSubMeshes;
  87357. private _depthOnlySubMeshes;
  87358. private _particleSystems;
  87359. private _spriteManagers;
  87360. private _opaqueSortCompareFn;
  87361. private _alphaTestSortCompareFn;
  87362. private _transparentSortCompareFn;
  87363. private _renderOpaque;
  87364. private _renderAlphaTest;
  87365. private _renderTransparent;
  87366. /** @hidden */
  87367. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87368. onBeforeTransparentRendering: () => void;
  87369. /**
  87370. * Set the opaque sort comparison function.
  87371. * If null the sub meshes will be render in the order they were created
  87372. */
  87373. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87374. /**
  87375. * Set the alpha test sort comparison function.
  87376. * If null the sub meshes will be render in the order they were created
  87377. */
  87378. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87379. /**
  87380. * Set the transparent sort comparison function.
  87381. * If null the sub meshes will be render in the order they were created
  87382. */
  87383. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87384. /**
  87385. * Creates a new rendering group.
  87386. * @param index The rendering group index
  87387. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87388. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87389. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87390. */
  87391. 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>);
  87392. /**
  87393. * Render all the sub meshes contained in the group.
  87394. * @param customRenderFunction Used to override the default render behaviour of the group.
  87395. * @returns true if rendered some submeshes.
  87396. */
  87397. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87398. /**
  87399. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87400. * @param subMeshes The submeshes to render
  87401. */
  87402. private renderOpaqueSorted;
  87403. /**
  87404. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87405. * @param subMeshes The submeshes to render
  87406. */
  87407. private renderAlphaTestSorted;
  87408. /**
  87409. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87410. * @param subMeshes The submeshes to render
  87411. */
  87412. private renderTransparentSorted;
  87413. /**
  87414. * Renders the submeshes in a specified order.
  87415. * @param subMeshes The submeshes to sort before render
  87416. * @param sortCompareFn The comparison function use to sort
  87417. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87418. * @param transparent Specifies to activate blending if true
  87419. */
  87420. private static renderSorted;
  87421. /**
  87422. * Renders the submeshes in the order they were dispatched (no sort applied).
  87423. * @param subMeshes The submeshes to render
  87424. */
  87425. private static renderUnsorted;
  87426. /**
  87427. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87428. * are rendered back to front if in the same alpha index.
  87429. *
  87430. * @param a The first submesh
  87431. * @param b The second submesh
  87432. * @returns The result of the comparison
  87433. */
  87434. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87435. /**
  87436. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87437. * are rendered back to front.
  87438. *
  87439. * @param a The first submesh
  87440. * @param b The second submesh
  87441. * @returns The result of the comparison
  87442. */
  87443. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87444. /**
  87445. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87446. * are rendered front to back (prevent overdraw).
  87447. *
  87448. * @param a The first submesh
  87449. * @param b The second submesh
  87450. * @returns The result of the comparison
  87451. */
  87452. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87453. /**
  87454. * Resets the different lists of submeshes to prepare a new frame.
  87455. */
  87456. prepare(): void;
  87457. dispose(): void;
  87458. /**
  87459. * Inserts the submesh in its correct queue depending on its material.
  87460. * @param subMesh The submesh to dispatch
  87461. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87462. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87463. */
  87464. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87465. dispatchSprites(spriteManager: ISpriteManager): void;
  87466. dispatchParticles(particleSystem: IParticleSystem): void;
  87467. private _renderParticles;
  87468. private _renderSprites;
  87469. }
  87470. }
  87471. declare module BABYLON {
  87472. /**
  87473. * Interface describing the different options available in the rendering manager
  87474. * regarding Auto Clear between groups.
  87475. */
  87476. export interface IRenderingManagerAutoClearSetup {
  87477. /**
  87478. * Defines whether or not autoclear is enable.
  87479. */
  87480. autoClear: boolean;
  87481. /**
  87482. * Defines whether or not to autoclear the depth buffer.
  87483. */
  87484. depth: boolean;
  87485. /**
  87486. * Defines whether or not to autoclear the stencil buffer.
  87487. */
  87488. stencil: boolean;
  87489. }
  87490. /**
  87491. * This class is used by the onRenderingGroupObservable
  87492. */
  87493. export class RenderingGroupInfo {
  87494. /**
  87495. * The Scene that being rendered
  87496. */
  87497. scene: Scene;
  87498. /**
  87499. * The camera currently used for the rendering pass
  87500. */
  87501. camera: Nullable<Camera>;
  87502. /**
  87503. * The ID of the renderingGroup being processed
  87504. */
  87505. renderingGroupId: number;
  87506. }
  87507. /**
  87508. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87509. * It is enable to manage the different groups as well as the different necessary sort functions.
  87510. * This should not be used directly aside of the few static configurations
  87511. */
  87512. export class RenderingManager {
  87513. /**
  87514. * The max id used for rendering groups (not included)
  87515. */
  87516. static MAX_RENDERINGGROUPS: number;
  87517. /**
  87518. * The min id used for rendering groups (included)
  87519. */
  87520. static MIN_RENDERINGGROUPS: number;
  87521. /**
  87522. * Used to globally prevent autoclearing scenes.
  87523. */
  87524. static AUTOCLEAR: boolean;
  87525. /**
  87526. * @hidden
  87527. */
  87528. _useSceneAutoClearSetup: boolean;
  87529. private _scene;
  87530. private _renderingGroups;
  87531. private _depthStencilBufferAlreadyCleaned;
  87532. private _autoClearDepthStencil;
  87533. private _customOpaqueSortCompareFn;
  87534. private _customAlphaTestSortCompareFn;
  87535. private _customTransparentSortCompareFn;
  87536. private _renderingGroupInfo;
  87537. /**
  87538. * Instantiates a new rendering group for a particular scene
  87539. * @param scene Defines the scene the groups belongs to
  87540. */
  87541. constructor(scene: Scene);
  87542. private _clearDepthStencilBuffer;
  87543. /**
  87544. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87545. * @hidden
  87546. */
  87547. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87548. /**
  87549. * Resets the different information of the group to prepare a new frame
  87550. * @hidden
  87551. */
  87552. reset(): void;
  87553. /**
  87554. * Dispose and release the group and its associated resources.
  87555. * @hidden
  87556. */
  87557. dispose(): void;
  87558. /**
  87559. * Clear the info related to rendering groups preventing retention points during dispose.
  87560. */
  87561. freeRenderingGroups(): void;
  87562. private _prepareRenderingGroup;
  87563. /**
  87564. * Add a sprite manager to the rendering manager in order to render it this frame.
  87565. * @param spriteManager Define the sprite manager to render
  87566. */
  87567. dispatchSprites(spriteManager: ISpriteManager): void;
  87568. /**
  87569. * Add a particle system to the rendering manager in order to render it this frame.
  87570. * @param particleSystem Define the particle system to render
  87571. */
  87572. dispatchParticles(particleSystem: IParticleSystem): void;
  87573. /**
  87574. * Add a submesh to the manager in order to render it this frame
  87575. * @param subMesh The submesh to dispatch
  87576. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87577. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87578. */
  87579. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87580. /**
  87581. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87582. * This allowed control for front to back rendering or reversly depending of the special needs.
  87583. *
  87584. * @param renderingGroupId The rendering group id corresponding to its index
  87585. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87586. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87587. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87588. */
  87589. 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;
  87590. /**
  87591. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87592. *
  87593. * @param renderingGroupId The rendering group id corresponding to its index
  87594. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87595. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87596. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87597. */
  87598. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87599. /**
  87600. * Gets the current auto clear configuration for one rendering group of the rendering
  87601. * manager.
  87602. * @param index the rendering group index to get the information for
  87603. * @returns The auto clear setup for the requested rendering group
  87604. */
  87605. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87606. }
  87607. }
  87608. declare module BABYLON {
  87609. /**
  87610. * This Helps creating a texture that will be created from a camera in your scene.
  87611. * It is basically a dynamic texture that could be used to create special effects for instance.
  87612. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87613. */
  87614. export class RenderTargetTexture extends Texture {
  87615. isCube: boolean;
  87616. /**
  87617. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87618. */
  87619. static readonly REFRESHRATE_RENDER_ONCE: number;
  87620. /**
  87621. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87622. */
  87623. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87624. /**
  87625. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87626. * the central point of your effect and can save a lot of performances.
  87627. */
  87628. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87629. /**
  87630. * Use this predicate to dynamically define the list of mesh you want to render.
  87631. * If set, the renderList property will be overwritten.
  87632. */
  87633. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87634. private _renderList;
  87635. /**
  87636. * Use this list to define the list of mesh you want to render.
  87637. */
  87638. renderList: Nullable<Array<AbstractMesh>>;
  87639. private _hookArray;
  87640. /**
  87641. * Define if particles should be rendered in your texture.
  87642. */
  87643. renderParticles: boolean;
  87644. /**
  87645. * Define if sprites should be rendered in your texture.
  87646. */
  87647. renderSprites: boolean;
  87648. /**
  87649. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  87650. */
  87651. coordinatesMode: number;
  87652. /**
  87653. * Define the camera used to render the texture.
  87654. */
  87655. activeCamera: Nullable<Camera>;
  87656. /**
  87657. * Override the render function of the texture with your own one.
  87658. */
  87659. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  87660. /**
  87661. * Define if camera post processes should be use while rendering the texture.
  87662. */
  87663. useCameraPostProcesses: boolean;
  87664. /**
  87665. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  87666. */
  87667. ignoreCameraViewport: boolean;
  87668. private _postProcessManager;
  87669. private _postProcesses;
  87670. private _resizeObserver;
  87671. /**
  87672. * An event triggered when the texture is unbind.
  87673. */
  87674. onBeforeBindObservable: Observable<RenderTargetTexture>;
  87675. /**
  87676. * An event triggered when the texture is unbind.
  87677. */
  87678. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  87679. private _onAfterUnbindObserver;
  87680. /**
  87681. * Set a after unbind callback in the texture.
  87682. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  87683. */
  87684. onAfterUnbind: () => void;
  87685. /**
  87686. * An event triggered before rendering the texture
  87687. */
  87688. onBeforeRenderObservable: Observable<number>;
  87689. private _onBeforeRenderObserver;
  87690. /**
  87691. * Set a before render callback in the texture.
  87692. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  87693. */
  87694. onBeforeRender: (faceIndex: number) => void;
  87695. /**
  87696. * An event triggered after rendering the texture
  87697. */
  87698. onAfterRenderObservable: Observable<number>;
  87699. private _onAfterRenderObserver;
  87700. /**
  87701. * Set a after render callback in the texture.
  87702. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  87703. */
  87704. onAfterRender: (faceIndex: number) => void;
  87705. /**
  87706. * An event triggered after the texture clear
  87707. */
  87708. onClearObservable: Observable<Engine>;
  87709. private _onClearObserver;
  87710. /**
  87711. * Set a clear callback in the texture.
  87712. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  87713. */
  87714. onClear: (Engine: Engine) => void;
  87715. /**
  87716. * An event triggered when the texture is resized.
  87717. */
  87718. onResizeObservable: Observable<RenderTargetTexture>;
  87719. /**
  87720. * Define the clear color of the Render Target if it should be different from the scene.
  87721. */
  87722. clearColor: Color4;
  87723. protected _size: number | {
  87724. width: number;
  87725. height: number;
  87726. };
  87727. protected _initialSizeParameter: number | {
  87728. width: number;
  87729. height: number;
  87730. } | {
  87731. ratio: number;
  87732. };
  87733. protected _sizeRatio: Nullable<number>;
  87734. /** @hidden */
  87735. _generateMipMaps: boolean;
  87736. protected _renderingManager: RenderingManager;
  87737. /** @hidden */
  87738. _waitingRenderList: string[];
  87739. protected _doNotChangeAspectRatio: boolean;
  87740. protected _currentRefreshId: number;
  87741. protected _refreshRate: number;
  87742. protected _textureMatrix: Matrix;
  87743. protected _samples: number;
  87744. protected _renderTargetOptions: RenderTargetCreationOptions;
  87745. /**
  87746. * Gets render target creation options that were used.
  87747. */
  87748. readonly renderTargetOptions: RenderTargetCreationOptions;
  87749. protected _engine: Engine;
  87750. protected _onRatioRescale(): void;
  87751. /**
  87752. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  87753. * It must define where the camera used to render the texture is set
  87754. */
  87755. boundingBoxPosition: Vector3;
  87756. private _boundingBoxSize;
  87757. /**
  87758. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  87759. * When defined, the cubemap will switch to local mode
  87760. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  87761. * @example https://www.babylonjs-playground.com/#RNASML
  87762. */
  87763. boundingBoxSize: Vector3;
  87764. /**
  87765. * In case the RTT has been created with a depth texture, get the associated
  87766. * depth texture.
  87767. * Otherwise, return null.
  87768. */
  87769. depthStencilTexture: Nullable<InternalTexture>;
  87770. /**
  87771. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  87772. * or used a shadow, depth texture...
  87773. * @param name The friendly name of the texture
  87774. * @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)
  87775. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  87776. * @param generateMipMaps True if mip maps need to be generated after render.
  87777. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  87778. * @param type The type of the buffer in the RTT (int, half float, float...)
  87779. * @param isCube True if a cube texture needs to be created
  87780. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  87781. * @param generateDepthBuffer True to generate a depth buffer
  87782. * @param generateStencilBuffer True to generate a stencil buffer
  87783. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  87784. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  87785. * @param delayAllocation if the texture allocation should be delayed (default: false)
  87786. */
  87787. constructor(name: string, size: number | {
  87788. width: number;
  87789. height: number;
  87790. } | {
  87791. ratio: number;
  87792. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  87793. /**
  87794. * Creates a depth stencil texture.
  87795. * This is only available in WebGL 2 or with the depth texture extension available.
  87796. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  87797. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  87798. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  87799. */
  87800. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  87801. private _processSizeParameter;
  87802. /**
  87803. * Define the number of samples to use in case of MSAA.
  87804. * It defaults to one meaning no MSAA has been enabled.
  87805. */
  87806. samples: number;
  87807. /**
  87808. * Resets the refresh counter of the texture and start bak from scratch.
  87809. * Could be useful to regenerate the texture if it is setup to render only once.
  87810. */
  87811. resetRefreshCounter(): void;
  87812. /**
  87813. * Define the refresh rate of the texture or the rendering frequency.
  87814. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  87815. */
  87816. refreshRate: number;
  87817. /**
  87818. * Adds a post process to the render target rendering passes.
  87819. * @param postProcess define the post process to add
  87820. */
  87821. addPostProcess(postProcess: PostProcess): void;
  87822. /**
  87823. * Clear all the post processes attached to the render target
  87824. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  87825. */
  87826. clearPostProcesses(dispose?: boolean): void;
  87827. /**
  87828. * Remove one of the post process from the list of attached post processes to the texture
  87829. * @param postProcess define the post process to remove from the list
  87830. */
  87831. removePostProcess(postProcess: PostProcess): void;
  87832. /** @hidden */
  87833. _shouldRender(): boolean;
  87834. /**
  87835. * Gets the actual render size of the texture.
  87836. * @returns the width of the render size
  87837. */
  87838. getRenderSize(): number;
  87839. /**
  87840. * Gets the actual render width of the texture.
  87841. * @returns the width of the render size
  87842. */
  87843. getRenderWidth(): number;
  87844. /**
  87845. * Gets the actual render height of the texture.
  87846. * @returns the height of the render size
  87847. */
  87848. getRenderHeight(): number;
  87849. /**
  87850. * Get if the texture can be rescaled or not.
  87851. */
  87852. readonly canRescale: boolean;
  87853. /**
  87854. * Resize the texture using a ratio.
  87855. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  87856. */
  87857. scale(ratio: number): void;
  87858. /**
  87859. * Get the texture reflection matrix used to rotate/transform the reflection.
  87860. * @returns the reflection matrix
  87861. */
  87862. getReflectionTextureMatrix(): Matrix;
  87863. /**
  87864. * Resize the texture to a new desired size.
  87865. * Be carrefull as it will recreate all the data in the new texture.
  87866. * @param size Define the new size. It can be:
  87867. * - a number for squared texture,
  87868. * - an object containing { width: number, height: number }
  87869. * - or an object containing a ratio { ratio: number }
  87870. */
  87871. resize(size: number | {
  87872. width: number;
  87873. height: number;
  87874. } | {
  87875. ratio: number;
  87876. }): void;
  87877. /**
  87878. * Renders all the objects from the render list into the texture.
  87879. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  87880. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  87881. */
  87882. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  87883. private _bestReflectionRenderTargetDimension;
  87884. /**
  87885. * @hidden
  87886. * @param faceIndex face index to bind to if this is a cubetexture
  87887. */
  87888. _bindFrameBuffer(faceIndex?: number): void;
  87889. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  87890. private renderToTarget;
  87891. /**
  87892. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87893. * This allowed control for front to back rendering or reversly depending of the special needs.
  87894. *
  87895. * @param renderingGroupId The rendering group id corresponding to its index
  87896. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87897. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87898. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87899. */
  87900. 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;
  87901. /**
  87902. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87903. *
  87904. * @param renderingGroupId The rendering group id corresponding to its index
  87905. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87906. */
  87907. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  87908. /**
  87909. * Clones the texture.
  87910. * @returns the cloned texture
  87911. */
  87912. clone(): RenderTargetTexture;
  87913. /**
  87914. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  87915. * @returns The JSON representation of the texture
  87916. */
  87917. serialize(): any;
  87918. /**
  87919. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  87920. */
  87921. disposeFramebufferObjects(): void;
  87922. /**
  87923. * Dispose the texture and release its associated resources.
  87924. */
  87925. dispose(): void;
  87926. /** @hidden */
  87927. _rebuild(): void;
  87928. /**
  87929. * Clear the info related to rendering groups preventing retention point in material dispose.
  87930. */
  87931. freeRenderingGroups(): void;
  87932. /**
  87933. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87934. * @returns the view count
  87935. */
  87936. getViewCount(): number;
  87937. }
  87938. }
  87939. declare module BABYLON {
  87940. /**
  87941. * Options for compiling materials.
  87942. */
  87943. export interface IMaterialCompilationOptions {
  87944. /**
  87945. * Defines whether clip planes are enabled.
  87946. */
  87947. clipPlane: boolean;
  87948. /**
  87949. * Defines whether instances are enabled.
  87950. */
  87951. useInstances: boolean;
  87952. }
  87953. /**
  87954. * Base class for the main features of a material in Babylon.js
  87955. */
  87956. export class Material implements IAnimatable {
  87957. /**
  87958. * Returns the triangle fill mode
  87959. */
  87960. static readonly TriangleFillMode: number;
  87961. /**
  87962. * Returns the wireframe mode
  87963. */
  87964. static readonly WireFrameFillMode: number;
  87965. /**
  87966. * Returns the point fill mode
  87967. */
  87968. static readonly PointFillMode: number;
  87969. /**
  87970. * Returns the point list draw mode
  87971. */
  87972. static readonly PointListDrawMode: number;
  87973. /**
  87974. * Returns the line list draw mode
  87975. */
  87976. static readonly LineListDrawMode: number;
  87977. /**
  87978. * Returns the line loop draw mode
  87979. */
  87980. static readonly LineLoopDrawMode: number;
  87981. /**
  87982. * Returns the line strip draw mode
  87983. */
  87984. static readonly LineStripDrawMode: number;
  87985. /**
  87986. * Returns the triangle strip draw mode
  87987. */
  87988. static readonly TriangleStripDrawMode: number;
  87989. /**
  87990. * Returns the triangle fan draw mode
  87991. */
  87992. static readonly TriangleFanDrawMode: number;
  87993. /**
  87994. * Stores the clock-wise side orientation
  87995. */
  87996. static readonly ClockWiseSideOrientation: number;
  87997. /**
  87998. * Stores the counter clock-wise side orientation
  87999. */
  88000. static readonly CounterClockWiseSideOrientation: number;
  88001. /**
  88002. * The dirty texture flag value
  88003. */
  88004. static readonly TextureDirtyFlag: number;
  88005. /**
  88006. * The dirty light flag value
  88007. */
  88008. static readonly LightDirtyFlag: number;
  88009. /**
  88010. * The dirty fresnel flag value
  88011. */
  88012. static readonly FresnelDirtyFlag: number;
  88013. /**
  88014. * The dirty attribute flag value
  88015. */
  88016. static readonly AttributesDirtyFlag: number;
  88017. /**
  88018. * The dirty misc flag value
  88019. */
  88020. static readonly MiscDirtyFlag: number;
  88021. /**
  88022. * The all dirty flag value
  88023. */
  88024. static readonly AllDirtyFlag: number;
  88025. /**
  88026. * The ID of the material
  88027. */
  88028. id: string;
  88029. /**
  88030. * Gets or sets the unique id of the material
  88031. */
  88032. uniqueId: number;
  88033. /**
  88034. * The name of the material
  88035. */
  88036. name: string;
  88037. /**
  88038. * Gets or sets user defined metadata
  88039. */
  88040. metadata: any;
  88041. /**
  88042. * For internal use only. Please do not use.
  88043. */
  88044. reservedDataStore: any;
  88045. /**
  88046. * Specifies if the ready state should be checked on each call
  88047. */
  88048. checkReadyOnEveryCall: boolean;
  88049. /**
  88050. * Specifies if the ready state should be checked once
  88051. */
  88052. checkReadyOnlyOnce: boolean;
  88053. /**
  88054. * The state of the material
  88055. */
  88056. state: string;
  88057. /**
  88058. * The alpha value of the material
  88059. */
  88060. protected _alpha: number;
  88061. /**
  88062. * List of inspectable custom properties (used by the Inspector)
  88063. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88064. */
  88065. inspectableCustomProperties: IInspectable[];
  88066. /**
  88067. * Sets the alpha value of the material
  88068. */
  88069. /**
  88070. * Gets the alpha value of the material
  88071. */
  88072. alpha: number;
  88073. /**
  88074. * Specifies if back face culling is enabled
  88075. */
  88076. protected _backFaceCulling: boolean;
  88077. /**
  88078. * Sets the back-face culling state
  88079. */
  88080. /**
  88081. * Gets the back-face culling state
  88082. */
  88083. backFaceCulling: boolean;
  88084. /**
  88085. * Stores the value for side orientation
  88086. */
  88087. sideOrientation: number;
  88088. /**
  88089. * Callback triggered when the material is compiled
  88090. */
  88091. onCompiled: Nullable<(effect: Effect) => void>;
  88092. /**
  88093. * Callback triggered when an error occurs
  88094. */
  88095. onError: Nullable<(effect: Effect, errors: string) => void>;
  88096. /**
  88097. * Callback triggered to get the render target textures
  88098. */
  88099. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88100. /**
  88101. * Gets a boolean indicating that current material needs to register RTT
  88102. */
  88103. readonly hasRenderTargetTextures: boolean;
  88104. /**
  88105. * Specifies if the material should be serialized
  88106. */
  88107. doNotSerialize: boolean;
  88108. /**
  88109. * @hidden
  88110. */
  88111. _storeEffectOnSubMeshes: boolean;
  88112. /**
  88113. * Stores the animations for the material
  88114. */
  88115. animations: Nullable<Array<Animation>>;
  88116. /**
  88117. * An event triggered when the material is disposed
  88118. */
  88119. onDisposeObservable: Observable<Material>;
  88120. /**
  88121. * An observer which watches for dispose events
  88122. */
  88123. private _onDisposeObserver;
  88124. private _onUnBindObservable;
  88125. /**
  88126. * Called during a dispose event
  88127. */
  88128. onDispose: () => void;
  88129. private _onBindObservable;
  88130. /**
  88131. * An event triggered when the material is bound
  88132. */
  88133. readonly onBindObservable: Observable<AbstractMesh>;
  88134. /**
  88135. * An observer which watches for bind events
  88136. */
  88137. private _onBindObserver;
  88138. /**
  88139. * Called during a bind event
  88140. */
  88141. onBind: (Mesh: AbstractMesh) => void;
  88142. /**
  88143. * An event triggered when the material is unbound
  88144. */
  88145. readonly onUnBindObservable: Observable<Material>;
  88146. /**
  88147. * Stores the value of the alpha mode
  88148. */
  88149. private _alphaMode;
  88150. /**
  88151. * Sets the value of the alpha mode.
  88152. *
  88153. * | Value | Type | Description |
  88154. * | --- | --- | --- |
  88155. * | 0 | ALPHA_DISABLE | |
  88156. * | 1 | ALPHA_ADD | |
  88157. * | 2 | ALPHA_COMBINE | |
  88158. * | 3 | ALPHA_SUBTRACT | |
  88159. * | 4 | ALPHA_MULTIPLY | |
  88160. * | 5 | ALPHA_MAXIMIZED | |
  88161. * | 6 | ALPHA_ONEONE | |
  88162. * | 7 | ALPHA_PREMULTIPLIED | |
  88163. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88164. * | 9 | ALPHA_INTERPOLATE | |
  88165. * | 10 | ALPHA_SCREENMODE | |
  88166. *
  88167. */
  88168. /**
  88169. * Gets the value of the alpha mode
  88170. */
  88171. alphaMode: number;
  88172. /**
  88173. * Stores the state of the need depth pre-pass value
  88174. */
  88175. private _needDepthPrePass;
  88176. /**
  88177. * Sets the need depth pre-pass value
  88178. */
  88179. /**
  88180. * Gets the depth pre-pass value
  88181. */
  88182. needDepthPrePass: boolean;
  88183. /**
  88184. * Specifies if depth writing should be disabled
  88185. */
  88186. disableDepthWrite: boolean;
  88187. /**
  88188. * Specifies if depth writing should be forced
  88189. */
  88190. forceDepthWrite: boolean;
  88191. /**
  88192. * Specifies if there should be a separate pass for culling
  88193. */
  88194. separateCullingPass: boolean;
  88195. /**
  88196. * Stores the state specifing if fog should be enabled
  88197. */
  88198. private _fogEnabled;
  88199. /**
  88200. * Sets the state for enabling fog
  88201. */
  88202. /**
  88203. * Gets the value of the fog enabled state
  88204. */
  88205. fogEnabled: boolean;
  88206. /**
  88207. * Stores the size of points
  88208. */
  88209. pointSize: number;
  88210. /**
  88211. * Stores the z offset value
  88212. */
  88213. zOffset: number;
  88214. /**
  88215. * Gets a value specifying if wireframe mode is enabled
  88216. */
  88217. /**
  88218. * Sets the state of wireframe mode
  88219. */
  88220. wireframe: boolean;
  88221. /**
  88222. * Gets the value specifying if point clouds are enabled
  88223. */
  88224. /**
  88225. * Sets the state of point cloud mode
  88226. */
  88227. pointsCloud: boolean;
  88228. /**
  88229. * Gets the material fill mode
  88230. */
  88231. /**
  88232. * Sets the material fill mode
  88233. */
  88234. fillMode: number;
  88235. /**
  88236. * @hidden
  88237. * Stores the effects for the material
  88238. */
  88239. _effect: Nullable<Effect>;
  88240. /**
  88241. * @hidden
  88242. * Specifies if the material was previously ready
  88243. */
  88244. _wasPreviouslyReady: boolean;
  88245. /**
  88246. * Specifies if uniform buffers should be used
  88247. */
  88248. private _useUBO;
  88249. /**
  88250. * Stores a reference to the scene
  88251. */
  88252. private _scene;
  88253. /**
  88254. * Stores the fill mode state
  88255. */
  88256. private _fillMode;
  88257. /**
  88258. * Specifies if the depth write state should be cached
  88259. */
  88260. private _cachedDepthWriteState;
  88261. /**
  88262. * Stores the uniform buffer
  88263. */
  88264. protected _uniformBuffer: UniformBuffer;
  88265. /** @hidden */
  88266. _indexInSceneMaterialArray: number;
  88267. /** @hidden */
  88268. meshMap: Nullable<{
  88269. [id: string]: AbstractMesh | undefined;
  88270. }>;
  88271. /**
  88272. * Creates a material instance
  88273. * @param name defines the name of the material
  88274. * @param scene defines the scene to reference
  88275. * @param doNotAdd specifies if the material should be added to the scene
  88276. */
  88277. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88278. /**
  88279. * Returns a string representation of the current material
  88280. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88281. * @returns a string with material information
  88282. */
  88283. toString(fullDetails?: boolean): string;
  88284. /**
  88285. * Gets the class name of the material
  88286. * @returns a string with the class name of the material
  88287. */
  88288. getClassName(): string;
  88289. /**
  88290. * Specifies if updates for the material been locked
  88291. */
  88292. readonly isFrozen: boolean;
  88293. /**
  88294. * Locks updates for the material
  88295. */
  88296. freeze(): void;
  88297. /**
  88298. * Unlocks updates for the material
  88299. */
  88300. unfreeze(): void;
  88301. /**
  88302. * Specifies if the material is ready to be used
  88303. * @param mesh defines the mesh to check
  88304. * @param useInstances specifies if instances should be used
  88305. * @returns a boolean indicating if the material is ready to be used
  88306. */
  88307. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88308. /**
  88309. * Specifies that the submesh is ready to be used
  88310. * @param mesh defines the mesh to check
  88311. * @param subMesh defines which submesh to check
  88312. * @param useInstances specifies that instances should be used
  88313. * @returns a boolean indicating that the submesh is ready or not
  88314. */
  88315. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88316. /**
  88317. * Returns the material effect
  88318. * @returns the effect associated with the material
  88319. */
  88320. getEffect(): Nullable<Effect>;
  88321. /**
  88322. * Returns the current scene
  88323. * @returns a Scene
  88324. */
  88325. getScene(): Scene;
  88326. /**
  88327. * Specifies if the material will require alpha blending
  88328. * @returns a boolean specifying if alpha blending is needed
  88329. */
  88330. needAlphaBlending(): boolean;
  88331. /**
  88332. * Specifies if the mesh will require alpha blending
  88333. * @param mesh defines the mesh to check
  88334. * @returns a boolean specifying if alpha blending is needed for the mesh
  88335. */
  88336. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88337. /**
  88338. * Specifies if this material should be rendered in alpha test mode
  88339. * @returns a boolean specifying if an alpha test is needed.
  88340. */
  88341. needAlphaTesting(): boolean;
  88342. /**
  88343. * Gets the texture used for the alpha test
  88344. * @returns the texture to use for alpha testing
  88345. */
  88346. getAlphaTestTexture(): Nullable<BaseTexture>;
  88347. /**
  88348. * Marks the material to indicate that it needs to be re-calculated
  88349. */
  88350. markDirty(): void;
  88351. /** @hidden */
  88352. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88353. /**
  88354. * Binds the material to the mesh
  88355. * @param world defines the world transformation matrix
  88356. * @param mesh defines the mesh to bind the material to
  88357. */
  88358. bind(world: Matrix, mesh?: Mesh): void;
  88359. /**
  88360. * Binds the submesh to the material
  88361. * @param world defines the world transformation matrix
  88362. * @param mesh defines the mesh containing the submesh
  88363. * @param subMesh defines the submesh to bind the material to
  88364. */
  88365. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88366. /**
  88367. * Binds the world matrix to the material
  88368. * @param world defines the world transformation matrix
  88369. */
  88370. bindOnlyWorldMatrix(world: Matrix): void;
  88371. /**
  88372. * Binds the scene's uniform buffer to the effect.
  88373. * @param effect defines the effect to bind to the scene uniform buffer
  88374. * @param sceneUbo defines the uniform buffer storing scene data
  88375. */
  88376. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88377. /**
  88378. * Binds the view matrix to the effect
  88379. * @param effect defines the effect to bind the view matrix to
  88380. */
  88381. bindView(effect: Effect): void;
  88382. /**
  88383. * Binds the view projection matrix to the effect
  88384. * @param effect defines the effect to bind the view projection matrix to
  88385. */
  88386. bindViewProjection(effect: Effect): void;
  88387. /**
  88388. * Specifies if material alpha testing should be turned on for the mesh
  88389. * @param mesh defines the mesh to check
  88390. */
  88391. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88392. /**
  88393. * Processes to execute after binding the material to a mesh
  88394. * @param mesh defines the rendered mesh
  88395. */
  88396. protected _afterBind(mesh?: Mesh): void;
  88397. /**
  88398. * Unbinds the material from the mesh
  88399. */
  88400. unbind(): void;
  88401. /**
  88402. * Gets the active textures from the material
  88403. * @returns an array of textures
  88404. */
  88405. getActiveTextures(): BaseTexture[];
  88406. /**
  88407. * Specifies if the material uses a texture
  88408. * @param texture defines the texture to check against the material
  88409. * @returns a boolean specifying if the material uses the texture
  88410. */
  88411. hasTexture(texture: BaseTexture): boolean;
  88412. /**
  88413. * Makes a duplicate of the material, and gives it a new name
  88414. * @param name defines the new name for the duplicated material
  88415. * @returns the cloned material
  88416. */
  88417. clone(name: string): Nullable<Material>;
  88418. /**
  88419. * Gets the meshes bound to the material
  88420. * @returns an array of meshes bound to the material
  88421. */
  88422. getBindedMeshes(): AbstractMesh[];
  88423. /**
  88424. * Force shader compilation
  88425. * @param mesh defines the mesh associated with this material
  88426. * @param onCompiled defines a function to execute once the material is compiled
  88427. * @param options defines the options to configure the compilation
  88428. * @param onError defines a function to execute if the material fails compiling
  88429. */
  88430. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88431. /**
  88432. * Force shader compilation
  88433. * @param mesh defines the mesh that will use this material
  88434. * @param options defines additional options for compiling the shaders
  88435. * @returns a promise that resolves when the compilation completes
  88436. */
  88437. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88438. private static readonly _AllDirtyCallBack;
  88439. private static readonly _ImageProcessingDirtyCallBack;
  88440. private static readonly _TextureDirtyCallBack;
  88441. private static readonly _FresnelDirtyCallBack;
  88442. private static readonly _MiscDirtyCallBack;
  88443. private static readonly _LightsDirtyCallBack;
  88444. private static readonly _AttributeDirtyCallBack;
  88445. private static _FresnelAndMiscDirtyCallBack;
  88446. private static _TextureAndMiscDirtyCallBack;
  88447. private static readonly _DirtyCallbackArray;
  88448. private static readonly _RunDirtyCallBacks;
  88449. /**
  88450. * Marks a define in the material to indicate that it needs to be re-computed
  88451. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88452. */
  88453. markAsDirty(flag: number): void;
  88454. /**
  88455. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88456. * @param func defines a function which checks material defines against the submeshes
  88457. */
  88458. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88459. /**
  88460. * Indicates that we need to re-calculated for all submeshes
  88461. */
  88462. protected _markAllSubMeshesAsAllDirty(): void;
  88463. /**
  88464. * Indicates that image processing needs to be re-calculated for all submeshes
  88465. */
  88466. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88467. /**
  88468. * Indicates that textures need to be re-calculated for all submeshes
  88469. */
  88470. protected _markAllSubMeshesAsTexturesDirty(): void;
  88471. /**
  88472. * Indicates that fresnel needs to be re-calculated for all submeshes
  88473. */
  88474. protected _markAllSubMeshesAsFresnelDirty(): void;
  88475. /**
  88476. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88477. */
  88478. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88479. /**
  88480. * Indicates that lights need to be re-calculated for all submeshes
  88481. */
  88482. protected _markAllSubMeshesAsLightsDirty(): void;
  88483. /**
  88484. * Indicates that attributes need to be re-calculated for all submeshes
  88485. */
  88486. protected _markAllSubMeshesAsAttributesDirty(): void;
  88487. /**
  88488. * Indicates that misc needs to be re-calculated for all submeshes
  88489. */
  88490. protected _markAllSubMeshesAsMiscDirty(): void;
  88491. /**
  88492. * Indicates that textures and misc need to be re-calculated for all submeshes
  88493. */
  88494. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88495. /**
  88496. * Disposes the material
  88497. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88498. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88499. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88500. */
  88501. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88502. /** @hidden */
  88503. private releaseVertexArrayObject;
  88504. /**
  88505. * Serializes this material
  88506. * @returns the serialized material object
  88507. */
  88508. serialize(): any;
  88509. /**
  88510. * Creates a material from parsed material data
  88511. * @param parsedMaterial defines parsed material data
  88512. * @param scene defines the hosting scene
  88513. * @param rootUrl defines the root URL to use to load textures
  88514. * @returns a new material
  88515. */
  88516. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88517. }
  88518. }
  88519. declare module BABYLON {
  88520. /**
  88521. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88522. * separate meshes. This can be use to improve performances.
  88523. * @see http://doc.babylonjs.com/how_to/multi_materials
  88524. */
  88525. export class MultiMaterial extends Material {
  88526. private _subMaterials;
  88527. /**
  88528. * Gets or Sets the list of Materials used within the multi material.
  88529. * They need to be ordered according to the submeshes order in the associated mesh
  88530. */
  88531. subMaterials: Nullable<Material>[];
  88532. /**
  88533. * Function used to align with Node.getChildren()
  88534. * @returns the list of Materials used within the multi material
  88535. */
  88536. getChildren(): Nullable<Material>[];
  88537. /**
  88538. * Instantiates a new Multi Material
  88539. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88540. * separate meshes. This can be use to improve performances.
  88541. * @see http://doc.babylonjs.com/how_to/multi_materials
  88542. * @param name Define the name in the scene
  88543. * @param scene Define the scene the material belongs to
  88544. */
  88545. constructor(name: string, scene: Scene);
  88546. private _hookArray;
  88547. /**
  88548. * Get one of the submaterial by its index in the submaterials array
  88549. * @param index The index to look the sub material at
  88550. * @returns The Material if the index has been defined
  88551. */
  88552. getSubMaterial(index: number): Nullable<Material>;
  88553. /**
  88554. * Get the list of active textures for the whole sub materials list.
  88555. * @returns All the textures that will be used during the rendering
  88556. */
  88557. getActiveTextures(): BaseTexture[];
  88558. /**
  88559. * Gets the current class name of the material e.g. "MultiMaterial"
  88560. * Mainly use in serialization.
  88561. * @returns the class name
  88562. */
  88563. getClassName(): string;
  88564. /**
  88565. * Checks if the material is ready to render the requested sub mesh
  88566. * @param mesh Define the mesh the submesh belongs to
  88567. * @param subMesh Define the sub mesh to look readyness for
  88568. * @param useInstances Define whether or not the material is used with instances
  88569. * @returns true if ready, otherwise false
  88570. */
  88571. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88572. /**
  88573. * Clones the current material and its related sub materials
  88574. * @param name Define the name of the newly cloned material
  88575. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88576. * @returns the cloned material
  88577. */
  88578. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88579. /**
  88580. * Serializes the materials into a JSON representation.
  88581. * @returns the JSON representation
  88582. */
  88583. serialize(): any;
  88584. /**
  88585. * Dispose the material and release its associated resources
  88586. * @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)
  88587. * @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)
  88588. * @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)
  88589. */
  88590. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88591. /**
  88592. * Creates a MultiMaterial from parsed MultiMaterial data.
  88593. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88594. * @param scene defines the hosting scene
  88595. * @returns a new MultiMaterial
  88596. */
  88597. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88598. }
  88599. }
  88600. declare module BABYLON {
  88601. /**
  88602. * Base class for submeshes
  88603. */
  88604. export class BaseSubMesh {
  88605. /** @hidden */
  88606. _materialDefines: Nullable<MaterialDefines>;
  88607. /** @hidden */
  88608. _materialEffect: Nullable<Effect>;
  88609. /**
  88610. * Gets associated effect
  88611. */
  88612. readonly effect: Nullable<Effect>;
  88613. /**
  88614. * Sets associated effect (effect used to render this submesh)
  88615. * @param effect defines the effect to associate with
  88616. * @param defines defines the set of defines used to compile this effect
  88617. */
  88618. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88619. }
  88620. /**
  88621. * Defines a subdivision inside a mesh
  88622. */
  88623. export class SubMesh extends BaseSubMesh implements ICullable {
  88624. /** the material index to use */
  88625. materialIndex: number;
  88626. /** vertex index start */
  88627. verticesStart: number;
  88628. /** vertices count */
  88629. verticesCount: number;
  88630. /** index start */
  88631. indexStart: number;
  88632. /** indices count */
  88633. indexCount: number;
  88634. /** @hidden */
  88635. _linesIndexCount: number;
  88636. private _mesh;
  88637. private _renderingMesh;
  88638. private _boundingInfo;
  88639. private _linesIndexBuffer;
  88640. /** @hidden */
  88641. _lastColliderWorldVertices: Nullable<Vector3[]>;
  88642. /** @hidden */
  88643. _trianglePlanes: Plane[];
  88644. /** @hidden */
  88645. _lastColliderTransformMatrix: Nullable<Matrix>;
  88646. /** @hidden */
  88647. _renderId: number;
  88648. /** @hidden */
  88649. _alphaIndex: number;
  88650. /** @hidden */
  88651. _distanceToCamera: number;
  88652. /** @hidden */
  88653. _id: number;
  88654. private _currentMaterial;
  88655. /**
  88656. * Add a new submesh to a mesh
  88657. * @param materialIndex defines the material index to use
  88658. * @param verticesStart defines vertex index start
  88659. * @param verticesCount defines vertices count
  88660. * @param indexStart defines index start
  88661. * @param indexCount defines indices count
  88662. * @param mesh defines the parent mesh
  88663. * @param renderingMesh defines an optional rendering mesh
  88664. * @param createBoundingBox defines if bounding box should be created for this submesh
  88665. * @returns the new submesh
  88666. */
  88667. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  88668. /**
  88669. * Creates a new submesh
  88670. * @param materialIndex defines the material index to use
  88671. * @param verticesStart defines vertex index start
  88672. * @param verticesCount defines vertices count
  88673. * @param indexStart defines index start
  88674. * @param indexCount defines indices count
  88675. * @param mesh defines the parent mesh
  88676. * @param renderingMesh defines an optional rendering mesh
  88677. * @param createBoundingBox defines if bounding box should be created for this submesh
  88678. */
  88679. constructor(
  88680. /** the material index to use */
  88681. materialIndex: number,
  88682. /** vertex index start */
  88683. verticesStart: number,
  88684. /** vertices count */
  88685. verticesCount: number,
  88686. /** index start */
  88687. indexStart: number,
  88688. /** indices count */
  88689. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  88690. /**
  88691. * Returns true if this submesh covers the entire parent mesh
  88692. * @ignorenaming
  88693. */
  88694. readonly IsGlobal: boolean;
  88695. /**
  88696. * Returns the submesh BoudingInfo object
  88697. * @returns current bounding info (or mesh's one if the submesh is global)
  88698. */
  88699. getBoundingInfo(): BoundingInfo;
  88700. /**
  88701. * Sets the submesh BoundingInfo
  88702. * @param boundingInfo defines the new bounding info to use
  88703. * @returns the SubMesh
  88704. */
  88705. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  88706. /**
  88707. * Returns the mesh of the current submesh
  88708. * @return the parent mesh
  88709. */
  88710. getMesh(): AbstractMesh;
  88711. /**
  88712. * Returns the rendering mesh of the submesh
  88713. * @returns the rendering mesh (could be different from parent mesh)
  88714. */
  88715. getRenderingMesh(): Mesh;
  88716. /**
  88717. * Returns the submesh material
  88718. * @returns null or the current material
  88719. */
  88720. getMaterial(): Nullable<Material>;
  88721. /**
  88722. * Sets a new updated BoundingInfo object to the submesh
  88723. * @param data defines an optional position array to use to determine the bounding info
  88724. * @returns the SubMesh
  88725. */
  88726. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  88727. /** @hidden */
  88728. _checkCollision(collider: Collider): boolean;
  88729. /**
  88730. * Updates the submesh BoundingInfo
  88731. * @param world defines the world matrix to use to update the bounding info
  88732. * @returns the submesh
  88733. */
  88734. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  88735. /**
  88736. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  88737. * @param frustumPlanes defines the frustum planes
  88738. * @returns true if the submesh is intersecting with the frustum
  88739. */
  88740. isInFrustum(frustumPlanes: Plane[]): boolean;
  88741. /**
  88742. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  88743. * @param frustumPlanes defines the frustum planes
  88744. * @returns true if the submesh is inside the frustum
  88745. */
  88746. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  88747. /**
  88748. * Renders the submesh
  88749. * @param enableAlphaMode defines if alpha needs to be used
  88750. * @returns the submesh
  88751. */
  88752. render(enableAlphaMode: boolean): SubMesh;
  88753. /**
  88754. * @hidden
  88755. */
  88756. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  88757. /**
  88758. * Checks if the submesh intersects with a ray
  88759. * @param ray defines the ray to test
  88760. * @returns true is the passed ray intersects the submesh bounding box
  88761. */
  88762. canIntersects(ray: Ray): boolean;
  88763. /**
  88764. * Intersects current submesh with a ray
  88765. * @param ray defines the ray to test
  88766. * @param positions defines mesh's positions array
  88767. * @param indices defines mesh's indices array
  88768. * @param fastCheck defines if only bounding info should be used
  88769. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  88770. * @returns intersection info or null if no intersection
  88771. */
  88772. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  88773. /** @hidden */
  88774. private _intersectLines;
  88775. /** @hidden */
  88776. private _intersectUnIndexedLines;
  88777. /** @hidden */
  88778. private _intersectTriangles;
  88779. /** @hidden */
  88780. private _intersectUnIndexedTriangles;
  88781. /** @hidden */
  88782. _rebuild(): void;
  88783. /**
  88784. * Creates a new submesh from the passed mesh
  88785. * @param newMesh defines the new hosting mesh
  88786. * @param newRenderingMesh defines an optional rendering mesh
  88787. * @returns the new submesh
  88788. */
  88789. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  88790. /**
  88791. * Release associated resources
  88792. */
  88793. dispose(): void;
  88794. /**
  88795. * Gets the class name
  88796. * @returns the string "SubMesh".
  88797. */
  88798. getClassName(): string;
  88799. /**
  88800. * Creates a new submesh from indices data
  88801. * @param materialIndex the index of the main mesh material
  88802. * @param startIndex the index where to start the copy in the mesh indices array
  88803. * @param indexCount the number of indices to copy then from the startIndex
  88804. * @param mesh the main mesh to create the submesh from
  88805. * @param renderingMesh the optional rendering mesh
  88806. * @returns a new submesh
  88807. */
  88808. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  88809. }
  88810. }
  88811. declare module BABYLON {
  88812. /**
  88813. * Class used to represent data loading progression
  88814. */
  88815. export class SceneLoaderFlags {
  88816. private static _ForceFullSceneLoadingForIncremental;
  88817. private static _ShowLoadingScreen;
  88818. private static _CleanBoneMatrixWeights;
  88819. private static _loggingLevel;
  88820. /**
  88821. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  88822. */
  88823. static ForceFullSceneLoadingForIncremental: boolean;
  88824. /**
  88825. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  88826. */
  88827. static ShowLoadingScreen: boolean;
  88828. /**
  88829. * Defines the current logging level (while loading the scene)
  88830. * @ignorenaming
  88831. */
  88832. static loggingLevel: number;
  88833. /**
  88834. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  88835. */
  88836. static CleanBoneMatrixWeights: boolean;
  88837. }
  88838. }
  88839. declare module BABYLON {
  88840. /**
  88841. * Class used to store geometry data (vertex buffers + index buffer)
  88842. */
  88843. export class Geometry implements IGetSetVerticesData {
  88844. /**
  88845. * Gets or sets the ID of the geometry
  88846. */
  88847. id: string;
  88848. /**
  88849. * Gets or sets the unique ID of the geometry
  88850. */
  88851. uniqueId: number;
  88852. /**
  88853. * Gets the delay loading state of the geometry (none by default which means not delayed)
  88854. */
  88855. delayLoadState: number;
  88856. /**
  88857. * Gets the file containing the data to load when running in delay load state
  88858. */
  88859. delayLoadingFile: Nullable<string>;
  88860. /**
  88861. * Callback called when the geometry is updated
  88862. */
  88863. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  88864. private _scene;
  88865. private _engine;
  88866. private _meshes;
  88867. private _totalVertices;
  88868. /** @hidden */
  88869. _indices: IndicesArray;
  88870. /** @hidden */
  88871. _vertexBuffers: {
  88872. [key: string]: VertexBuffer;
  88873. };
  88874. private _isDisposed;
  88875. private _extend;
  88876. private _boundingBias;
  88877. /** @hidden */
  88878. _delayInfo: Array<string>;
  88879. private _indexBuffer;
  88880. private _indexBufferIsUpdatable;
  88881. /** @hidden */
  88882. _boundingInfo: Nullable<BoundingInfo>;
  88883. /** @hidden */
  88884. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  88885. /** @hidden */
  88886. _softwareSkinningFrameId: number;
  88887. private _vertexArrayObjects;
  88888. private _updatable;
  88889. /** @hidden */
  88890. _positions: Nullable<Vector3[]>;
  88891. /**
  88892. * 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
  88893. */
  88894. /**
  88895. * 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
  88896. */
  88897. boundingBias: Vector2;
  88898. /**
  88899. * Static function used to attach a new empty geometry to a mesh
  88900. * @param mesh defines the mesh to attach the geometry to
  88901. * @returns the new Geometry
  88902. */
  88903. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  88904. /**
  88905. * Creates a new geometry
  88906. * @param id defines the unique ID
  88907. * @param scene defines the hosting scene
  88908. * @param vertexData defines the VertexData used to get geometry data
  88909. * @param updatable defines if geometry must be updatable (false by default)
  88910. * @param mesh defines the mesh that will be associated with the geometry
  88911. */
  88912. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  88913. /**
  88914. * Gets the current extend of the geometry
  88915. */
  88916. readonly extend: {
  88917. minimum: Vector3;
  88918. maximum: Vector3;
  88919. };
  88920. /**
  88921. * Gets the hosting scene
  88922. * @returns the hosting Scene
  88923. */
  88924. getScene(): Scene;
  88925. /**
  88926. * Gets the hosting engine
  88927. * @returns the hosting Engine
  88928. */
  88929. getEngine(): Engine;
  88930. /**
  88931. * Defines if the geometry is ready to use
  88932. * @returns true if the geometry is ready to be used
  88933. */
  88934. isReady(): boolean;
  88935. /**
  88936. * Gets a value indicating that the geometry should not be serialized
  88937. */
  88938. readonly doNotSerialize: boolean;
  88939. /** @hidden */
  88940. _rebuild(): void;
  88941. /**
  88942. * Affects all geometry data in one call
  88943. * @param vertexData defines the geometry data
  88944. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  88945. */
  88946. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  88947. /**
  88948. * Set specific vertex data
  88949. * @param kind defines the data kind (Position, normal, etc...)
  88950. * @param data defines the vertex data to use
  88951. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88952. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88953. */
  88954. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  88955. /**
  88956. * Removes a specific vertex data
  88957. * @param kind defines the data kind (Position, normal, etc...)
  88958. */
  88959. removeVerticesData(kind: string): void;
  88960. /**
  88961. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  88962. * @param buffer defines the vertex buffer to use
  88963. * @param totalVertices defines the total number of vertices for position kind (could be null)
  88964. */
  88965. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  88966. /**
  88967. * Update a specific vertex buffer
  88968. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  88969. * It will do nothing if the buffer is not updatable
  88970. * @param kind defines the data kind (Position, normal, etc...)
  88971. * @param data defines the data to use
  88972. * @param offset defines the offset in the target buffer where to store the data
  88973. * @param useBytes set to true if the offset is in bytes
  88974. */
  88975. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  88976. /**
  88977. * Update a specific vertex buffer
  88978. * This function will create a new buffer if the current one is not updatable
  88979. * @param kind defines the data kind (Position, normal, etc...)
  88980. * @param data defines the data to use
  88981. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  88982. */
  88983. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  88984. private _updateBoundingInfo;
  88985. /** @hidden */
  88986. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  88987. /**
  88988. * Gets total number of vertices
  88989. * @returns the total number of vertices
  88990. */
  88991. getTotalVertices(): number;
  88992. /**
  88993. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  88994. * @param kind defines the data kind (Position, normal, etc...)
  88995. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88996. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88997. * @returns a float array containing vertex data
  88998. */
  88999. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89000. /**
  89001. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89002. * @param kind defines the data kind (Position, normal, etc...)
  89003. * @returns true if the vertex buffer with the specified kind is updatable
  89004. */
  89005. isVertexBufferUpdatable(kind: string): boolean;
  89006. /**
  89007. * Gets a specific vertex buffer
  89008. * @param kind defines the data kind (Position, normal, etc...)
  89009. * @returns a VertexBuffer
  89010. */
  89011. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89012. /**
  89013. * Returns all vertex buffers
  89014. * @return an object holding all vertex buffers indexed by kind
  89015. */
  89016. getVertexBuffers(): Nullable<{
  89017. [key: string]: VertexBuffer;
  89018. }>;
  89019. /**
  89020. * Gets a boolean indicating if specific vertex buffer is present
  89021. * @param kind defines the data kind (Position, normal, etc...)
  89022. * @returns true if data is present
  89023. */
  89024. isVerticesDataPresent(kind: string): boolean;
  89025. /**
  89026. * Gets a list of all attached data kinds (Position, normal, etc...)
  89027. * @returns a list of string containing all kinds
  89028. */
  89029. getVerticesDataKinds(): string[];
  89030. /**
  89031. * Update index buffer
  89032. * @param indices defines the indices to store in the index buffer
  89033. * @param offset defines the offset in the target buffer where to store the data
  89034. * @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)
  89035. */
  89036. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89037. /**
  89038. * Creates a new index buffer
  89039. * @param indices defines the indices to store in the index buffer
  89040. * @param totalVertices defines the total number of vertices (could be null)
  89041. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89042. */
  89043. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89044. /**
  89045. * Return the total number of indices
  89046. * @returns the total number of indices
  89047. */
  89048. getTotalIndices(): number;
  89049. /**
  89050. * Gets the index buffer array
  89051. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89052. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89053. * @returns the index buffer array
  89054. */
  89055. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89056. /**
  89057. * Gets the index buffer
  89058. * @return the index buffer
  89059. */
  89060. getIndexBuffer(): Nullable<DataBuffer>;
  89061. /** @hidden */
  89062. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89063. /**
  89064. * Release the associated resources for a specific mesh
  89065. * @param mesh defines the source mesh
  89066. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89067. */
  89068. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89069. /**
  89070. * Apply current geometry to a given mesh
  89071. * @param mesh defines the mesh to apply geometry to
  89072. */
  89073. applyToMesh(mesh: Mesh): void;
  89074. private _updateExtend;
  89075. private _applyToMesh;
  89076. private notifyUpdate;
  89077. /**
  89078. * Load the geometry if it was flagged as delay loaded
  89079. * @param scene defines the hosting scene
  89080. * @param onLoaded defines a callback called when the geometry is loaded
  89081. */
  89082. load(scene: Scene, onLoaded?: () => void): void;
  89083. private _queueLoad;
  89084. /**
  89085. * Invert the geometry to move from a right handed system to a left handed one.
  89086. */
  89087. toLeftHanded(): void;
  89088. /** @hidden */
  89089. _resetPointsArrayCache(): void;
  89090. /** @hidden */
  89091. _generatePointsArray(): boolean;
  89092. /**
  89093. * Gets a value indicating if the geometry is disposed
  89094. * @returns true if the geometry was disposed
  89095. */
  89096. isDisposed(): boolean;
  89097. private _disposeVertexArrayObjects;
  89098. /**
  89099. * Free all associated resources
  89100. */
  89101. dispose(): void;
  89102. /**
  89103. * Clone the current geometry into a new geometry
  89104. * @param id defines the unique ID of the new geometry
  89105. * @returns a new geometry object
  89106. */
  89107. copy(id: string): Geometry;
  89108. /**
  89109. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89110. * @return a JSON representation of the current geometry data (without the vertices data)
  89111. */
  89112. serialize(): any;
  89113. private toNumberArray;
  89114. /**
  89115. * Serialize all vertices data into a JSON oject
  89116. * @returns a JSON representation of the current geometry data
  89117. */
  89118. serializeVerticeData(): any;
  89119. /**
  89120. * Extracts a clone of a mesh geometry
  89121. * @param mesh defines the source mesh
  89122. * @param id defines the unique ID of the new geometry object
  89123. * @returns the new geometry object
  89124. */
  89125. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89126. /**
  89127. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89128. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89129. * Be aware Math.random() could cause collisions, but:
  89130. * "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"
  89131. * @returns a string containing a new GUID
  89132. */
  89133. static RandomId(): string;
  89134. /** @hidden */
  89135. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89136. private static _CleanMatricesWeights;
  89137. /**
  89138. * Create a new geometry from persisted data (Using .babylon file format)
  89139. * @param parsedVertexData defines the persisted data
  89140. * @param scene defines the hosting scene
  89141. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89142. * @returns the new geometry object
  89143. */
  89144. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89145. }
  89146. }
  89147. declare module BABYLON {
  89148. /**
  89149. * Define an interface for all classes that will get and set the data on vertices
  89150. */
  89151. export interface IGetSetVerticesData {
  89152. /**
  89153. * Gets a boolean indicating if specific vertex data is present
  89154. * @param kind defines the vertex data kind to use
  89155. * @returns true is data kind is present
  89156. */
  89157. isVerticesDataPresent(kind: string): boolean;
  89158. /**
  89159. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89160. * @param kind defines the data kind (Position, normal, etc...)
  89161. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89162. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89163. * @returns a float array containing vertex data
  89164. */
  89165. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89166. /**
  89167. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89168. * @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.
  89169. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89170. * @returns the indices array or an empty array if the mesh has no geometry
  89171. */
  89172. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89173. /**
  89174. * Set specific vertex data
  89175. * @param kind defines the data kind (Position, normal, etc...)
  89176. * @param data defines the vertex data to use
  89177. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89178. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89179. */
  89180. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89181. /**
  89182. * Update a specific associated vertex buffer
  89183. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89184. * - VertexBuffer.PositionKind
  89185. * - VertexBuffer.UVKind
  89186. * - VertexBuffer.UV2Kind
  89187. * - VertexBuffer.UV3Kind
  89188. * - VertexBuffer.UV4Kind
  89189. * - VertexBuffer.UV5Kind
  89190. * - VertexBuffer.UV6Kind
  89191. * - VertexBuffer.ColorKind
  89192. * - VertexBuffer.MatricesIndicesKind
  89193. * - VertexBuffer.MatricesIndicesExtraKind
  89194. * - VertexBuffer.MatricesWeightsKind
  89195. * - VertexBuffer.MatricesWeightsExtraKind
  89196. * @param data defines the data source
  89197. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89198. * @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)
  89199. */
  89200. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89201. /**
  89202. * Creates a new index buffer
  89203. * @param indices defines the indices to store in the index buffer
  89204. * @param totalVertices defines the total number of vertices (could be null)
  89205. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89206. */
  89207. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89208. }
  89209. /**
  89210. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89211. */
  89212. export class VertexData {
  89213. /**
  89214. * Mesh side orientation : usually the external or front surface
  89215. */
  89216. static readonly FRONTSIDE: number;
  89217. /**
  89218. * Mesh side orientation : usually the internal or back surface
  89219. */
  89220. static readonly BACKSIDE: number;
  89221. /**
  89222. * Mesh side orientation : both internal and external or front and back surfaces
  89223. */
  89224. static readonly DOUBLESIDE: number;
  89225. /**
  89226. * Mesh side orientation : by default, `FRONTSIDE`
  89227. */
  89228. static readonly DEFAULTSIDE: number;
  89229. /**
  89230. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89231. */
  89232. positions: Nullable<FloatArray>;
  89233. /**
  89234. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89235. */
  89236. normals: Nullable<FloatArray>;
  89237. /**
  89238. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89239. */
  89240. tangents: Nullable<FloatArray>;
  89241. /**
  89242. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89243. */
  89244. uvs: Nullable<FloatArray>;
  89245. /**
  89246. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89247. */
  89248. uvs2: Nullable<FloatArray>;
  89249. /**
  89250. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89251. */
  89252. uvs3: Nullable<FloatArray>;
  89253. /**
  89254. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89255. */
  89256. uvs4: Nullable<FloatArray>;
  89257. /**
  89258. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89259. */
  89260. uvs5: Nullable<FloatArray>;
  89261. /**
  89262. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89263. */
  89264. uvs6: Nullable<FloatArray>;
  89265. /**
  89266. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89267. */
  89268. colors: Nullable<FloatArray>;
  89269. /**
  89270. * 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).
  89271. */
  89272. matricesIndices: Nullable<FloatArray>;
  89273. /**
  89274. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89275. */
  89276. matricesWeights: Nullable<FloatArray>;
  89277. /**
  89278. * An array extending the number of possible indices
  89279. */
  89280. matricesIndicesExtra: Nullable<FloatArray>;
  89281. /**
  89282. * An array extending the number of possible weights when the number of indices is extended
  89283. */
  89284. matricesWeightsExtra: Nullable<FloatArray>;
  89285. /**
  89286. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89287. */
  89288. indices: Nullable<IndicesArray>;
  89289. /**
  89290. * Uses the passed data array to set the set the values for the specified kind of data
  89291. * @param data a linear array of floating numbers
  89292. * @param kind the type of data that is being set, eg positions, colors etc
  89293. */
  89294. set(data: FloatArray, kind: string): void;
  89295. /**
  89296. * Associates the vertexData to the passed Mesh.
  89297. * Sets it as updatable or not (default `false`)
  89298. * @param mesh the mesh the vertexData is applied to
  89299. * @param updatable when used and having the value true allows new data to update the vertexData
  89300. * @returns the VertexData
  89301. */
  89302. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89303. /**
  89304. * Associates the vertexData to the passed Geometry.
  89305. * Sets it as updatable or not (default `false`)
  89306. * @param geometry the geometry the vertexData is applied to
  89307. * @param updatable when used and having the value true allows new data to update the vertexData
  89308. * @returns VertexData
  89309. */
  89310. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89311. /**
  89312. * Updates the associated mesh
  89313. * @param mesh the mesh to be updated
  89314. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89315. * @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
  89316. * @returns VertexData
  89317. */
  89318. updateMesh(mesh: Mesh): VertexData;
  89319. /**
  89320. * Updates the associated geometry
  89321. * @param geometry the geometry to be updated
  89322. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89323. * @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
  89324. * @returns VertexData.
  89325. */
  89326. updateGeometry(geometry: Geometry): VertexData;
  89327. private _applyTo;
  89328. private _update;
  89329. /**
  89330. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89331. * @param matrix the transforming matrix
  89332. * @returns the VertexData
  89333. */
  89334. transform(matrix: Matrix): VertexData;
  89335. /**
  89336. * Merges the passed VertexData into the current one
  89337. * @param other the VertexData to be merged into the current one
  89338. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89339. * @returns the modified VertexData
  89340. */
  89341. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89342. private _mergeElement;
  89343. private _validate;
  89344. /**
  89345. * Serializes the VertexData
  89346. * @returns a serialized object
  89347. */
  89348. serialize(): any;
  89349. /**
  89350. * Extracts the vertexData from a mesh
  89351. * @param mesh the mesh from which to extract the VertexData
  89352. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89353. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89354. * @returns the object VertexData associated to the passed mesh
  89355. */
  89356. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89357. /**
  89358. * Extracts the vertexData from the geometry
  89359. * @param geometry the geometry from which to extract the VertexData
  89360. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89361. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89362. * @returns the object VertexData associated to the passed mesh
  89363. */
  89364. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89365. private static _ExtractFrom;
  89366. /**
  89367. * Creates the VertexData for a Ribbon
  89368. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89369. * * pathArray array of paths, each of which an array of successive Vector3
  89370. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89371. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89372. * * 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
  89373. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89374. * * 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)
  89375. * * 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)
  89376. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89377. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89378. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89379. * @returns the VertexData of the ribbon
  89380. */
  89381. static CreateRibbon(options: {
  89382. pathArray: Vector3[][];
  89383. closeArray?: boolean;
  89384. closePath?: boolean;
  89385. offset?: number;
  89386. sideOrientation?: number;
  89387. frontUVs?: Vector4;
  89388. backUVs?: Vector4;
  89389. invertUV?: boolean;
  89390. uvs?: Vector2[];
  89391. colors?: Color4[];
  89392. }): VertexData;
  89393. /**
  89394. * Creates the VertexData for a box
  89395. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89396. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89397. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89398. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89399. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89400. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89401. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89402. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89403. * * 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)
  89404. * * 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)
  89405. * @returns the VertexData of the box
  89406. */
  89407. static CreateBox(options: {
  89408. size?: number;
  89409. width?: number;
  89410. height?: number;
  89411. depth?: number;
  89412. faceUV?: Vector4[];
  89413. faceColors?: Color4[];
  89414. sideOrientation?: number;
  89415. frontUVs?: Vector4;
  89416. backUVs?: Vector4;
  89417. }): VertexData;
  89418. /**
  89419. * Creates the VertexData for a tiled box
  89420. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89421. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89422. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89423. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89424. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89425. * @returns the VertexData of the box
  89426. */
  89427. static CreateTiledBox(options: {
  89428. pattern?: number;
  89429. width?: number;
  89430. height?: number;
  89431. depth?: number;
  89432. tileSize?: number;
  89433. tileWidth?: number;
  89434. tileHeight?: number;
  89435. alignHorizontal?: number;
  89436. alignVertical?: number;
  89437. faceUV?: Vector4[];
  89438. faceColors?: Color4[];
  89439. sideOrientation?: number;
  89440. }): VertexData;
  89441. /**
  89442. * Creates the VertexData for a tiled plane
  89443. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89444. * * pattern a limited pattern arrangement depending on the number
  89445. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89446. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89447. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89448. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89449. * * 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)
  89450. * * 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)
  89451. * @returns the VertexData of the tiled plane
  89452. */
  89453. static CreateTiledPlane(options: {
  89454. pattern?: number;
  89455. tileSize?: number;
  89456. tileWidth?: number;
  89457. tileHeight?: number;
  89458. size?: number;
  89459. width?: number;
  89460. height?: number;
  89461. alignHorizontal?: number;
  89462. alignVertical?: number;
  89463. sideOrientation?: number;
  89464. frontUVs?: Vector4;
  89465. backUVs?: Vector4;
  89466. }): VertexData;
  89467. /**
  89468. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89469. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89470. * * segments sets the number of horizontal strips optional, default 32
  89471. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89472. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89473. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89474. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89475. * * 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
  89476. * * 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
  89477. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89478. * * 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)
  89479. * * 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)
  89480. * @returns the VertexData of the ellipsoid
  89481. */
  89482. static CreateSphere(options: {
  89483. segments?: number;
  89484. diameter?: number;
  89485. diameterX?: number;
  89486. diameterY?: number;
  89487. diameterZ?: number;
  89488. arc?: number;
  89489. slice?: number;
  89490. sideOrientation?: number;
  89491. frontUVs?: Vector4;
  89492. backUVs?: Vector4;
  89493. }): VertexData;
  89494. /**
  89495. * Creates the VertexData for a cylinder, cone or prism
  89496. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89497. * * height sets the height (y direction) of the cylinder, optional, default 2
  89498. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89499. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89500. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89501. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89502. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89503. * * 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
  89504. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89505. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89506. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89507. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89508. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89509. * * 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)
  89510. * * 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)
  89511. * @returns the VertexData of the cylinder, cone or prism
  89512. */
  89513. static CreateCylinder(options: {
  89514. height?: number;
  89515. diameterTop?: number;
  89516. diameterBottom?: number;
  89517. diameter?: number;
  89518. tessellation?: number;
  89519. subdivisions?: number;
  89520. arc?: number;
  89521. faceColors?: Color4[];
  89522. faceUV?: Vector4[];
  89523. hasRings?: boolean;
  89524. enclose?: boolean;
  89525. sideOrientation?: number;
  89526. frontUVs?: Vector4;
  89527. backUVs?: Vector4;
  89528. }): VertexData;
  89529. /**
  89530. * Creates the VertexData for a torus
  89531. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89532. * * diameter the diameter of the torus, optional default 1
  89533. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89534. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89535. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89536. * * 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)
  89537. * * 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)
  89538. * @returns the VertexData of the torus
  89539. */
  89540. static CreateTorus(options: {
  89541. diameter?: number;
  89542. thickness?: number;
  89543. tessellation?: number;
  89544. sideOrientation?: number;
  89545. frontUVs?: Vector4;
  89546. backUVs?: Vector4;
  89547. }): VertexData;
  89548. /**
  89549. * Creates the VertexData of the LineSystem
  89550. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89551. * - lines an array of lines, each line being an array of successive Vector3
  89552. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89553. * @returns the VertexData of the LineSystem
  89554. */
  89555. static CreateLineSystem(options: {
  89556. lines: Vector3[][];
  89557. colors?: Nullable<Color4[][]>;
  89558. }): VertexData;
  89559. /**
  89560. * Create the VertexData for a DashedLines
  89561. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89562. * - points an array successive Vector3
  89563. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89564. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89565. * - dashNb the intended total number of dashes, optional, default 200
  89566. * @returns the VertexData for the DashedLines
  89567. */
  89568. static CreateDashedLines(options: {
  89569. points: Vector3[];
  89570. dashSize?: number;
  89571. gapSize?: number;
  89572. dashNb?: number;
  89573. }): VertexData;
  89574. /**
  89575. * Creates the VertexData for a Ground
  89576. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89577. * - width the width (x direction) of the ground, optional, default 1
  89578. * - height the height (z direction) of the ground, optional, default 1
  89579. * - subdivisions the number of subdivisions per side, optional, default 1
  89580. * @returns the VertexData of the Ground
  89581. */
  89582. static CreateGround(options: {
  89583. width?: number;
  89584. height?: number;
  89585. subdivisions?: number;
  89586. subdivisionsX?: number;
  89587. subdivisionsY?: number;
  89588. }): VertexData;
  89589. /**
  89590. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89591. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89592. * * xmin the ground minimum X coordinate, optional, default -1
  89593. * * zmin the ground minimum Z coordinate, optional, default -1
  89594. * * xmax the ground maximum X coordinate, optional, default 1
  89595. * * zmax the ground maximum Z coordinate, optional, default 1
  89596. * * 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}
  89597. * * 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}
  89598. * @returns the VertexData of the TiledGround
  89599. */
  89600. static CreateTiledGround(options: {
  89601. xmin: number;
  89602. zmin: number;
  89603. xmax: number;
  89604. zmax: number;
  89605. subdivisions?: {
  89606. w: number;
  89607. h: number;
  89608. };
  89609. precision?: {
  89610. w: number;
  89611. h: number;
  89612. };
  89613. }): VertexData;
  89614. /**
  89615. * Creates the VertexData of the Ground designed from a heightmap
  89616. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89617. * * width the width (x direction) of the ground
  89618. * * height the height (z direction) of the ground
  89619. * * subdivisions the number of subdivisions per side
  89620. * * minHeight the minimum altitude on the ground, optional, default 0
  89621. * * maxHeight the maximum altitude on the ground, optional default 1
  89622. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89623. * * buffer the array holding the image color data
  89624. * * bufferWidth the width of image
  89625. * * bufferHeight the height of image
  89626. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89627. * @returns the VertexData of the Ground designed from a heightmap
  89628. */
  89629. static CreateGroundFromHeightMap(options: {
  89630. width: number;
  89631. height: number;
  89632. subdivisions: number;
  89633. minHeight: number;
  89634. maxHeight: number;
  89635. colorFilter: Color3;
  89636. buffer: Uint8Array;
  89637. bufferWidth: number;
  89638. bufferHeight: number;
  89639. alphaFilter: number;
  89640. }): VertexData;
  89641. /**
  89642. * Creates the VertexData for a Plane
  89643. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  89644. * * size sets the width and height of the plane to the value of size, optional default 1
  89645. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  89646. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  89647. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89648. * * 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)
  89649. * * 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)
  89650. * @returns the VertexData of the box
  89651. */
  89652. static CreatePlane(options: {
  89653. size?: number;
  89654. width?: number;
  89655. height?: number;
  89656. sideOrientation?: number;
  89657. frontUVs?: Vector4;
  89658. backUVs?: Vector4;
  89659. }): VertexData;
  89660. /**
  89661. * Creates the VertexData of the Disc or regular Polygon
  89662. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  89663. * * radius the radius of the disc, optional default 0.5
  89664. * * tessellation the number of polygon sides, optional, default 64
  89665. * * 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
  89666. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89667. * * 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)
  89668. * * 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)
  89669. * @returns the VertexData of the box
  89670. */
  89671. static CreateDisc(options: {
  89672. radius?: number;
  89673. tessellation?: number;
  89674. arc?: number;
  89675. sideOrientation?: number;
  89676. frontUVs?: Vector4;
  89677. backUVs?: Vector4;
  89678. }): VertexData;
  89679. /**
  89680. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  89681. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  89682. * @param polygon a mesh built from polygonTriangulation.build()
  89683. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89684. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89685. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89686. * @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)
  89687. * @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)
  89688. * @returns the VertexData of the Polygon
  89689. */
  89690. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  89691. /**
  89692. * Creates the VertexData of the IcoSphere
  89693. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  89694. * * radius the radius of the IcoSphere, optional default 1
  89695. * * radiusX allows stretching in the x direction, optional, default radius
  89696. * * radiusY allows stretching in the y direction, optional, default radius
  89697. * * radiusZ allows stretching in the z direction, optional, default radius
  89698. * * flat when true creates a flat shaded mesh, optional, default true
  89699. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89700. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89701. * * 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)
  89702. * * 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)
  89703. * @returns the VertexData of the IcoSphere
  89704. */
  89705. static CreateIcoSphere(options: {
  89706. radius?: number;
  89707. radiusX?: number;
  89708. radiusY?: number;
  89709. radiusZ?: number;
  89710. flat?: boolean;
  89711. subdivisions?: number;
  89712. sideOrientation?: number;
  89713. frontUVs?: Vector4;
  89714. backUVs?: Vector4;
  89715. }): VertexData;
  89716. /**
  89717. * Creates the VertexData for a Polyhedron
  89718. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  89719. * * type provided types are:
  89720. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  89721. * * 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)
  89722. * * size the size of the IcoSphere, optional default 1
  89723. * * sizeX allows stretching in the x direction, optional, default size
  89724. * * sizeY allows stretching in the y direction, optional, default size
  89725. * * sizeZ allows stretching in the z direction, optional, default size
  89726. * * 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
  89727. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89728. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89729. * * flat when true creates a flat shaded mesh, optional, default true
  89730. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89731. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89732. * * 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)
  89733. * * 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)
  89734. * @returns the VertexData of the Polyhedron
  89735. */
  89736. static CreatePolyhedron(options: {
  89737. type?: number;
  89738. size?: number;
  89739. sizeX?: number;
  89740. sizeY?: number;
  89741. sizeZ?: number;
  89742. custom?: any;
  89743. faceUV?: Vector4[];
  89744. faceColors?: Color4[];
  89745. flat?: boolean;
  89746. sideOrientation?: number;
  89747. frontUVs?: Vector4;
  89748. backUVs?: Vector4;
  89749. }): VertexData;
  89750. /**
  89751. * Creates the VertexData for a TorusKnot
  89752. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  89753. * * radius the radius of the torus knot, optional, default 2
  89754. * * tube the thickness of the tube, optional, default 0.5
  89755. * * radialSegments the number of sides on each tube segments, optional, default 32
  89756. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  89757. * * p the number of windings around the z axis, optional, default 2
  89758. * * q the number of windings around the x axis, optional, default 3
  89759. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89760. * * 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)
  89761. * * 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)
  89762. * @returns the VertexData of the Torus Knot
  89763. */
  89764. static CreateTorusKnot(options: {
  89765. radius?: number;
  89766. tube?: number;
  89767. radialSegments?: number;
  89768. tubularSegments?: number;
  89769. p?: number;
  89770. q?: number;
  89771. sideOrientation?: number;
  89772. frontUVs?: Vector4;
  89773. backUVs?: Vector4;
  89774. }): VertexData;
  89775. /**
  89776. * Compute normals for given positions and indices
  89777. * @param positions an array of vertex positions, [...., x, y, z, ......]
  89778. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  89779. * @param normals an array of vertex normals, [...., x, y, z, ......]
  89780. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  89781. * * facetNormals : optional array of facet normals (vector3)
  89782. * * facetPositions : optional array of facet positions (vector3)
  89783. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  89784. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  89785. * * bInfo : optional bounding info, required for facetPartitioning computation
  89786. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  89787. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  89788. * * useRightHandedSystem: optional boolean to for right handed system computation
  89789. * * depthSort : optional boolean to enable the facet depth sort computation
  89790. * * distanceTo : optional Vector3 to compute the facet depth from this location
  89791. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  89792. */
  89793. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  89794. facetNormals?: any;
  89795. facetPositions?: any;
  89796. facetPartitioning?: any;
  89797. ratio?: number;
  89798. bInfo?: any;
  89799. bbSize?: Vector3;
  89800. subDiv?: any;
  89801. useRightHandedSystem?: boolean;
  89802. depthSort?: boolean;
  89803. distanceTo?: Vector3;
  89804. depthSortedFacets?: any;
  89805. }): void;
  89806. /** @hidden */
  89807. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  89808. /**
  89809. * Applies VertexData created from the imported parameters to the geometry
  89810. * @param parsedVertexData the parsed data from an imported file
  89811. * @param geometry the geometry to apply the VertexData to
  89812. */
  89813. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  89814. }
  89815. }
  89816. declare module BABYLON {
  89817. /**
  89818. * Defines a target to use with MorphTargetManager
  89819. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89820. */
  89821. export class MorphTarget implements IAnimatable {
  89822. /** defines the name of the target */
  89823. name: string;
  89824. /**
  89825. * Gets or sets the list of animations
  89826. */
  89827. animations: Animation[];
  89828. private _scene;
  89829. private _positions;
  89830. private _normals;
  89831. private _tangents;
  89832. private _uvs;
  89833. private _influence;
  89834. private _uniqueId;
  89835. /**
  89836. * Observable raised when the influence changes
  89837. */
  89838. onInfluenceChanged: Observable<boolean>;
  89839. /** @hidden */
  89840. _onDataLayoutChanged: Observable<void>;
  89841. /**
  89842. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  89843. */
  89844. influence: number;
  89845. /**
  89846. * Gets or sets the id of the morph Target
  89847. */
  89848. id: string;
  89849. private _animationPropertiesOverride;
  89850. /**
  89851. * Gets or sets the animation properties override
  89852. */
  89853. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  89854. /**
  89855. * Creates a new MorphTarget
  89856. * @param name defines the name of the target
  89857. * @param influence defines the influence to use
  89858. * @param scene defines the scene the morphtarget belongs to
  89859. */
  89860. constructor(
  89861. /** defines the name of the target */
  89862. name: string, influence?: number, scene?: Nullable<Scene>);
  89863. /**
  89864. * Gets the unique ID of this manager
  89865. */
  89866. readonly uniqueId: number;
  89867. /**
  89868. * Gets a boolean defining if the target contains position data
  89869. */
  89870. readonly hasPositions: boolean;
  89871. /**
  89872. * Gets a boolean defining if the target contains normal data
  89873. */
  89874. readonly hasNormals: boolean;
  89875. /**
  89876. * Gets a boolean defining if the target contains tangent data
  89877. */
  89878. readonly hasTangents: boolean;
  89879. /**
  89880. * Gets a boolean defining if the target contains texture coordinates data
  89881. */
  89882. readonly hasUVs: boolean;
  89883. /**
  89884. * Affects position data to this target
  89885. * @param data defines the position data to use
  89886. */
  89887. setPositions(data: Nullable<FloatArray>): void;
  89888. /**
  89889. * Gets the position data stored in this target
  89890. * @returns a FloatArray containing the position data (or null if not present)
  89891. */
  89892. getPositions(): Nullable<FloatArray>;
  89893. /**
  89894. * Affects normal data to this target
  89895. * @param data defines the normal data to use
  89896. */
  89897. setNormals(data: Nullable<FloatArray>): void;
  89898. /**
  89899. * Gets the normal data stored in this target
  89900. * @returns a FloatArray containing the normal data (or null if not present)
  89901. */
  89902. getNormals(): Nullable<FloatArray>;
  89903. /**
  89904. * Affects tangent data to this target
  89905. * @param data defines the tangent data to use
  89906. */
  89907. setTangents(data: Nullable<FloatArray>): void;
  89908. /**
  89909. * Gets the tangent data stored in this target
  89910. * @returns a FloatArray containing the tangent data (or null if not present)
  89911. */
  89912. getTangents(): Nullable<FloatArray>;
  89913. /**
  89914. * Affects texture coordinates data to this target
  89915. * @param data defines the texture coordinates data to use
  89916. */
  89917. setUVs(data: Nullable<FloatArray>): void;
  89918. /**
  89919. * Gets the texture coordinates data stored in this target
  89920. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  89921. */
  89922. getUVs(): Nullable<FloatArray>;
  89923. /**
  89924. * Clone the current target
  89925. * @returns a new MorphTarget
  89926. */
  89927. clone(): MorphTarget;
  89928. /**
  89929. * Serializes the current target into a Serialization object
  89930. * @returns the serialized object
  89931. */
  89932. serialize(): any;
  89933. /**
  89934. * Returns the string "MorphTarget"
  89935. * @returns "MorphTarget"
  89936. */
  89937. getClassName(): string;
  89938. /**
  89939. * Creates a new target from serialized data
  89940. * @param serializationObject defines the serialized data to use
  89941. * @returns a new MorphTarget
  89942. */
  89943. static Parse(serializationObject: any): MorphTarget;
  89944. /**
  89945. * Creates a MorphTarget from mesh data
  89946. * @param mesh defines the source mesh
  89947. * @param name defines the name to use for the new target
  89948. * @param influence defines the influence to attach to the target
  89949. * @returns a new MorphTarget
  89950. */
  89951. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  89952. }
  89953. }
  89954. declare module BABYLON {
  89955. /**
  89956. * This class is used to deform meshes using morphing between different targets
  89957. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89958. */
  89959. export class MorphTargetManager {
  89960. private _targets;
  89961. private _targetInfluenceChangedObservers;
  89962. private _targetDataLayoutChangedObservers;
  89963. private _activeTargets;
  89964. private _scene;
  89965. private _influences;
  89966. private _supportsNormals;
  89967. private _supportsTangents;
  89968. private _supportsUVs;
  89969. private _vertexCount;
  89970. private _uniqueId;
  89971. private _tempInfluences;
  89972. /**
  89973. * Gets or sets a boolean indicating if normals must be morphed
  89974. */
  89975. enableNormalMorphing: boolean;
  89976. /**
  89977. * Gets or sets a boolean indicating if tangents must be morphed
  89978. */
  89979. enableTangentMorphing: boolean;
  89980. /**
  89981. * Gets or sets a boolean indicating if UV must be morphed
  89982. */
  89983. enableUVMorphing: boolean;
  89984. /**
  89985. * Creates a new MorphTargetManager
  89986. * @param scene defines the current scene
  89987. */
  89988. constructor(scene?: Nullable<Scene>);
  89989. /**
  89990. * Gets the unique ID of this manager
  89991. */
  89992. readonly uniqueId: number;
  89993. /**
  89994. * Gets the number of vertices handled by this manager
  89995. */
  89996. readonly vertexCount: number;
  89997. /**
  89998. * Gets a boolean indicating if this manager supports morphing of normals
  89999. */
  90000. readonly supportsNormals: boolean;
  90001. /**
  90002. * Gets a boolean indicating if this manager supports morphing of tangents
  90003. */
  90004. readonly supportsTangents: boolean;
  90005. /**
  90006. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90007. */
  90008. readonly supportsUVs: boolean;
  90009. /**
  90010. * Gets the number of targets stored in this manager
  90011. */
  90012. readonly numTargets: number;
  90013. /**
  90014. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90015. */
  90016. readonly numInfluencers: number;
  90017. /**
  90018. * Gets the list of influences (one per target)
  90019. */
  90020. readonly influences: Float32Array;
  90021. /**
  90022. * Gets the active target at specified index. An active target is a target with an influence > 0
  90023. * @param index defines the index to check
  90024. * @returns the requested target
  90025. */
  90026. getActiveTarget(index: number): MorphTarget;
  90027. /**
  90028. * Gets the target at specified index
  90029. * @param index defines the index to check
  90030. * @returns the requested target
  90031. */
  90032. getTarget(index: number): MorphTarget;
  90033. /**
  90034. * Add a new target to this manager
  90035. * @param target defines the target to add
  90036. */
  90037. addTarget(target: MorphTarget): void;
  90038. /**
  90039. * Removes a target from the manager
  90040. * @param target defines the target to remove
  90041. */
  90042. removeTarget(target: MorphTarget): void;
  90043. /**
  90044. * Clone the current manager
  90045. * @returns a new MorphTargetManager
  90046. */
  90047. clone(): MorphTargetManager;
  90048. /**
  90049. * Serializes the current manager into a Serialization object
  90050. * @returns the serialized object
  90051. */
  90052. serialize(): any;
  90053. private _syncActiveTargets;
  90054. /**
  90055. * Syncrhonize the targets with all the meshes using this morph target manager
  90056. */
  90057. synchronize(): void;
  90058. /**
  90059. * Creates a new MorphTargetManager from serialized data
  90060. * @param serializationObject defines the serialized data
  90061. * @param scene defines the hosting scene
  90062. * @returns the new MorphTargetManager
  90063. */
  90064. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90065. }
  90066. }
  90067. declare module BABYLON {
  90068. /**
  90069. * Class used to represent a specific level of detail of a mesh
  90070. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90071. */
  90072. export class MeshLODLevel {
  90073. /** Defines the distance where this level should start being displayed */
  90074. distance: number;
  90075. /** Defines the mesh to use to render this level */
  90076. mesh: Nullable<Mesh>;
  90077. /**
  90078. * Creates a new LOD level
  90079. * @param distance defines the distance where this level should star being displayed
  90080. * @param mesh defines the mesh to use to render this level
  90081. */
  90082. constructor(
  90083. /** Defines the distance where this level should start being displayed */
  90084. distance: number,
  90085. /** Defines the mesh to use to render this level */
  90086. mesh: Nullable<Mesh>);
  90087. }
  90088. }
  90089. declare module BABYLON {
  90090. /**
  90091. * Mesh representing the gorund
  90092. */
  90093. export class GroundMesh extends Mesh {
  90094. /** If octree should be generated */
  90095. generateOctree: boolean;
  90096. private _heightQuads;
  90097. /** @hidden */
  90098. _subdivisionsX: number;
  90099. /** @hidden */
  90100. _subdivisionsY: number;
  90101. /** @hidden */
  90102. _width: number;
  90103. /** @hidden */
  90104. _height: number;
  90105. /** @hidden */
  90106. _minX: number;
  90107. /** @hidden */
  90108. _maxX: number;
  90109. /** @hidden */
  90110. _minZ: number;
  90111. /** @hidden */
  90112. _maxZ: number;
  90113. constructor(name: string, scene: Scene);
  90114. /**
  90115. * "GroundMesh"
  90116. * @returns "GroundMesh"
  90117. */
  90118. getClassName(): string;
  90119. /**
  90120. * The minimum of x and y subdivisions
  90121. */
  90122. readonly subdivisions: number;
  90123. /**
  90124. * X subdivisions
  90125. */
  90126. readonly subdivisionsX: number;
  90127. /**
  90128. * Y subdivisions
  90129. */
  90130. readonly subdivisionsY: number;
  90131. /**
  90132. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90133. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90134. * @param chunksCount the number of subdivisions for x and y
  90135. * @param octreeBlocksSize (Default: 32)
  90136. */
  90137. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90138. /**
  90139. * Returns a height (y) value in the Worl system :
  90140. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90141. * @param x x coordinate
  90142. * @param z z coordinate
  90143. * @returns the ground y position if (x, z) are outside the ground surface.
  90144. */
  90145. getHeightAtCoordinates(x: number, z: number): number;
  90146. /**
  90147. * Returns a normalized vector (Vector3) orthogonal to the ground
  90148. * at the ground coordinates (x, z) expressed in the World system.
  90149. * @param x x coordinate
  90150. * @param z z coordinate
  90151. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90152. */
  90153. getNormalAtCoordinates(x: number, z: number): Vector3;
  90154. /**
  90155. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90156. * at the ground coordinates (x, z) expressed in the World system.
  90157. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90158. * @param x x coordinate
  90159. * @param z z coordinate
  90160. * @param ref vector to store the result
  90161. * @returns the GroundMesh.
  90162. */
  90163. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90164. /**
  90165. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90166. * if the ground has been updated.
  90167. * This can be used in the render loop.
  90168. * @returns the GroundMesh.
  90169. */
  90170. updateCoordinateHeights(): GroundMesh;
  90171. private _getFacetAt;
  90172. private _initHeightQuads;
  90173. private _computeHeightQuads;
  90174. /**
  90175. * Serializes this ground mesh
  90176. * @param serializationObject object to write serialization to
  90177. */
  90178. serialize(serializationObject: any): void;
  90179. /**
  90180. * Parses a serialized ground mesh
  90181. * @param parsedMesh the serialized mesh
  90182. * @param scene the scene to create the ground mesh in
  90183. * @returns the created ground mesh
  90184. */
  90185. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90186. }
  90187. }
  90188. declare module BABYLON {
  90189. /**
  90190. * Interface for Physics-Joint data
  90191. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90192. */
  90193. export interface PhysicsJointData {
  90194. /**
  90195. * The main pivot of the joint
  90196. */
  90197. mainPivot?: Vector3;
  90198. /**
  90199. * The connected pivot of the joint
  90200. */
  90201. connectedPivot?: Vector3;
  90202. /**
  90203. * The main axis of the joint
  90204. */
  90205. mainAxis?: Vector3;
  90206. /**
  90207. * The connected axis of the joint
  90208. */
  90209. connectedAxis?: Vector3;
  90210. /**
  90211. * The collision of the joint
  90212. */
  90213. collision?: boolean;
  90214. /**
  90215. * Native Oimo/Cannon/Energy data
  90216. */
  90217. nativeParams?: any;
  90218. }
  90219. /**
  90220. * This is a holder class for the physics joint created by the physics plugin
  90221. * It holds a set of functions to control the underlying joint
  90222. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90223. */
  90224. export class PhysicsJoint {
  90225. /**
  90226. * The type of the physics joint
  90227. */
  90228. type: number;
  90229. /**
  90230. * The data for the physics joint
  90231. */
  90232. jointData: PhysicsJointData;
  90233. private _physicsJoint;
  90234. protected _physicsPlugin: IPhysicsEnginePlugin;
  90235. /**
  90236. * Initializes the physics joint
  90237. * @param type The type of the physics joint
  90238. * @param jointData The data for the physics joint
  90239. */
  90240. constructor(
  90241. /**
  90242. * The type of the physics joint
  90243. */
  90244. type: number,
  90245. /**
  90246. * The data for the physics joint
  90247. */
  90248. jointData: PhysicsJointData);
  90249. /**
  90250. * Gets the physics joint
  90251. */
  90252. /**
  90253. * Sets the physics joint
  90254. */
  90255. physicsJoint: any;
  90256. /**
  90257. * Sets the physics plugin
  90258. */
  90259. physicsPlugin: IPhysicsEnginePlugin;
  90260. /**
  90261. * Execute a function that is physics-plugin specific.
  90262. * @param {Function} func the function that will be executed.
  90263. * It accepts two parameters: the physics world and the physics joint
  90264. */
  90265. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90266. /**
  90267. * Distance-Joint type
  90268. */
  90269. static DistanceJoint: number;
  90270. /**
  90271. * Hinge-Joint type
  90272. */
  90273. static HingeJoint: number;
  90274. /**
  90275. * Ball-and-Socket joint type
  90276. */
  90277. static BallAndSocketJoint: number;
  90278. /**
  90279. * Wheel-Joint type
  90280. */
  90281. static WheelJoint: number;
  90282. /**
  90283. * Slider-Joint type
  90284. */
  90285. static SliderJoint: number;
  90286. /**
  90287. * Prismatic-Joint type
  90288. */
  90289. static PrismaticJoint: number;
  90290. /**
  90291. * Universal-Joint type
  90292. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90293. */
  90294. static UniversalJoint: number;
  90295. /**
  90296. * Hinge-Joint 2 type
  90297. */
  90298. static Hinge2Joint: number;
  90299. /**
  90300. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90301. */
  90302. static PointToPointJoint: number;
  90303. /**
  90304. * Spring-Joint type
  90305. */
  90306. static SpringJoint: number;
  90307. /**
  90308. * Lock-Joint type
  90309. */
  90310. static LockJoint: number;
  90311. }
  90312. /**
  90313. * A class representing a physics distance joint
  90314. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90315. */
  90316. export class DistanceJoint extends PhysicsJoint {
  90317. /**
  90318. *
  90319. * @param jointData The data for the Distance-Joint
  90320. */
  90321. constructor(jointData: DistanceJointData);
  90322. /**
  90323. * Update the predefined distance.
  90324. * @param maxDistance The maximum preferred distance
  90325. * @param minDistance The minimum preferred distance
  90326. */
  90327. updateDistance(maxDistance: number, minDistance?: number): void;
  90328. }
  90329. /**
  90330. * Represents a Motor-Enabled Joint
  90331. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90332. */
  90333. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  90334. /**
  90335. * Initializes the Motor-Enabled Joint
  90336. * @param type The type of the joint
  90337. * @param jointData The physica joint data for the joint
  90338. */
  90339. constructor(type: number, jointData: PhysicsJointData);
  90340. /**
  90341. * Set the motor values.
  90342. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90343. * @param force the force to apply
  90344. * @param maxForce max force for this motor.
  90345. */
  90346. setMotor(force?: number, maxForce?: number): void;
  90347. /**
  90348. * Set the motor's limits.
  90349. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90350. * @param upperLimit The upper limit of the motor
  90351. * @param lowerLimit The lower limit of the motor
  90352. */
  90353. setLimit(upperLimit: number, lowerLimit?: number): void;
  90354. }
  90355. /**
  90356. * This class represents a single physics Hinge-Joint
  90357. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90358. */
  90359. export class HingeJoint extends MotorEnabledJoint {
  90360. /**
  90361. * Initializes the Hinge-Joint
  90362. * @param jointData The joint data for the Hinge-Joint
  90363. */
  90364. constructor(jointData: PhysicsJointData);
  90365. /**
  90366. * Set the motor values.
  90367. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90368. * @param {number} force the force to apply
  90369. * @param {number} maxForce max force for this motor.
  90370. */
  90371. setMotor(force?: number, maxForce?: number): void;
  90372. /**
  90373. * Set the motor's limits.
  90374. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90375. * @param upperLimit The upper limit of the motor
  90376. * @param lowerLimit The lower limit of the motor
  90377. */
  90378. setLimit(upperLimit: number, lowerLimit?: number): void;
  90379. }
  90380. /**
  90381. * This class represents a dual hinge physics joint (same as wheel joint)
  90382. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90383. */
  90384. export class Hinge2Joint extends MotorEnabledJoint {
  90385. /**
  90386. * Initializes the Hinge2-Joint
  90387. * @param jointData The joint data for the Hinge2-Joint
  90388. */
  90389. constructor(jointData: PhysicsJointData);
  90390. /**
  90391. * Set the motor values.
  90392. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90393. * @param {number} targetSpeed the speed the motor is to reach
  90394. * @param {number} maxForce max force for this motor.
  90395. * @param {motorIndex} the motor's index, 0 or 1.
  90396. */
  90397. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90398. /**
  90399. * Set the motor limits.
  90400. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90401. * @param {number} upperLimit the upper limit
  90402. * @param {number} lowerLimit lower limit
  90403. * @param {motorIndex} the motor's index, 0 or 1.
  90404. */
  90405. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90406. }
  90407. /**
  90408. * Interface for a motor enabled joint
  90409. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90410. */
  90411. export interface IMotorEnabledJoint {
  90412. /**
  90413. * Physics joint
  90414. */
  90415. physicsJoint: any;
  90416. /**
  90417. * Sets the motor of the motor-enabled joint
  90418. * @param force The force of the motor
  90419. * @param maxForce The maximum force of the motor
  90420. * @param motorIndex The index of the motor
  90421. */
  90422. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90423. /**
  90424. * Sets the limit of the motor
  90425. * @param upperLimit The upper limit of the motor
  90426. * @param lowerLimit The lower limit of the motor
  90427. * @param motorIndex The index of the motor
  90428. */
  90429. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90430. }
  90431. /**
  90432. * Joint data for a Distance-Joint
  90433. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90434. */
  90435. export interface DistanceJointData extends PhysicsJointData {
  90436. /**
  90437. * Max distance the 2 joint objects can be apart
  90438. */
  90439. maxDistance: number;
  90440. }
  90441. /**
  90442. * Joint data from a spring joint
  90443. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90444. */
  90445. export interface SpringJointData extends PhysicsJointData {
  90446. /**
  90447. * Length of the spring
  90448. */
  90449. length: number;
  90450. /**
  90451. * Stiffness of the spring
  90452. */
  90453. stiffness: number;
  90454. /**
  90455. * Damping of the spring
  90456. */
  90457. damping: number;
  90458. /** this callback will be called when applying the force to the impostors. */
  90459. forceApplicationCallback: () => void;
  90460. }
  90461. }
  90462. declare module BABYLON {
  90463. /**
  90464. * Holds the data for the raycast result
  90465. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90466. */
  90467. export class PhysicsRaycastResult {
  90468. private _hasHit;
  90469. private _hitDistance;
  90470. private _hitNormalWorld;
  90471. private _hitPointWorld;
  90472. private _rayFromWorld;
  90473. private _rayToWorld;
  90474. /**
  90475. * Gets if there was a hit
  90476. */
  90477. readonly hasHit: boolean;
  90478. /**
  90479. * Gets the distance from the hit
  90480. */
  90481. readonly hitDistance: number;
  90482. /**
  90483. * Gets the hit normal/direction in the world
  90484. */
  90485. readonly hitNormalWorld: Vector3;
  90486. /**
  90487. * Gets the hit point in the world
  90488. */
  90489. readonly hitPointWorld: Vector3;
  90490. /**
  90491. * Gets the ray "start point" of the ray in the world
  90492. */
  90493. readonly rayFromWorld: Vector3;
  90494. /**
  90495. * Gets the ray "end point" of the ray in the world
  90496. */
  90497. readonly rayToWorld: Vector3;
  90498. /**
  90499. * Sets the hit data (normal & point in world space)
  90500. * @param hitNormalWorld defines the normal in world space
  90501. * @param hitPointWorld defines the point in world space
  90502. */
  90503. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90504. /**
  90505. * Sets the distance from the start point to the hit point
  90506. * @param distance
  90507. */
  90508. setHitDistance(distance: number): void;
  90509. /**
  90510. * Calculates the distance manually
  90511. */
  90512. calculateHitDistance(): void;
  90513. /**
  90514. * Resets all the values to default
  90515. * @param from The from point on world space
  90516. * @param to The to point on world space
  90517. */
  90518. reset(from?: Vector3, to?: Vector3): void;
  90519. }
  90520. /**
  90521. * Interface for the size containing width and height
  90522. */
  90523. interface IXYZ {
  90524. /**
  90525. * X
  90526. */
  90527. x: number;
  90528. /**
  90529. * Y
  90530. */
  90531. y: number;
  90532. /**
  90533. * Z
  90534. */
  90535. z: number;
  90536. }
  90537. }
  90538. declare module BABYLON {
  90539. /**
  90540. * Interface used to describe a physics joint
  90541. */
  90542. export interface PhysicsImpostorJoint {
  90543. /** Defines the main impostor to which the joint is linked */
  90544. mainImpostor: PhysicsImpostor;
  90545. /** Defines the impostor that is connected to the main impostor using this joint */
  90546. connectedImpostor: PhysicsImpostor;
  90547. /** Defines the joint itself */
  90548. joint: PhysicsJoint;
  90549. }
  90550. /** @hidden */
  90551. export interface IPhysicsEnginePlugin {
  90552. world: any;
  90553. name: string;
  90554. setGravity(gravity: Vector3): void;
  90555. setTimeStep(timeStep: number): void;
  90556. getTimeStep(): number;
  90557. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90558. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90559. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90560. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90561. removePhysicsBody(impostor: PhysicsImpostor): void;
  90562. generateJoint(joint: PhysicsImpostorJoint): void;
  90563. removeJoint(joint: PhysicsImpostorJoint): void;
  90564. isSupported(): boolean;
  90565. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90566. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90567. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90568. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90569. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90570. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90571. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90572. getBodyMass(impostor: PhysicsImpostor): number;
  90573. getBodyFriction(impostor: PhysicsImpostor): number;
  90574. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90575. getBodyRestitution(impostor: PhysicsImpostor): number;
  90576. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90577. getBodyPressure?(impostor: PhysicsImpostor): number;
  90578. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90579. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90580. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90581. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90582. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90583. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90584. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90585. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90586. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90587. sleepBody(impostor: PhysicsImpostor): void;
  90588. wakeUpBody(impostor: PhysicsImpostor): void;
  90589. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90590. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90591. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90592. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90593. getRadius(impostor: PhysicsImpostor): number;
  90594. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90595. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90596. dispose(): void;
  90597. }
  90598. /**
  90599. * Interface used to define a physics engine
  90600. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90601. */
  90602. export interface IPhysicsEngine {
  90603. /**
  90604. * Gets the gravity vector used by the simulation
  90605. */
  90606. gravity: Vector3;
  90607. /**
  90608. * Sets the gravity vector used by the simulation
  90609. * @param gravity defines the gravity vector to use
  90610. */
  90611. setGravity(gravity: Vector3): void;
  90612. /**
  90613. * Set the time step of the physics engine.
  90614. * Default is 1/60.
  90615. * To slow it down, enter 1/600 for example.
  90616. * To speed it up, 1/30
  90617. * @param newTimeStep the new timestep to apply to this world.
  90618. */
  90619. setTimeStep(newTimeStep: number): void;
  90620. /**
  90621. * Get the time step of the physics engine.
  90622. * @returns the current time step
  90623. */
  90624. getTimeStep(): number;
  90625. /**
  90626. * Release all resources
  90627. */
  90628. dispose(): void;
  90629. /**
  90630. * Gets the name of the current physics plugin
  90631. * @returns the name of the plugin
  90632. */
  90633. getPhysicsPluginName(): string;
  90634. /**
  90635. * Adding a new impostor for the impostor tracking.
  90636. * This will be done by the impostor itself.
  90637. * @param impostor the impostor to add
  90638. */
  90639. addImpostor(impostor: PhysicsImpostor): void;
  90640. /**
  90641. * Remove an impostor from the engine.
  90642. * This impostor and its mesh will not longer be updated by the physics engine.
  90643. * @param impostor the impostor to remove
  90644. */
  90645. removeImpostor(impostor: PhysicsImpostor): void;
  90646. /**
  90647. * Add a joint to the physics engine
  90648. * @param mainImpostor defines the main impostor to which the joint is added.
  90649. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  90650. * @param joint defines the joint that will connect both impostors.
  90651. */
  90652. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90653. /**
  90654. * Removes a joint from the simulation
  90655. * @param mainImpostor defines the impostor used with the joint
  90656. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  90657. * @param joint defines the joint to remove
  90658. */
  90659. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90660. /**
  90661. * Gets the current plugin used to run the simulation
  90662. * @returns current plugin
  90663. */
  90664. getPhysicsPlugin(): IPhysicsEnginePlugin;
  90665. /**
  90666. * Gets the list of physic impostors
  90667. * @returns an array of PhysicsImpostor
  90668. */
  90669. getImpostors(): Array<PhysicsImpostor>;
  90670. /**
  90671. * Gets the impostor for a physics enabled object
  90672. * @param object defines the object impersonated by the impostor
  90673. * @returns the PhysicsImpostor or null if not found
  90674. */
  90675. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90676. /**
  90677. * Gets the impostor for a physics body object
  90678. * @param body defines physics body used by the impostor
  90679. * @returns the PhysicsImpostor or null if not found
  90680. */
  90681. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  90682. /**
  90683. * Does a raycast in the physics world
  90684. * @param from when should the ray start?
  90685. * @param to when should the ray end?
  90686. * @returns PhysicsRaycastResult
  90687. */
  90688. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90689. /**
  90690. * Called by the scene. No need to call it.
  90691. * @param delta defines the timespam between frames
  90692. */
  90693. _step(delta: number): void;
  90694. }
  90695. }
  90696. declare module BABYLON {
  90697. /**
  90698. * The interface for the physics imposter parameters
  90699. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90700. */
  90701. export interface PhysicsImpostorParameters {
  90702. /**
  90703. * The mass of the physics imposter
  90704. */
  90705. mass: number;
  90706. /**
  90707. * The friction of the physics imposter
  90708. */
  90709. friction?: number;
  90710. /**
  90711. * The coefficient of restitution of the physics imposter
  90712. */
  90713. restitution?: number;
  90714. /**
  90715. * The native options of the physics imposter
  90716. */
  90717. nativeOptions?: any;
  90718. /**
  90719. * Specifies if the parent should be ignored
  90720. */
  90721. ignoreParent?: boolean;
  90722. /**
  90723. * Specifies if bi-directional transformations should be disabled
  90724. */
  90725. disableBidirectionalTransformation?: boolean;
  90726. /**
  90727. * The pressure inside the physics imposter, soft object only
  90728. */
  90729. pressure?: number;
  90730. /**
  90731. * The stiffness the physics imposter, soft object only
  90732. */
  90733. stiffness?: number;
  90734. /**
  90735. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  90736. */
  90737. velocityIterations?: number;
  90738. /**
  90739. * The number of iterations used in maintaining consistent vertex positions, soft object only
  90740. */
  90741. positionIterations?: number;
  90742. /**
  90743. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  90744. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  90745. * Add to fix multiple points
  90746. */
  90747. fixedPoints?: number;
  90748. /**
  90749. * The collision margin around a soft object
  90750. */
  90751. margin?: number;
  90752. /**
  90753. * The collision margin around a soft object
  90754. */
  90755. damping?: number;
  90756. /**
  90757. * The path for a rope based on an extrusion
  90758. */
  90759. path?: any;
  90760. /**
  90761. * The shape of an extrusion used for a rope based on an extrusion
  90762. */
  90763. shape?: any;
  90764. }
  90765. /**
  90766. * Interface for a physics-enabled object
  90767. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90768. */
  90769. export interface IPhysicsEnabledObject {
  90770. /**
  90771. * The position of the physics-enabled object
  90772. */
  90773. position: Vector3;
  90774. /**
  90775. * The rotation of the physics-enabled object
  90776. */
  90777. rotationQuaternion: Nullable<Quaternion>;
  90778. /**
  90779. * The scale of the physics-enabled object
  90780. */
  90781. scaling: Vector3;
  90782. /**
  90783. * The rotation of the physics-enabled object
  90784. */
  90785. rotation?: Vector3;
  90786. /**
  90787. * The parent of the physics-enabled object
  90788. */
  90789. parent?: any;
  90790. /**
  90791. * The bounding info of the physics-enabled object
  90792. * @returns The bounding info of the physics-enabled object
  90793. */
  90794. getBoundingInfo(): BoundingInfo;
  90795. /**
  90796. * Computes the world matrix
  90797. * @param force Specifies if the world matrix should be computed by force
  90798. * @returns A world matrix
  90799. */
  90800. computeWorldMatrix(force: boolean): Matrix;
  90801. /**
  90802. * Gets the world matrix
  90803. * @returns A world matrix
  90804. */
  90805. getWorldMatrix?(): Matrix;
  90806. /**
  90807. * Gets the child meshes
  90808. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  90809. * @returns An array of abstract meshes
  90810. */
  90811. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  90812. /**
  90813. * Gets the vertex data
  90814. * @param kind The type of vertex data
  90815. * @returns A nullable array of numbers, or a float32 array
  90816. */
  90817. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  90818. /**
  90819. * Gets the indices from the mesh
  90820. * @returns A nullable array of index arrays
  90821. */
  90822. getIndices?(): Nullable<IndicesArray>;
  90823. /**
  90824. * Gets the scene from the mesh
  90825. * @returns the indices array or null
  90826. */
  90827. getScene?(): Scene;
  90828. /**
  90829. * Gets the absolute position from the mesh
  90830. * @returns the absolute position
  90831. */
  90832. getAbsolutePosition(): Vector3;
  90833. /**
  90834. * Gets the absolute pivot point from the mesh
  90835. * @returns the absolute pivot point
  90836. */
  90837. getAbsolutePivotPoint(): Vector3;
  90838. /**
  90839. * Rotates the mesh
  90840. * @param axis The axis of rotation
  90841. * @param amount The amount of rotation
  90842. * @param space The space of the rotation
  90843. * @returns The rotation transform node
  90844. */
  90845. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  90846. /**
  90847. * Translates the mesh
  90848. * @param axis The axis of translation
  90849. * @param distance The distance of translation
  90850. * @param space The space of the translation
  90851. * @returns The transform node
  90852. */
  90853. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  90854. /**
  90855. * Sets the absolute position of the mesh
  90856. * @param absolutePosition The absolute position of the mesh
  90857. * @returns The transform node
  90858. */
  90859. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  90860. /**
  90861. * Gets the class name of the mesh
  90862. * @returns The class name
  90863. */
  90864. getClassName(): string;
  90865. }
  90866. /**
  90867. * Represents a physics imposter
  90868. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90869. */
  90870. export class PhysicsImpostor {
  90871. /**
  90872. * The physics-enabled object used as the physics imposter
  90873. */
  90874. object: IPhysicsEnabledObject;
  90875. /**
  90876. * The type of the physics imposter
  90877. */
  90878. type: number;
  90879. private _options;
  90880. private _scene?;
  90881. /**
  90882. * The default object size of the imposter
  90883. */
  90884. static DEFAULT_OBJECT_SIZE: Vector3;
  90885. /**
  90886. * The identity quaternion of the imposter
  90887. */
  90888. static IDENTITY_QUATERNION: Quaternion;
  90889. /** @hidden */
  90890. _pluginData: any;
  90891. private _physicsEngine;
  90892. private _physicsBody;
  90893. private _bodyUpdateRequired;
  90894. private _onBeforePhysicsStepCallbacks;
  90895. private _onAfterPhysicsStepCallbacks;
  90896. /** @hidden */
  90897. _onPhysicsCollideCallbacks: Array<{
  90898. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  90899. otherImpostors: Array<PhysicsImpostor>;
  90900. }>;
  90901. private _deltaPosition;
  90902. private _deltaRotation;
  90903. private _deltaRotationConjugated;
  90904. /** @hidden */
  90905. _isFromLine: boolean;
  90906. private _parent;
  90907. private _isDisposed;
  90908. private static _tmpVecs;
  90909. private static _tmpQuat;
  90910. /**
  90911. * Specifies if the physics imposter is disposed
  90912. */
  90913. readonly isDisposed: boolean;
  90914. /**
  90915. * Gets the mass of the physics imposter
  90916. */
  90917. mass: number;
  90918. /**
  90919. * Gets the coefficient of friction
  90920. */
  90921. /**
  90922. * Sets the coefficient of friction
  90923. */
  90924. friction: number;
  90925. /**
  90926. * Gets the coefficient of restitution
  90927. */
  90928. /**
  90929. * Sets the coefficient of restitution
  90930. */
  90931. restitution: number;
  90932. /**
  90933. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  90934. */
  90935. /**
  90936. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  90937. */
  90938. pressure: number;
  90939. /**
  90940. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90941. */
  90942. /**
  90943. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90944. */
  90945. stiffness: number;
  90946. /**
  90947. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90948. */
  90949. /**
  90950. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90951. */
  90952. velocityIterations: number;
  90953. /**
  90954. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90955. */
  90956. /**
  90957. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90958. */
  90959. positionIterations: number;
  90960. /**
  90961. * The unique id of the physics imposter
  90962. * set by the physics engine when adding this impostor to the array
  90963. */
  90964. uniqueId: number;
  90965. /**
  90966. * @hidden
  90967. */
  90968. soft: boolean;
  90969. /**
  90970. * @hidden
  90971. */
  90972. segments: number;
  90973. private _joints;
  90974. /**
  90975. * Initializes the physics imposter
  90976. * @param object The physics-enabled object used as the physics imposter
  90977. * @param type The type of the physics imposter
  90978. * @param _options The options for the physics imposter
  90979. * @param _scene The Babylon scene
  90980. */
  90981. constructor(
  90982. /**
  90983. * The physics-enabled object used as the physics imposter
  90984. */
  90985. object: IPhysicsEnabledObject,
  90986. /**
  90987. * The type of the physics imposter
  90988. */
  90989. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  90990. /**
  90991. * This function will completly initialize this impostor.
  90992. * It will create a new body - but only if this mesh has no parent.
  90993. * If it has, this impostor will not be used other than to define the impostor
  90994. * of the child mesh.
  90995. * @hidden
  90996. */
  90997. _init(): void;
  90998. private _getPhysicsParent;
  90999. /**
  91000. * Should a new body be generated.
  91001. * @returns boolean specifying if body initialization is required
  91002. */
  91003. isBodyInitRequired(): boolean;
  91004. /**
  91005. * Sets the updated scaling
  91006. * @param updated Specifies if the scaling is updated
  91007. */
  91008. setScalingUpdated(): void;
  91009. /**
  91010. * Force a regeneration of this or the parent's impostor's body.
  91011. * Use under cautious - This will remove all joints already implemented.
  91012. */
  91013. forceUpdate(): void;
  91014. /**
  91015. * Gets the body that holds this impostor. Either its own, or its parent.
  91016. */
  91017. /**
  91018. * Set the physics body. Used mainly by the physics engine/plugin
  91019. */
  91020. physicsBody: any;
  91021. /**
  91022. * Get the parent of the physics imposter
  91023. * @returns Physics imposter or null
  91024. */
  91025. /**
  91026. * Sets the parent of the physics imposter
  91027. */
  91028. parent: Nullable<PhysicsImpostor>;
  91029. /**
  91030. * Resets the update flags
  91031. */
  91032. resetUpdateFlags(): void;
  91033. /**
  91034. * Gets the object extend size
  91035. * @returns the object extend size
  91036. */
  91037. getObjectExtendSize(): Vector3;
  91038. /**
  91039. * Gets the object center
  91040. * @returns The object center
  91041. */
  91042. getObjectCenter(): Vector3;
  91043. /**
  91044. * Get a specific parametes from the options parameter
  91045. * @param paramName The object parameter name
  91046. * @returns The object parameter
  91047. */
  91048. getParam(paramName: string): any;
  91049. /**
  91050. * Sets a specific parameter in the options given to the physics plugin
  91051. * @param paramName The parameter name
  91052. * @param value The value of the parameter
  91053. */
  91054. setParam(paramName: string, value: number): void;
  91055. /**
  91056. * Specifically change the body's mass option. Won't recreate the physics body object
  91057. * @param mass The mass of the physics imposter
  91058. */
  91059. setMass(mass: number): void;
  91060. /**
  91061. * Gets the linear velocity
  91062. * @returns linear velocity or null
  91063. */
  91064. getLinearVelocity(): Nullable<Vector3>;
  91065. /**
  91066. * Sets the linear velocity
  91067. * @param velocity linear velocity or null
  91068. */
  91069. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91070. /**
  91071. * Gets the angular velocity
  91072. * @returns angular velocity or null
  91073. */
  91074. getAngularVelocity(): Nullable<Vector3>;
  91075. /**
  91076. * Sets the angular velocity
  91077. * @param velocity The velocity or null
  91078. */
  91079. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91080. /**
  91081. * Execute a function with the physics plugin native code
  91082. * Provide a function the will have two variables - the world object and the physics body object
  91083. * @param func The function to execute with the physics plugin native code
  91084. */
  91085. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91086. /**
  91087. * Register a function that will be executed before the physics world is stepping forward
  91088. * @param func The function to execute before the physics world is stepped forward
  91089. */
  91090. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91091. /**
  91092. * Unregister a function that will be executed before the physics world is stepping forward
  91093. * @param func The function to execute before the physics world is stepped forward
  91094. */
  91095. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91096. /**
  91097. * Register a function that will be executed after the physics step
  91098. * @param func The function to execute after physics step
  91099. */
  91100. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91101. /**
  91102. * Unregisters a function that will be executed after the physics step
  91103. * @param func The function to execute after physics step
  91104. */
  91105. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91106. /**
  91107. * register a function that will be executed when this impostor collides against a different body
  91108. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91109. * @param func Callback that is executed on collision
  91110. */
  91111. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91112. /**
  91113. * Unregisters the physics imposter on contact
  91114. * @param collideAgainst The physics object to collide against
  91115. * @param func Callback to execute on collision
  91116. */
  91117. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91118. private _tmpQuat;
  91119. private _tmpQuat2;
  91120. /**
  91121. * Get the parent rotation
  91122. * @returns The parent rotation
  91123. */
  91124. getParentsRotation(): Quaternion;
  91125. /**
  91126. * this function is executed by the physics engine.
  91127. */
  91128. beforeStep: () => void;
  91129. /**
  91130. * this function is executed by the physics engine
  91131. */
  91132. afterStep: () => void;
  91133. /**
  91134. * Legacy collision detection event support
  91135. */
  91136. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91137. /**
  91138. * event and body object due to cannon's event-based architecture.
  91139. */
  91140. onCollide: (e: {
  91141. body: any;
  91142. }) => void;
  91143. /**
  91144. * Apply a force
  91145. * @param force The force to apply
  91146. * @param contactPoint The contact point for the force
  91147. * @returns The physics imposter
  91148. */
  91149. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91150. /**
  91151. * Apply an impulse
  91152. * @param force The impulse force
  91153. * @param contactPoint The contact point for the impulse force
  91154. * @returns The physics imposter
  91155. */
  91156. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91157. /**
  91158. * A help function to create a joint
  91159. * @param otherImpostor A physics imposter used to create a joint
  91160. * @param jointType The type of joint
  91161. * @param jointData The data for the joint
  91162. * @returns The physics imposter
  91163. */
  91164. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91165. /**
  91166. * Add a joint to this impostor with a different impostor
  91167. * @param otherImpostor A physics imposter used to add a joint
  91168. * @param joint The joint to add
  91169. * @returns The physics imposter
  91170. */
  91171. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91172. /**
  91173. * Add an anchor to a cloth impostor
  91174. * @param otherImpostor rigid impostor to anchor to
  91175. * @param width ratio across width from 0 to 1
  91176. * @param height ratio up height from 0 to 1
  91177. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91178. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91179. * @returns impostor the soft imposter
  91180. */
  91181. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91182. /**
  91183. * Add a hook to a rope impostor
  91184. * @param otherImpostor rigid impostor to anchor to
  91185. * @param length ratio across rope from 0 to 1
  91186. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91187. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91188. * @returns impostor the rope imposter
  91189. */
  91190. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91191. /**
  91192. * Will keep this body still, in a sleep mode.
  91193. * @returns the physics imposter
  91194. */
  91195. sleep(): PhysicsImpostor;
  91196. /**
  91197. * Wake the body up.
  91198. * @returns The physics imposter
  91199. */
  91200. wakeUp(): PhysicsImpostor;
  91201. /**
  91202. * Clones the physics imposter
  91203. * @param newObject The physics imposter clones to this physics-enabled object
  91204. * @returns A nullable physics imposter
  91205. */
  91206. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91207. /**
  91208. * Disposes the physics imposter
  91209. */
  91210. dispose(): void;
  91211. /**
  91212. * Sets the delta position
  91213. * @param position The delta position amount
  91214. */
  91215. setDeltaPosition(position: Vector3): void;
  91216. /**
  91217. * Sets the delta rotation
  91218. * @param rotation The delta rotation amount
  91219. */
  91220. setDeltaRotation(rotation: Quaternion): void;
  91221. /**
  91222. * Gets the box size of the physics imposter and stores the result in the input parameter
  91223. * @param result Stores the box size
  91224. * @returns The physics imposter
  91225. */
  91226. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91227. /**
  91228. * Gets the radius of the physics imposter
  91229. * @returns Radius of the physics imposter
  91230. */
  91231. getRadius(): number;
  91232. /**
  91233. * Sync a bone with this impostor
  91234. * @param bone The bone to sync to the impostor.
  91235. * @param boneMesh The mesh that the bone is influencing.
  91236. * @param jointPivot The pivot of the joint / bone in local space.
  91237. * @param distToJoint Optional distance from the impostor to the joint.
  91238. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91239. */
  91240. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91241. /**
  91242. * Sync impostor to a bone
  91243. * @param bone The bone that the impostor will be synced to.
  91244. * @param boneMesh The mesh that the bone is influencing.
  91245. * @param jointPivot The pivot of the joint / bone in local space.
  91246. * @param distToJoint Optional distance from the impostor to the joint.
  91247. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91248. * @param boneAxis Optional vector3 axis the bone is aligned with
  91249. */
  91250. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91251. /**
  91252. * No-Imposter type
  91253. */
  91254. static NoImpostor: number;
  91255. /**
  91256. * Sphere-Imposter type
  91257. */
  91258. static SphereImpostor: number;
  91259. /**
  91260. * Box-Imposter type
  91261. */
  91262. static BoxImpostor: number;
  91263. /**
  91264. * Plane-Imposter type
  91265. */
  91266. static PlaneImpostor: number;
  91267. /**
  91268. * Mesh-imposter type
  91269. */
  91270. static MeshImpostor: number;
  91271. /**
  91272. * Capsule-Impostor type (Ammo.js plugin only)
  91273. */
  91274. static CapsuleImpostor: number;
  91275. /**
  91276. * Cylinder-Imposter type
  91277. */
  91278. static CylinderImpostor: number;
  91279. /**
  91280. * Particle-Imposter type
  91281. */
  91282. static ParticleImpostor: number;
  91283. /**
  91284. * Heightmap-Imposter type
  91285. */
  91286. static HeightmapImpostor: number;
  91287. /**
  91288. * ConvexHull-Impostor type (Ammo.js plugin only)
  91289. */
  91290. static ConvexHullImpostor: number;
  91291. /**
  91292. * Rope-Imposter type
  91293. */
  91294. static RopeImpostor: number;
  91295. /**
  91296. * Cloth-Imposter type
  91297. */
  91298. static ClothImpostor: number;
  91299. /**
  91300. * Softbody-Imposter type
  91301. */
  91302. static SoftbodyImpostor: number;
  91303. }
  91304. }
  91305. declare module BABYLON {
  91306. /**
  91307. * @hidden
  91308. **/
  91309. export class _CreationDataStorage {
  91310. closePath?: boolean;
  91311. closeArray?: boolean;
  91312. idx: number[];
  91313. dashSize: number;
  91314. gapSize: number;
  91315. path3D: Path3D;
  91316. pathArray: Vector3[][];
  91317. arc: number;
  91318. radius: number;
  91319. cap: number;
  91320. tessellation: number;
  91321. }
  91322. /**
  91323. * @hidden
  91324. **/
  91325. class _InstanceDataStorage {
  91326. visibleInstances: any;
  91327. batchCache: _InstancesBatch;
  91328. instancesBufferSize: number;
  91329. instancesBuffer: Nullable<Buffer>;
  91330. instancesData: Float32Array;
  91331. overridenInstanceCount: number;
  91332. isFrozen: boolean;
  91333. previousBatch: Nullable<_InstancesBatch>;
  91334. hardwareInstancedRendering: boolean;
  91335. sideOrientation: number;
  91336. }
  91337. /**
  91338. * @hidden
  91339. **/
  91340. export class _InstancesBatch {
  91341. mustReturn: boolean;
  91342. visibleInstances: Nullable<InstancedMesh[]>[];
  91343. renderSelf: boolean[];
  91344. hardwareInstancedRendering: boolean[];
  91345. }
  91346. /**
  91347. * Class used to represent renderable models
  91348. */
  91349. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91350. /**
  91351. * Mesh side orientation : usually the external or front surface
  91352. */
  91353. static readonly FRONTSIDE: number;
  91354. /**
  91355. * Mesh side orientation : usually the internal or back surface
  91356. */
  91357. static readonly BACKSIDE: number;
  91358. /**
  91359. * Mesh side orientation : both internal and external or front and back surfaces
  91360. */
  91361. static readonly DOUBLESIDE: number;
  91362. /**
  91363. * Mesh side orientation : by default, `FRONTSIDE`
  91364. */
  91365. static readonly DEFAULTSIDE: number;
  91366. /**
  91367. * Mesh cap setting : no cap
  91368. */
  91369. static readonly NO_CAP: number;
  91370. /**
  91371. * Mesh cap setting : one cap at the beginning of the mesh
  91372. */
  91373. static readonly CAP_START: number;
  91374. /**
  91375. * Mesh cap setting : one cap at the end of the mesh
  91376. */
  91377. static readonly CAP_END: number;
  91378. /**
  91379. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91380. */
  91381. static readonly CAP_ALL: number;
  91382. /**
  91383. * Mesh pattern setting : no flip or rotate
  91384. */
  91385. static readonly NO_FLIP: number;
  91386. /**
  91387. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91388. */
  91389. static readonly FLIP_TILE: number;
  91390. /**
  91391. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91392. */
  91393. static readonly ROTATE_TILE: number;
  91394. /**
  91395. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91396. */
  91397. static readonly FLIP_ROW: number;
  91398. /**
  91399. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91400. */
  91401. static readonly ROTATE_ROW: number;
  91402. /**
  91403. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91404. */
  91405. static readonly FLIP_N_ROTATE_TILE: number;
  91406. /**
  91407. * Mesh pattern setting : rotate pattern and rotate
  91408. */
  91409. static readonly FLIP_N_ROTATE_ROW: number;
  91410. /**
  91411. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91412. */
  91413. static readonly CENTER: number;
  91414. /**
  91415. * Mesh tile positioning : part tiles on left
  91416. */
  91417. static readonly LEFT: number;
  91418. /**
  91419. * Mesh tile positioning : part tiles on right
  91420. */
  91421. static readonly RIGHT: number;
  91422. /**
  91423. * Mesh tile positioning : part tiles on top
  91424. */
  91425. static readonly TOP: number;
  91426. /**
  91427. * Mesh tile positioning : part tiles on bottom
  91428. */
  91429. static readonly BOTTOM: number;
  91430. /**
  91431. * Gets the default side orientation.
  91432. * @param orientation the orientation to value to attempt to get
  91433. * @returns the default orientation
  91434. * @hidden
  91435. */
  91436. static _GetDefaultSideOrientation(orientation?: number): number;
  91437. private _internalMeshDataInfo;
  91438. /**
  91439. * An event triggered before rendering the mesh
  91440. */
  91441. readonly onBeforeRenderObservable: Observable<Mesh>;
  91442. /**
  91443. * An event triggered before binding the mesh
  91444. */
  91445. readonly onBeforeBindObservable: Observable<Mesh>;
  91446. /**
  91447. * An event triggered after rendering the mesh
  91448. */
  91449. readonly onAfterRenderObservable: Observable<Mesh>;
  91450. /**
  91451. * An event triggered before drawing the mesh
  91452. */
  91453. readonly onBeforeDrawObservable: Observable<Mesh>;
  91454. private _onBeforeDrawObserver;
  91455. /**
  91456. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91457. */
  91458. onBeforeDraw: () => void;
  91459. readonly hasInstances: boolean;
  91460. /**
  91461. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91462. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91463. */
  91464. delayLoadState: number;
  91465. /**
  91466. * Gets the list of instances created from this mesh
  91467. * it is not supposed to be modified manually.
  91468. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91469. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91470. */
  91471. instances: InstancedMesh[];
  91472. /**
  91473. * Gets the file containing delay loading data for this mesh
  91474. */
  91475. delayLoadingFile: string;
  91476. /** @hidden */
  91477. _binaryInfo: any;
  91478. /**
  91479. * User defined function used to change how LOD level selection is done
  91480. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91481. */
  91482. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91483. /**
  91484. * Gets or sets the morph target manager
  91485. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91486. */
  91487. morphTargetManager: Nullable<MorphTargetManager>;
  91488. /** @hidden */
  91489. _creationDataStorage: Nullable<_CreationDataStorage>;
  91490. /** @hidden */
  91491. _geometry: Nullable<Geometry>;
  91492. /** @hidden */
  91493. _delayInfo: Array<string>;
  91494. /** @hidden */
  91495. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91496. /** @hidden */
  91497. _instanceDataStorage: _InstanceDataStorage;
  91498. private _effectiveMaterial;
  91499. /** @hidden */
  91500. _shouldGenerateFlatShading: boolean;
  91501. /** @hidden */
  91502. _originalBuilderSideOrientation: number;
  91503. /**
  91504. * Use this property to change the original side orientation defined at construction time
  91505. */
  91506. overrideMaterialSideOrientation: Nullable<number>;
  91507. /**
  91508. * Gets the source mesh (the one used to clone this one from)
  91509. */
  91510. readonly source: Nullable<Mesh>;
  91511. /**
  91512. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91513. */
  91514. isUnIndexed: boolean;
  91515. /**
  91516. * @constructor
  91517. * @param name The value used by scene.getMeshByName() to do a lookup.
  91518. * @param scene The scene to add this mesh to.
  91519. * @param parent The parent of this mesh, if it has one
  91520. * @param source An optional Mesh from which geometry is shared, cloned.
  91521. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91522. * When false, achieved by calling a clone(), also passing False.
  91523. * This will make creation of children, recursive.
  91524. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91525. */
  91526. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91527. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  91528. doNotInstantiate: boolean;
  91529. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  91530. /**
  91531. * Gets the class name
  91532. * @returns the string "Mesh".
  91533. */
  91534. getClassName(): string;
  91535. /** @hidden */
  91536. readonly _isMesh: boolean;
  91537. /**
  91538. * Returns a description of this mesh
  91539. * @param fullDetails define if full details about this mesh must be used
  91540. * @returns a descriptive string representing this mesh
  91541. */
  91542. toString(fullDetails?: boolean): string;
  91543. /** @hidden */
  91544. _unBindEffect(): void;
  91545. /**
  91546. * Gets a boolean indicating if this mesh has LOD
  91547. */
  91548. readonly hasLODLevels: boolean;
  91549. /**
  91550. * Gets the list of MeshLODLevel associated with the current mesh
  91551. * @returns an array of MeshLODLevel
  91552. */
  91553. getLODLevels(): MeshLODLevel[];
  91554. private _sortLODLevels;
  91555. /**
  91556. * Add a mesh as LOD level triggered at the given distance.
  91557. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91558. * @param distance The distance from the center of the object to show this level
  91559. * @param mesh The mesh to be added as LOD level (can be null)
  91560. * @return This mesh (for chaining)
  91561. */
  91562. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91563. /**
  91564. * Returns the LOD level mesh at the passed distance or null if not found.
  91565. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91566. * @param distance The distance from the center of the object to show this level
  91567. * @returns a Mesh or `null`
  91568. */
  91569. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91570. /**
  91571. * Remove a mesh from the LOD array
  91572. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91573. * @param mesh defines the mesh to be removed
  91574. * @return This mesh (for chaining)
  91575. */
  91576. removeLODLevel(mesh: Mesh): Mesh;
  91577. /**
  91578. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91579. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91580. * @param camera defines the camera to use to compute distance
  91581. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91582. * @return This mesh (for chaining)
  91583. */
  91584. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91585. /**
  91586. * Gets the mesh internal Geometry object
  91587. */
  91588. readonly geometry: Nullable<Geometry>;
  91589. /**
  91590. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91591. * @returns the total number of vertices
  91592. */
  91593. getTotalVertices(): number;
  91594. /**
  91595. * Returns the content of an associated vertex buffer
  91596. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91597. * - VertexBuffer.PositionKind
  91598. * - VertexBuffer.UVKind
  91599. * - VertexBuffer.UV2Kind
  91600. * - VertexBuffer.UV3Kind
  91601. * - VertexBuffer.UV4Kind
  91602. * - VertexBuffer.UV5Kind
  91603. * - VertexBuffer.UV6Kind
  91604. * - VertexBuffer.ColorKind
  91605. * - VertexBuffer.MatricesIndicesKind
  91606. * - VertexBuffer.MatricesIndicesExtraKind
  91607. * - VertexBuffer.MatricesWeightsKind
  91608. * - VertexBuffer.MatricesWeightsExtraKind
  91609. * @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
  91610. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91611. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91612. */
  91613. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91614. /**
  91615. * Returns the mesh VertexBuffer object from the requested `kind`
  91616. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91617. * - VertexBuffer.PositionKind
  91618. * - VertexBuffer.NormalKind
  91619. * - VertexBuffer.UVKind
  91620. * - VertexBuffer.UV2Kind
  91621. * - VertexBuffer.UV3Kind
  91622. * - VertexBuffer.UV4Kind
  91623. * - VertexBuffer.UV5Kind
  91624. * - VertexBuffer.UV6Kind
  91625. * - VertexBuffer.ColorKind
  91626. * - VertexBuffer.MatricesIndicesKind
  91627. * - VertexBuffer.MatricesIndicesExtraKind
  91628. * - VertexBuffer.MatricesWeightsKind
  91629. * - VertexBuffer.MatricesWeightsExtraKind
  91630. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91631. */
  91632. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91633. /**
  91634. * Tests if a specific vertex buffer is associated with this mesh
  91635. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91636. * - VertexBuffer.PositionKind
  91637. * - VertexBuffer.NormalKind
  91638. * - VertexBuffer.UVKind
  91639. * - VertexBuffer.UV2Kind
  91640. * - VertexBuffer.UV3Kind
  91641. * - VertexBuffer.UV4Kind
  91642. * - VertexBuffer.UV5Kind
  91643. * - VertexBuffer.UV6Kind
  91644. * - VertexBuffer.ColorKind
  91645. * - VertexBuffer.MatricesIndicesKind
  91646. * - VertexBuffer.MatricesIndicesExtraKind
  91647. * - VertexBuffer.MatricesWeightsKind
  91648. * - VertexBuffer.MatricesWeightsExtraKind
  91649. * @returns a boolean
  91650. */
  91651. isVerticesDataPresent(kind: string): boolean;
  91652. /**
  91653. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  91654. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91655. * - VertexBuffer.PositionKind
  91656. * - VertexBuffer.UVKind
  91657. * - VertexBuffer.UV2Kind
  91658. * - VertexBuffer.UV3Kind
  91659. * - VertexBuffer.UV4Kind
  91660. * - VertexBuffer.UV5Kind
  91661. * - VertexBuffer.UV6Kind
  91662. * - VertexBuffer.ColorKind
  91663. * - VertexBuffer.MatricesIndicesKind
  91664. * - VertexBuffer.MatricesIndicesExtraKind
  91665. * - VertexBuffer.MatricesWeightsKind
  91666. * - VertexBuffer.MatricesWeightsExtraKind
  91667. * @returns a boolean
  91668. */
  91669. isVertexBufferUpdatable(kind: string): boolean;
  91670. /**
  91671. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  91672. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91673. * - VertexBuffer.PositionKind
  91674. * - VertexBuffer.NormalKind
  91675. * - VertexBuffer.UVKind
  91676. * - VertexBuffer.UV2Kind
  91677. * - VertexBuffer.UV3Kind
  91678. * - VertexBuffer.UV4Kind
  91679. * - VertexBuffer.UV5Kind
  91680. * - VertexBuffer.UV6Kind
  91681. * - VertexBuffer.ColorKind
  91682. * - VertexBuffer.MatricesIndicesKind
  91683. * - VertexBuffer.MatricesIndicesExtraKind
  91684. * - VertexBuffer.MatricesWeightsKind
  91685. * - VertexBuffer.MatricesWeightsExtraKind
  91686. * @returns an array of strings
  91687. */
  91688. getVerticesDataKinds(): string[];
  91689. /**
  91690. * Returns a positive integer : the total number of indices in this mesh geometry.
  91691. * @returns the numner of indices or zero if the mesh has no geometry.
  91692. */
  91693. getTotalIndices(): number;
  91694. /**
  91695. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91696. * @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.
  91697. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  91698. * @returns the indices array or an empty array if the mesh has no geometry
  91699. */
  91700. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  91701. readonly isBlocked: boolean;
  91702. /**
  91703. * Determine if the current mesh is ready to be rendered
  91704. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91705. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  91706. * @returns true if all associated assets are ready (material, textures, shaders)
  91707. */
  91708. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  91709. /**
  91710. * 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.
  91711. */
  91712. readonly areNormalsFrozen: boolean;
  91713. /**
  91714. * 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.
  91715. * @returns the current mesh
  91716. */
  91717. freezeNormals(): Mesh;
  91718. /**
  91719. * 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
  91720. * @returns the current mesh
  91721. */
  91722. unfreezeNormals(): Mesh;
  91723. /**
  91724. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  91725. */
  91726. overridenInstanceCount: number;
  91727. /** @hidden */
  91728. _preActivate(): Mesh;
  91729. /** @hidden */
  91730. _preActivateForIntermediateRendering(renderId: number): Mesh;
  91731. /** @hidden */
  91732. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  91733. /**
  91734. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91735. * This means the mesh underlying bounding box and sphere are recomputed.
  91736. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91737. * @returns the current mesh
  91738. */
  91739. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  91740. /** @hidden */
  91741. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  91742. /**
  91743. * This function will subdivide the mesh into multiple submeshes
  91744. * @param count defines the expected number of submeshes
  91745. */
  91746. subdivide(count: number): void;
  91747. /**
  91748. * Copy a FloatArray into a specific associated vertex buffer
  91749. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91750. * - VertexBuffer.PositionKind
  91751. * - VertexBuffer.UVKind
  91752. * - VertexBuffer.UV2Kind
  91753. * - VertexBuffer.UV3Kind
  91754. * - VertexBuffer.UV4Kind
  91755. * - VertexBuffer.UV5Kind
  91756. * - VertexBuffer.UV6Kind
  91757. * - VertexBuffer.ColorKind
  91758. * - VertexBuffer.MatricesIndicesKind
  91759. * - VertexBuffer.MatricesIndicesExtraKind
  91760. * - VertexBuffer.MatricesWeightsKind
  91761. * - VertexBuffer.MatricesWeightsExtraKind
  91762. * @param data defines the data source
  91763. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91764. * @param stride defines the data stride size (can be null)
  91765. * @returns the current mesh
  91766. */
  91767. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91768. /**
  91769. * Delete a vertex buffer associated with this mesh
  91770. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  91771. * - VertexBuffer.PositionKind
  91772. * - VertexBuffer.UVKind
  91773. * - VertexBuffer.UV2Kind
  91774. * - VertexBuffer.UV3Kind
  91775. * - VertexBuffer.UV4Kind
  91776. * - VertexBuffer.UV5Kind
  91777. * - VertexBuffer.UV6Kind
  91778. * - VertexBuffer.ColorKind
  91779. * - VertexBuffer.MatricesIndicesKind
  91780. * - VertexBuffer.MatricesIndicesExtraKind
  91781. * - VertexBuffer.MatricesWeightsKind
  91782. * - VertexBuffer.MatricesWeightsExtraKind
  91783. */
  91784. removeVerticesData(kind: string): void;
  91785. /**
  91786. * Flags an associated vertex buffer as updatable
  91787. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  91788. * - VertexBuffer.PositionKind
  91789. * - VertexBuffer.UVKind
  91790. * - VertexBuffer.UV2Kind
  91791. * - VertexBuffer.UV3Kind
  91792. * - VertexBuffer.UV4Kind
  91793. * - VertexBuffer.UV5Kind
  91794. * - VertexBuffer.UV6Kind
  91795. * - VertexBuffer.ColorKind
  91796. * - VertexBuffer.MatricesIndicesKind
  91797. * - VertexBuffer.MatricesIndicesExtraKind
  91798. * - VertexBuffer.MatricesWeightsKind
  91799. * - VertexBuffer.MatricesWeightsExtraKind
  91800. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91801. */
  91802. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  91803. /**
  91804. * Sets the mesh global Vertex Buffer
  91805. * @param buffer defines the buffer to use
  91806. * @returns the current mesh
  91807. */
  91808. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  91809. /**
  91810. * Update a specific associated vertex buffer
  91811. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91812. * - VertexBuffer.PositionKind
  91813. * - VertexBuffer.UVKind
  91814. * - VertexBuffer.UV2Kind
  91815. * - VertexBuffer.UV3Kind
  91816. * - VertexBuffer.UV4Kind
  91817. * - VertexBuffer.UV5Kind
  91818. * - VertexBuffer.UV6Kind
  91819. * - VertexBuffer.ColorKind
  91820. * - VertexBuffer.MatricesIndicesKind
  91821. * - VertexBuffer.MatricesIndicesExtraKind
  91822. * - VertexBuffer.MatricesWeightsKind
  91823. * - VertexBuffer.MatricesWeightsExtraKind
  91824. * @param data defines the data source
  91825. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  91826. * @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)
  91827. * @returns the current mesh
  91828. */
  91829. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91830. /**
  91831. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  91832. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  91833. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  91834. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  91835. * @returns the current mesh
  91836. */
  91837. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  91838. /**
  91839. * Creates a un-shared specific occurence of the geometry for the mesh.
  91840. * @returns the current mesh
  91841. */
  91842. makeGeometryUnique(): Mesh;
  91843. /**
  91844. * Set the index buffer of this mesh
  91845. * @param indices defines the source data
  91846. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  91847. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  91848. * @returns the current mesh
  91849. */
  91850. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  91851. /**
  91852. * Update the current index buffer
  91853. * @param indices defines the source data
  91854. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91855. * @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)
  91856. * @returns the current mesh
  91857. */
  91858. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91859. /**
  91860. * Invert the geometry to move from a right handed system to a left handed one.
  91861. * @returns the current mesh
  91862. */
  91863. toLeftHanded(): Mesh;
  91864. /** @hidden */
  91865. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  91866. /** @hidden */
  91867. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  91868. /**
  91869. * Registers for this mesh a javascript function called just before the rendering process
  91870. * @param func defines the function to call before rendering this mesh
  91871. * @returns the current mesh
  91872. */
  91873. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91874. /**
  91875. * Disposes a previously registered javascript function called before the rendering
  91876. * @param func defines the function to remove
  91877. * @returns the current mesh
  91878. */
  91879. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91880. /**
  91881. * Registers for this mesh a javascript function called just after the rendering is complete
  91882. * @param func defines the function to call after rendering this mesh
  91883. * @returns the current mesh
  91884. */
  91885. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91886. /**
  91887. * Disposes a previously registered javascript function called after the rendering.
  91888. * @param func defines the function to remove
  91889. * @returns the current mesh
  91890. */
  91891. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91892. /** @hidden */
  91893. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  91894. /** @hidden */
  91895. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  91896. /** @hidden */
  91897. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  91898. /** @hidden */
  91899. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  91900. /** @hidden */
  91901. _rebuild(): void;
  91902. /** @hidden */
  91903. _freeze(): void;
  91904. /** @hidden */
  91905. _unFreeze(): void;
  91906. /**
  91907. * 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
  91908. * @param subMesh defines the subMesh to render
  91909. * @param enableAlphaMode defines if alpha mode can be changed
  91910. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  91911. * @returns the current mesh
  91912. */
  91913. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  91914. private _onBeforeDraw;
  91915. /**
  91916. * Renormalize the mesh and patch it up if there are no weights
  91917. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  91918. * However in the case of zero weights then we set just a single influence to 1.
  91919. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  91920. */
  91921. cleanMatrixWeights(): void;
  91922. private normalizeSkinFourWeights;
  91923. private normalizeSkinWeightsAndExtra;
  91924. /**
  91925. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  91926. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  91927. * the user know there was an issue with importing the mesh
  91928. * @returns a validation object with skinned, valid and report string
  91929. */
  91930. validateSkinning(): {
  91931. skinned: boolean;
  91932. valid: boolean;
  91933. report: string;
  91934. };
  91935. /** @hidden */
  91936. _checkDelayState(): Mesh;
  91937. private _queueLoad;
  91938. /**
  91939. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91940. * A mesh is in the frustum if its bounding box intersects the frustum
  91941. * @param frustumPlanes defines the frustum to test
  91942. * @returns true if the mesh is in the frustum planes
  91943. */
  91944. isInFrustum(frustumPlanes: Plane[]): boolean;
  91945. /**
  91946. * Sets the mesh material by the material or multiMaterial `id` property
  91947. * @param id is a string identifying the material or the multiMaterial
  91948. * @returns the current mesh
  91949. */
  91950. setMaterialByID(id: string): Mesh;
  91951. /**
  91952. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  91953. * @returns an array of IAnimatable
  91954. */
  91955. getAnimatables(): IAnimatable[];
  91956. /**
  91957. * Modifies the mesh geometry according to the passed transformation matrix.
  91958. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  91959. * The mesh normals are modified using the same transformation.
  91960. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91961. * @param transform defines the transform matrix to use
  91962. * @see http://doc.babylonjs.com/resources/baking_transformations
  91963. * @returns the current mesh
  91964. */
  91965. bakeTransformIntoVertices(transform: Matrix): Mesh;
  91966. /**
  91967. * Modifies the mesh geometry according to its own current World Matrix.
  91968. * The mesh World Matrix is then reset.
  91969. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  91970. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91971. * @see http://doc.babylonjs.com/resources/baking_transformations
  91972. * @returns the current mesh
  91973. */
  91974. bakeCurrentTransformIntoVertices(): Mesh;
  91975. /** @hidden */
  91976. readonly _positions: Nullable<Vector3[]>;
  91977. /** @hidden */
  91978. _resetPointsArrayCache(): Mesh;
  91979. /** @hidden */
  91980. _generatePointsArray(): boolean;
  91981. /**
  91982. * Returns a new Mesh object generated from the current mesh properties.
  91983. * This method must not get confused with createInstance()
  91984. * @param name is a string, the name given to the new mesh
  91985. * @param newParent can be any Node object (default `null`)
  91986. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  91987. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  91988. * @returns a new mesh
  91989. */
  91990. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  91991. /**
  91992. * Releases resources associated with this mesh.
  91993. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91994. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91995. */
  91996. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91997. /** @hidden */
  91998. _disposeInstanceSpecificData(): void;
  91999. /**
  92000. * Modifies the mesh geometry according to a displacement map.
  92001. * 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.
  92002. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92003. * @param url is a string, the URL from the image file is to be downloaded.
  92004. * @param minHeight is the lower limit of the displacement.
  92005. * @param maxHeight is the upper limit of the displacement.
  92006. * @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.
  92007. * @param uvOffset is an optional vector2 used to offset UV.
  92008. * @param uvScale is an optional vector2 used to scale UV.
  92009. * @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.
  92010. * @returns the Mesh.
  92011. */
  92012. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92013. /**
  92014. * Modifies the mesh geometry according to a displacementMap buffer.
  92015. * 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.
  92016. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92017. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92018. * @param heightMapWidth is the width of the buffer image.
  92019. * @param heightMapHeight is the height of the buffer image.
  92020. * @param minHeight is the lower limit of the displacement.
  92021. * @param maxHeight is the upper limit of the displacement.
  92022. * @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.
  92023. * @param uvOffset is an optional vector2 used to offset UV.
  92024. * @param uvScale is an optional vector2 used to scale UV.
  92025. * @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.
  92026. * @returns the Mesh.
  92027. */
  92028. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92029. /**
  92030. * Modify the mesh to get a flat shading rendering.
  92031. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92032. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92033. * @returns current mesh
  92034. */
  92035. convertToFlatShadedMesh(): Mesh;
  92036. /**
  92037. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92038. * In other words, more vertices, no more indices and a single bigger VBO.
  92039. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92040. * @returns current mesh
  92041. */
  92042. convertToUnIndexedMesh(): Mesh;
  92043. /**
  92044. * Inverses facet orientations.
  92045. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92046. * @param flipNormals will also inverts the normals
  92047. * @returns current mesh
  92048. */
  92049. flipFaces(flipNormals?: boolean): Mesh;
  92050. /**
  92051. * Increase the number of facets and hence vertices in a mesh
  92052. * Vertex normals are interpolated from existing vertex normals
  92053. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92054. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92055. */
  92056. increaseVertices(numberPerEdge: number): void;
  92057. /**
  92058. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92059. * This will undo any application of covertToFlatShadedMesh
  92060. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92061. */
  92062. forceSharedVertices(): void;
  92063. /** @hidden */
  92064. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92065. /** @hidden */
  92066. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92067. /**
  92068. * Creates a new InstancedMesh object from the mesh model.
  92069. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92070. * @param name defines the name of the new instance
  92071. * @returns a new InstancedMesh
  92072. */
  92073. createInstance(name: string): InstancedMesh;
  92074. /**
  92075. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92076. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92077. * @returns the current mesh
  92078. */
  92079. synchronizeInstances(): Mesh;
  92080. /**
  92081. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92082. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92083. * This should be used together with the simplification to avoid disappearing triangles.
  92084. * @param successCallback an optional success callback to be called after the optimization finished.
  92085. * @returns the current mesh
  92086. */
  92087. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92088. /**
  92089. * Serialize current mesh
  92090. * @param serializationObject defines the object which will receive the serialization data
  92091. */
  92092. serialize(serializationObject: any): void;
  92093. /** @hidden */
  92094. _syncGeometryWithMorphTargetManager(): void;
  92095. /** @hidden */
  92096. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92097. /**
  92098. * Returns a new Mesh object parsed from the source provided.
  92099. * @param parsedMesh is the source
  92100. * @param scene defines the hosting scene
  92101. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92102. * @returns a new Mesh
  92103. */
  92104. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92105. /**
  92106. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92107. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92108. * @param name defines the name of the mesh to create
  92109. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92110. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92111. * @param closePath creates a seam between the first and the last points of each path of the path array
  92112. * @param offset is taken in account only if the `pathArray` is containing a single path
  92113. * @param scene defines the hosting scene
  92114. * @param updatable defines if the mesh must be flagged as updatable
  92115. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92116. * @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)
  92117. * @returns a new Mesh
  92118. */
  92119. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92120. /**
  92121. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92122. * @param name defines the name of the mesh to create
  92123. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92124. * @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
  92125. * @param scene defines the hosting scene
  92126. * @param updatable defines if the mesh must be flagged as updatable
  92127. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92128. * @returns a new Mesh
  92129. */
  92130. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92131. /**
  92132. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92133. * @param name defines the name of the mesh to create
  92134. * @param size sets the size (float) of each box side (default 1)
  92135. * @param scene defines the hosting scene
  92136. * @param updatable defines if the mesh must be flagged as updatable
  92137. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92138. * @returns a new Mesh
  92139. */
  92140. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92141. /**
  92142. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92143. * @param name defines the name of the mesh to create
  92144. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92145. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92146. * @param scene defines the hosting scene
  92147. * @param updatable defines if the mesh must be flagged as updatable
  92148. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92149. * @returns a new Mesh
  92150. */
  92151. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92152. /**
  92153. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92154. * @param name defines the name of the mesh to create
  92155. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92156. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92157. * @param scene defines the hosting scene
  92158. * @returns a new Mesh
  92159. */
  92160. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92161. /**
  92162. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92163. * @param name defines the name of the mesh to create
  92164. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92165. * @param diameterTop set the top cap diameter (floats, default 1)
  92166. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92167. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92168. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92169. * @param scene defines the hosting scene
  92170. * @param updatable defines if the mesh must be flagged as updatable
  92171. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92172. * @returns a new Mesh
  92173. */
  92174. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92175. /**
  92176. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92177. * @param name defines the name of the mesh to create
  92178. * @param diameter sets the diameter size (float) of the torus (default 1)
  92179. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92180. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92181. * @param scene defines the hosting scene
  92182. * @param updatable defines if the mesh must be flagged as updatable
  92183. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92184. * @returns a new Mesh
  92185. */
  92186. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92187. /**
  92188. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92189. * @param name defines the name of the mesh to create
  92190. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92191. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92192. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92193. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92194. * @param p the number of windings on X axis (positive integers, default 2)
  92195. * @param q the number of windings on Y axis (positive integers, default 3)
  92196. * @param scene defines the hosting scene
  92197. * @param updatable defines if the mesh must be flagged as updatable
  92198. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92199. * @returns a new Mesh
  92200. */
  92201. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92202. /**
  92203. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92204. * @param name defines the name of the mesh to create
  92205. * @param points is an array successive Vector3
  92206. * @param scene defines the hosting scene
  92207. * @param updatable defines if the mesh must be flagged as updatable
  92208. * @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).
  92209. * @returns a new Mesh
  92210. */
  92211. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92212. /**
  92213. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92214. * @param name defines the name of the mesh to create
  92215. * @param points is an array successive Vector3
  92216. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92217. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92218. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92219. * @param scene defines the hosting scene
  92220. * @param updatable defines if the mesh must be flagged as updatable
  92221. * @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)
  92222. * @returns a new Mesh
  92223. */
  92224. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92225. /**
  92226. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92227. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92228. * 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.
  92229. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92230. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92231. * Remember you can only change the shape positions, not their number when updating a polygon.
  92232. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92233. * @param name defines the name of the mesh to create
  92234. * @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
  92235. * @param scene defines the hosting scene
  92236. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92237. * @param updatable defines if the mesh must be flagged as updatable
  92238. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92239. * @param earcutInjection can be used to inject your own earcut reference
  92240. * @returns a new Mesh
  92241. */
  92242. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92243. /**
  92244. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92245. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92246. * @param name defines the name of the mesh to create
  92247. * @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
  92248. * @param depth defines the height of extrusion
  92249. * @param scene defines the hosting scene
  92250. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92251. * @param updatable defines if the mesh must be flagged as updatable
  92252. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92253. * @param earcutInjection can be used to inject your own earcut reference
  92254. * @returns a new Mesh
  92255. */
  92256. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92257. /**
  92258. * Creates an extruded shape mesh.
  92259. * 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
  92260. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92261. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92262. * @param name defines the name of the mesh to create
  92263. * @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
  92264. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92265. * @param scale is the value to scale the shape
  92266. * @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
  92267. * @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
  92268. * @param scene defines the hosting scene
  92269. * @param updatable defines if the mesh must be flagged as updatable
  92270. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92271. * @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)
  92272. * @returns a new Mesh
  92273. */
  92274. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92275. /**
  92276. * Creates an custom extruded shape mesh.
  92277. * The custom extrusion is a parametric shape.
  92278. * It has no predefined shape. Its final shape will depend on the input parameters.
  92279. * Please consider using the same method from the MeshBuilder class instead
  92280. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92281. * @param name defines the name of the mesh to create
  92282. * @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
  92283. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92284. * @param scaleFunction is a custom Javascript function called on each path point
  92285. * @param rotationFunction is a custom Javascript function called on each path point
  92286. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92287. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92288. * @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
  92289. * @param scene defines the hosting scene
  92290. * @param updatable defines if the mesh must be flagged as updatable
  92291. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92292. * @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)
  92293. * @returns a new Mesh
  92294. */
  92295. 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;
  92296. /**
  92297. * Creates lathe mesh.
  92298. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92299. * Please consider using the same method from the MeshBuilder class instead
  92300. * @param name defines the name of the mesh to create
  92301. * @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
  92302. * @param radius is the radius value of the lathe
  92303. * @param tessellation is the side number of the lathe.
  92304. * @param scene defines the hosting scene
  92305. * @param updatable defines if the mesh must be flagged as updatable
  92306. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92307. * @returns a new Mesh
  92308. */
  92309. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92310. /**
  92311. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  92312. * @param name defines the name of the mesh to create
  92313. * @param size sets the size (float) of both sides of the plane at once (default 1)
  92314. * @param scene defines the hosting scene
  92315. * @param updatable defines if the mesh must be flagged as updatable
  92316. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92317. * @returns a new Mesh
  92318. */
  92319. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92320. /**
  92321. * Creates a ground mesh.
  92322. * Please consider using the same method from the MeshBuilder class instead
  92323. * @param name defines the name of the mesh to create
  92324. * @param width set the width of the ground
  92325. * @param height set the height of the ground
  92326. * @param subdivisions sets the number of subdivisions per side
  92327. * @param scene defines the hosting scene
  92328. * @param updatable defines if the mesh must be flagged as updatable
  92329. * @returns a new Mesh
  92330. */
  92331. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  92332. /**
  92333. * Creates a tiled ground mesh.
  92334. * Please consider using the same method from the MeshBuilder class instead
  92335. * @param name defines the name of the mesh to create
  92336. * @param xmin set the ground minimum X coordinate
  92337. * @param zmin set the ground minimum Y coordinate
  92338. * @param xmax set the ground maximum X coordinate
  92339. * @param zmax set the ground maximum Z coordinate
  92340. * @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
  92341. * @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
  92342. * @param scene defines the hosting scene
  92343. * @param updatable defines if the mesh must be flagged as updatable
  92344. * @returns a new Mesh
  92345. */
  92346. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92347. w: number;
  92348. h: number;
  92349. }, precision: {
  92350. w: number;
  92351. h: number;
  92352. }, scene: Scene, updatable?: boolean): Mesh;
  92353. /**
  92354. * Creates a ground mesh from a height map.
  92355. * Please consider using the same method from the MeshBuilder class instead
  92356. * @see http://doc.babylonjs.com/babylon101/height_map
  92357. * @param name defines the name of the mesh to create
  92358. * @param url sets the URL of the height map image resource
  92359. * @param width set the ground width size
  92360. * @param height set the ground height size
  92361. * @param subdivisions sets the number of subdivision per side
  92362. * @param minHeight is the minimum altitude on the ground
  92363. * @param maxHeight is the maximum altitude on the ground
  92364. * @param scene defines the hosting scene
  92365. * @param updatable defines if the mesh must be flagged as updatable
  92366. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92367. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92368. * @returns a new Mesh
  92369. */
  92370. 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;
  92371. /**
  92372. * Creates a tube mesh.
  92373. * The tube is a parametric shape.
  92374. * It has no predefined shape. Its final shape will depend on the input parameters.
  92375. * Please consider using the same method from the MeshBuilder class instead
  92376. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92377. * @param name defines the name of the mesh to create
  92378. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92379. * @param radius sets the tube radius size
  92380. * @param tessellation is the number of sides on the tubular surface
  92381. * @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
  92382. * @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
  92383. * @param scene defines the hosting scene
  92384. * @param updatable defines if the mesh must be flagged as updatable
  92385. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92386. * @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)
  92387. * @returns a new Mesh
  92388. */
  92389. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92390. (i: number, distance: number): number;
  92391. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92392. /**
  92393. * Creates a polyhedron mesh.
  92394. * Please consider using the same method from the MeshBuilder class instead.
  92395. * * 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
  92396. * * The parameter `size` (positive float, default 1) sets the polygon size
  92397. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92398. * * 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`
  92399. * * 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
  92400. * * 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)`)
  92401. * * 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
  92402. * * 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
  92403. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92404. * * If you create a double-sided mesh, you can choose what parts of 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
  92405. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92406. * @param name defines the name of the mesh to create
  92407. * @param options defines the options used to create the mesh
  92408. * @param scene defines the hosting scene
  92409. * @returns a new Mesh
  92410. */
  92411. static CreatePolyhedron(name: string, options: {
  92412. type?: number;
  92413. size?: number;
  92414. sizeX?: number;
  92415. sizeY?: number;
  92416. sizeZ?: number;
  92417. custom?: any;
  92418. faceUV?: Vector4[];
  92419. faceColors?: Color4[];
  92420. updatable?: boolean;
  92421. sideOrientation?: number;
  92422. }, scene: Scene): Mesh;
  92423. /**
  92424. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92425. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92426. * * 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`)
  92427. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92428. * * 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
  92429. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92430. * * If you create a double-sided mesh, you can choose what parts of 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
  92431. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92432. * @param name defines the name of the mesh
  92433. * @param options defines the options used to create the mesh
  92434. * @param scene defines the hosting scene
  92435. * @returns a new Mesh
  92436. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92437. */
  92438. static CreateIcoSphere(name: string, options: {
  92439. radius?: number;
  92440. flat?: boolean;
  92441. subdivisions?: number;
  92442. sideOrientation?: number;
  92443. updatable?: boolean;
  92444. }, scene: Scene): Mesh;
  92445. /**
  92446. * Creates a decal mesh.
  92447. * Please consider using the same method from the MeshBuilder class instead.
  92448. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92449. * @param name defines the name of the mesh
  92450. * @param sourceMesh defines the mesh receiving the decal
  92451. * @param position sets the position of the decal in world coordinates
  92452. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92453. * @param size sets the decal scaling
  92454. * @param angle sets the angle to rotate the decal
  92455. * @returns a new Mesh
  92456. */
  92457. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92458. /**
  92459. * Prepare internal position array for software CPU skinning
  92460. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92461. */
  92462. setPositionsForCPUSkinning(): Float32Array;
  92463. /**
  92464. * Prepare internal normal array for software CPU skinning
  92465. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92466. */
  92467. setNormalsForCPUSkinning(): Float32Array;
  92468. /**
  92469. * Updates the vertex buffer by applying transformation from the bones
  92470. * @param skeleton defines the skeleton to apply to current mesh
  92471. * @returns the current mesh
  92472. */
  92473. applySkeleton(skeleton: Skeleton): Mesh;
  92474. /**
  92475. * 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
  92476. * @param meshes defines the list of meshes to scan
  92477. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92478. */
  92479. static MinMax(meshes: AbstractMesh[]): {
  92480. min: Vector3;
  92481. max: Vector3;
  92482. };
  92483. /**
  92484. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92485. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92486. * @returns a vector3
  92487. */
  92488. static Center(meshesOrMinMaxVector: {
  92489. min: Vector3;
  92490. max: Vector3;
  92491. } | AbstractMesh[]): Vector3;
  92492. /**
  92493. * Merge the array of meshes into a single mesh for performance reasons.
  92494. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92495. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92496. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92497. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92498. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92499. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92500. * @returns a new mesh
  92501. */
  92502. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92503. /** @hidden */
  92504. addInstance(instance: InstancedMesh): void;
  92505. /** @hidden */
  92506. removeInstance(instance: InstancedMesh): void;
  92507. }
  92508. }
  92509. declare module BABYLON {
  92510. /**
  92511. * This is the base class of all the camera used in the application.
  92512. * @see http://doc.babylonjs.com/features/cameras
  92513. */
  92514. export class Camera extends Node {
  92515. /** @hidden */
  92516. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92517. /**
  92518. * This is the default projection mode used by the cameras.
  92519. * It helps recreating a feeling of perspective and better appreciate depth.
  92520. * This is the best way to simulate real life cameras.
  92521. */
  92522. static readonly PERSPECTIVE_CAMERA: number;
  92523. /**
  92524. * This helps creating camera with an orthographic mode.
  92525. * 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.
  92526. */
  92527. static readonly ORTHOGRAPHIC_CAMERA: number;
  92528. /**
  92529. * This is the default FOV mode for perspective cameras.
  92530. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92531. */
  92532. static readonly FOVMODE_VERTICAL_FIXED: number;
  92533. /**
  92534. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92535. */
  92536. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92537. /**
  92538. * This specifies ther is no need for a camera rig.
  92539. * Basically only one eye is rendered corresponding to the camera.
  92540. */
  92541. static readonly RIG_MODE_NONE: number;
  92542. /**
  92543. * Simulates a camera Rig with one blue eye and one red eye.
  92544. * This can be use with 3d blue and red glasses.
  92545. */
  92546. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92547. /**
  92548. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92549. */
  92550. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92551. /**
  92552. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92553. */
  92554. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92555. /**
  92556. * Defines that both eyes of the camera will be rendered over under each other.
  92557. */
  92558. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92559. /**
  92560. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92561. */
  92562. static readonly RIG_MODE_VR: number;
  92563. /**
  92564. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92565. */
  92566. static readonly RIG_MODE_WEBVR: number;
  92567. /**
  92568. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92569. */
  92570. static readonly RIG_MODE_CUSTOM: number;
  92571. /**
  92572. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92573. */
  92574. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92575. /**
  92576. * Define the input manager associated with the camera.
  92577. */
  92578. inputs: CameraInputsManager<Camera>;
  92579. /** @hidden */
  92580. _position: Vector3;
  92581. /**
  92582. * Define the current local position of the camera in the scene
  92583. */
  92584. position: Vector3;
  92585. /**
  92586. * The vector the camera should consider as up.
  92587. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92588. */
  92589. upVector: Vector3;
  92590. /**
  92591. * Define the current limit on the left side for an orthographic camera
  92592. * In scene unit
  92593. */
  92594. orthoLeft: Nullable<number>;
  92595. /**
  92596. * Define the current limit on the right side for an orthographic camera
  92597. * In scene unit
  92598. */
  92599. orthoRight: Nullable<number>;
  92600. /**
  92601. * Define the current limit on the bottom side for an orthographic camera
  92602. * In scene unit
  92603. */
  92604. orthoBottom: Nullable<number>;
  92605. /**
  92606. * Define the current limit on the top side for an orthographic camera
  92607. * In scene unit
  92608. */
  92609. orthoTop: Nullable<number>;
  92610. /**
  92611. * Field Of View is set in Radians. (default is 0.8)
  92612. */
  92613. fov: number;
  92614. /**
  92615. * Define the minimum distance the camera can see from.
  92616. * This is important to note that the depth buffer are not infinite and the closer it starts
  92617. * the more your scene might encounter depth fighting issue.
  92618. */
  92619. minZ: number;
  92620. /**
  92621. * Define the maximum distance the camera can see to.
  92622. * This is important to note that the depth buffer are not infinite and the further it end
  92623. * the more your scene might encounter depth fighting issue.
  92624. */
  92625. maxZ: number;
  92626. /**
  92627. * Define the default inertia of the camera.
  92628. * This helps giving a smooth feeling to the camera movement.
  92629. */
  92630. inertia: number;
  92631. /**
  92632. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92633. */
  92634. mode: number;
  92635. /**
  92636. * Define wether the camera is intermediate.
  92637. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  92638. */
  92639. isIntermediate: boolean;
  92640. /**
  92641. * Define the viewport of the camera.
  92642. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  92643. */
  92644. viewport: Viewport;
  92645. /**
  92646. * Restricts the camera to viewing objects with the same layerMask.
  92647. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  92648. */
  92649. layerMask: number;
  92650. /**
  92651. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  92652. */
  92653. fovMode: number;
  92654. /**
  92655. * Rig mode of the camera.
  92656. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  92657. * This is normally controlled byt the camera themselves as internal use.
  92658. */
  92659. cameraRigMode: number;
  92660. /**
  92661. * Defines the distance between both "eyes" in case of a RIG
  92662. */
  92663. interaxialDistance: number;
  92664. /**
  92665. * Defines if stereoscopic rendering is done side by side or over under.
  92666. */
  92667. isStereoscopicSideBySide: boolean;
  92668. /**
  92669. * 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
  92670. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  92671. * else in the scene. (Eg. security camera)
  92672. *
  92673. * 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)
  92674. */
  92675. customRenderTargets: RenderTargetTexture[];
  92676. /**
  92677. * When set, the camera will render to this render target instead of the default canvas
  92678. *
  92679. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  92680. */
  92681. outputRenderTarget: Nullable<RenderTargetTexture>;
  92682. /**
  92683. * Observable triggered when the camera view matrix has changed.
  92684. */
  92685. onViewMatrixChangedObservable: Observable<Camera>;
  92686. /**
  92687. * Observable triggered when the camera Projection matrix has changed.
  92688. */
  92689. onProjectionMatrixChangedObservable: Observable<Camera>;
  92690. /**
  92691. * Observable triggered when the inputs have been processed.
  92692. */
  92693. onAfterCheckInputsObservable: Observable<Camera>;
  92694. /**
  92695. * Observable triggered when reset has been called and applied to the camera.
  92696. */
  92697. onRestoreStateObservable: Observable<Camera>;
  92698. /** @hidden */
  92699. _cameraRigParams: any;
  92700. /** @hidden */
  92701. _rigCameras: Camera[];
  92702. /** @hidden */
  92703. _rigPostProcess: Nullable<PostProcess>;
  92704. protected _webvrViewMatrix: Matrix;
  92705. /** @hidden */
  92706. _skipRendering: boolean;
  92707. /** @hidden */
  92708. _projectionMatrix: Matrix;
  92709. /** @hidden */
  92710. _postProcesses: Nullable<PostProcess>[];
  92711. /** @hidden */
  92712. _activeMeshes: SmartArray<AbstractMesh>;
  92713. protected _globalPosition: Vector3;
  92714. /** @hidden */
  92715. _computedViewMatrix: Matrix;
  92716. private _doNotComputeProjectionMatrix;
  92717. private _transformMatrix;
  92718. private _frustumPlanes;
  92719. private _refreshFrustumPlanes;
  92720. private _storedFov;
  92721. private _stateStored;
  92722. /**
  92723. * Instantiates a new camera object.
  92724. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  92725. * @see http://doc.babylonjs.com/features/cameras
  92726. * @param name Defines the name of the camera in the scene
  92727. * @param position Defines the position of the camera
  92728. * @param scene Defines the scene the camera belongs too
  92729. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  92730. */
  92731. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  92732. /**
  92733. * Store current camera state (fov, position, etc..)
  92734. * @returns the camera
  92735. */
  92736. storeState(): Camera;
  92737. /**
  92738. * Restores the camera state values if it has been stored. You must call storeState() first
  92739. */
  92740. protected _restoreStateValues(): boolean;
  92741. /**
  92742. * Restored camera state. You must call storeState() first.
  92743. * @returns true if restored and false otherwise
  92744. */
  92745. restoreState(): boolean;
  92746. /**
  92747. * Gets the class name of the camera.
  92748. * @returns the class name
  92749. */
  92750. getClassName(): string;
  92751. /** @hidden */
  92752. readonly _isCamera: boolean;
  92753. /**
  92754. * Gets a string representation of the camera useful for debug purpose.
  92755. * @param fullDetails Defines that a more verboe level of logging is required
  92756. * @returns the string representation
  92757. */
  92758. toString(fullDetails?: boolean): string;
  92759. /**
  92760. * Gets the current world space position of the camera.
  92761. */
  92762. readonly globalPosition: Vector3;
  92763. /**
  92764. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  92765. * @returns the active meshe list
  92766. */
  92767. getActiveMeshes(): SmartArray<AbstractMesh>;
  92768. /**
  92769. * Check wether a mesh is part of the current active mesh list of the camera
  92770. * @param mesh Defines the mesh to check
  92771. * @returns true if active, false otherwise
  92772. */
  92773. isActiveMesh(mesh: Mesh): boolean;
  92774. /**
  92775. * Is this camera ready to be used/rendered
  92776. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  92777. * @return true if the camera is ready
  92778. */
  92779. isReady(completeCheck?: boolean): boolean;
  92780. /** @hidden */
  92781. _initCache(): void;
  92782. /** @hidden */
  92783. _updateCache(ignoreParentClass?: boolean): void;
  92784. /** @hidden */
  92785. _isSynchronized(): boolean;
  92786. /** @hidden */
  92787. _isSynchronizedViewMatrix(): boolean;
  92788. /** @hidden */
  92789. _isSynchronizedProjectionMatrix(): boolean;
  92790. /**
  92791. * Attach the input controls to a specific dom element to get the input from.
  92792. * @param element Defines the element the controls should be listened from
  92793. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  92794. */
  92795. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  92796. /**
  92797. * Detach the current controls from the specified dom element.
  92798. * @param element Defines the element to stop listening the inputs from
  92799. */
  92800. detachControl(element: HTMLElement): void;
  92801. /**
  92802. * Update the camera state according to the different inputs gathered during the frame.
  92803. */
  92804. update(): void;
  92805. /** @hidden */
  92806. _checkInputs(): void;
  92807. /** @hidden */
  92808. readonly rigCameras: Camera[];
  92809. /**
  92810. * Gets the post process used by the rig cameras
  92811. */
  92812. readonly rigPostProcess: Nullable<PostProcess>;
  92813. /**
  92814. * Internal, gets the first post proces.
  92815. * @returns the first post process to be run on this camera.
  92816. */
  92817. _getFirstPostProcess(): Nullable<PostProcess>;
  92818. private _cascadePostProcessesToRigCams;
  92819. /**
  92820. * Attach a post process to the camera.
  92821. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92822. * @param postProcess The post process to attach to the camera
  92823. * @param insertAt The position of the post process in case several of them are in use in the scene
  92824. * @returns the position the post process has been inserted at
  92825. */
  92826. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  92827. /**
  92828. * Detach a post process to the camera.
  92829. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92830. * @param postProcess The post process to detach from the camera
  92831. */
  92832. detachPostProcess(postProcess: PostProcess): void;
  92833. /**
  92834. * Gets the current world matrix of the camera
  92835. */
  92836. getWorldMatrix(): Matrix;
  92837. /** @hidden */
  92838. _getViewMatrix(): Matrix;
  92839. /**
  92840. * Gets the current view matrix of the camera.
  92841. * @param force forces the camera to recompute the matrix without looking at the cached state
  92842. * @returns the view matrix
  92843. */
  92844. getViewMatrix(force?: boolean): Matrix;
  92845. /**
  92846. * Freeze the projection matrix.
  92847. * It will prevent the cache check of the camera projection compute and can speed up perf
  92848. * if no parameter of the camera are meant to change
  92849. * @param projection Defines manually a projection if necessary
  92850. */
  92851. freezeProjectionMatrix(projection?: Matrix): void;
  92852. /**
  92853. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  92854. */
  92855. unfreezeProjectionMatrix(): void;
  92856. /**
  92857. * Gets the current projection matrix of the camera.
  92858. * @param force forces the camera to recompute the matrix without looking at the cached state
  92859. * @returns the projection matrix
  92860. */
  92861. getProjectionMatrix(force?: boolean): Matrix;
  92862. /**
  92863. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  92864. * @returns a Matrix
  92865. */
  92866. getTransformationMatrix(): Matrix;
  92867. private _updateFrustumPlanes;
  92868. /**
  92869. * Checks if a cullable object (mesh...) is in the camera frustum
  92870. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  92871. * @param target The object to check
  92872. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  92873. * @returns true if the object is in frustum otherwise false
  92874. */
  92875. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  92876. /**
  92877. * Checks if a cullable object (mesh...) is in the camera frustum
  92878. * Unlike isInFrustum this cheks the full bounding box
  92879. * @param target The object to check
  92880. * @returns true if the object is in frustum otherwise false
  92881. */
  92882. isCompletelyInFrustum(target: ICullable): boolean;
  92883. /**
  92884. * Gets a ray in the forward direction from the camera.
  92885. * @param length Defines the length of the ray to create
  92886. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  92887. * @param origin Defines the start point of the ray which defaults to the camera position
  92888. * @returns the forward ray
  92889. */
  92890. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  92891. /**
  92892. * Releases resources associated with this node.
  92893. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92894. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92895. */
  92896. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92897. /** @hidden */
  92898. _isLeftCamera: boolean;
  92899. /**
  92900. * Gets the left camera of a rig setup in case of Rigged Camera
  92901. */
  92902. readonly isLeftCamera: boolean;
  92903. /** @hidden */
  92904. _isRightCamera: boolean;
  92905. /**
  92906. * Gets the right camera of a rig setup in case of Rigged Camera
  92907. */
  92908. readonly isRightCamera: boolean;
  92909. /**
  92910. * Gets the left camera of a rig setup in case of Rigged Camera
  92911. */
  92912. readonly leftCamera: Nullable<FreeCamera>;
  92913. /**
  92914. * Gets the right camera of a rig setup in case of Rigged Camera
  92915. */
  92916. readonly rightCamera: Nullable<FreeCamera>;
  92917. /**
  92918. * Gets the left camera target of a rig setup in case of Rigged Camera
  92919. * @returns the target position
  92920. */
  92921. getLeftTarget(): Nullable<Vector3>;
  92922. /**
  92923. * Gets the right camera target of a rig setup in case of Rigged Camera
  92924. * @returns the target position
  92925. */
  92926. getRightTarget(): Nullable<Vector3>;
  92927. /**
  92928. * @hidden
  92929. */
  92930. setCameraRigMode(mode: number, rigParams: any): void;
  92931. /** @hidden */
  92932. static _setStereoscopicRigMode(camera: Camera): void;
  92933. /** @hidden */
  92934. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  92935. /** @hidden */
  92936. static _setVRRigMode(camera: Camera, rigParams: any): void;
  92937. /** @hidden */
  92938. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  92939. /** @hidden */
  92940. _getVRProjectionMatrix(): Matrix;
  92941. protected _updateCameraRotationMatrix(): void;
  92942. protected _updateWebVRCameraRotationMatrix(): void;
  92943. /**
  92944. * This function MUST be overwritten by the different WebVR cameras available.
  92945. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92946. * @hidden
  92947. */
  92948. _getWebVRProjectionMatrix(): Matrix;
  92949. /**
  92950. * This function MUST be overwritten by the different WebVR cameras available.
  92951. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92952. * @hidden
  92953. */
  92954. _getWebVRViewMatrix(): Matrix;
  92955. /** @hidden */
  92956. setCameraRigParameter(name: string, value: any): void;
  92957. /**
  92958. * needs to be overridden by children so sub has required properties to be copied
  92959. * @hidden
  92960. */
  92961. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  92962. /**
  92963. * May need to be overridden by children
  92964. * @hidden
  92965. */
  92966. _updateRigCameras(): void;
  92967. /** @hidden */
  92968. _setupInputs(): void;
  92969. /**
  92970. * Serialiaze the camera setup to a json represention
  92971. * @returns the JSON representation
  92972. */
  92973. serialize(): any;
  92974. /**
  92975. * Clones the current camera.
  92976. * @param name The cloned camera name
  92977. * @returns the cloned camera
  92978. */
  92979. clone(name: string): Camera;
  92980. /**
  92981. * Gets the direction of the camera relative to a given local axis.
  92982. * @param localAxis Defines the reference axis to provide a relative direction.
  92983. * @return the direction
  92984. */
  92985. getDirection(localAxis: Vector3): Vector3;
  92986. /**
  92987. * Returns the current camera absolute rotation
  92988. */
  92989. readonly absoluteRotation: Quaternion;
  92990. /**
  92991. * Gets the direction of the camera relative to a given local axis into a passed vector.
  92992. * @param localAxis Defines the reference axis to provide a relative direction.
  92993. * @param result Defines the vector to store the result in
  92994. */
  92995. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  92996. /**
  92997. * Gets a camera constructor for a given camera type
  92998. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  92999. * @param name The name of the camera the result will be able to instantiate
  93000. * @param scene The scene the result will construct the camera in
  93001. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93002. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93003. * @returns a factory method to construc the camera
  93004. */
  93005. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93006. /**
  93007. * Compute the world matrix of the camera.
  93008. * @returns the camera world matrix
  93009. */
  93010. computeWorldMatrix(): Matrix;
  93011. /**
  93012. * Parse a JSON and creates the camera from the parsed information
  93013. * @param parsedCamera The JSON to parse
  93014. * @param scene The scene to instantiate the camera in
  93015. * @returns the newly constructed camera
  93016. */
  93017. static Parse(parsedCamera: any, scene: Scene): Camera;
  93018. }
  93019. }
  93020. declare module BABYLON {
  93021. /**
  93022. * Class containing static functions to help procedurally build meshes
  93023. */
  93024. export class DiscBuilder {
  93025. /**
  93026. * Creates a plane polygonal mesh. By default, this is a disc
  93027. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93028. * * 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
  93029. * * 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
  93030. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93031. * * If you create a double-sided mesh, you can choose what parts of 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
  93032. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93033. * @param name defines the name of the mesh
  93034. * @param options defines the options used to create the mesh
  93035. * @param scene defines the hosting scene
  93036. * @returns the plane polygonal mesh
  93037. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93038. */
  93039. static CreateDisc(name: string, options: {
  93040. radius?: number;
  93041. tessellation?: number;
  93042. arc?: number;
  93043. updatable?: boolean;
  93044. sideOrientation?: number;
  93045. frontUVs?: Vector4;
  93046. backUVs?: Vector4;
  93047. }, scene?: Nullable<Scene>): Mesh;
  93048. }
  93049. }
  93050. declare module BABYLON {
  93051. /**
  93052. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93053. *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.
  93054. * The SPS is also a particle system. It provides some methods to manage the particles.
  93055. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93056. *
  93057. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93058. */
  93059. export class SolidParticleSystem implements IDisposable {
  93060. /**
  93061. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93062. * Example : var p = SPS.particles[i];
  93063. */
  93064. particles: SolidParticle[];
  93065. /**
  93066. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93067. */
  93068. nbParticles: number;
  93069. /**
  93070. * If the particles must ever face the camera (default false). Useful for planar particles.
  93071. */
  93072. billboard: boolean;
  93073. /**
  93074. * Recompute normals when adding a shape
  93075. */
  93076. recomputeNormals: boolean;
  93077. /**
  93078. * This a counter ofr your own usage. It's not set by any SPS functions.
  93079. */
  93080. counter: number;
  93081. /**
  93082. * The SPS name. This name is also given to the underlying mesh.
  93083. */
  93084. name: string;
  93085. /**
  93086. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93087. */
  93088. mesh: Mesh;
  93089. /**
  93090. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93091. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93092. */
  93093. vars: any;
  93094. /**
  93095. * This array is populated when the SPS is set as 'pickable'.
  93096. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93097. * Each element of this array is an object `{idx: int, faceId: int}`.
  93098. * `idx` is the picked particle index in the `SPS.particles` array
  93099. * `faceId` is the picked face index counted within this particle.
  93100. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93101. */
  93102. pickedParticles: {
  93103. idx: number;
  93104. faceId: number;
  93105. }[];
  93106. /**
  93107. * This array is populated when `enableDepthSort` is set to true.
  93108. * Each element of this array is an instance of the class DepthSortedParticle.
  93109. */
  93110. depthSortedParticles: DepthSortedParticle[];
  93111. /**
  93112. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93113. * @hidden
  93114. */
  93115. _bSphereOnly: boolean;
  93116. /**
  93117. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93118. * @hidden
  93119. */
  93120. _bSphereRadiusFactor: number;
  93121. private _scene;
  93122. private _positions;
  93123. private _indices;
  93124. private _normals;
  93125. private _colors;
  93126. private _uvs;
  93127. private _indices32;
  93128. private _positions32;
  93129. private _normals32;
  93130. private _fixedNormal32;
  93131. private _colors32;
  93132. private _uvs32;
  93133. private _index;
  93134. private _updatable;
  93135. private _pickable;
  93136. private _isVisibilityBoxLocked;
  93137. private _alwaysVisible;
  93138. private _depthSort;
  93139. private _expandable;
  93140. private _shapeCounter;
  93141. private _copy;
  93142. private _color;
  93143. private _computeParticleColor;
  93144. private _computeParticleTexture;
  93145. private _computeParticleRotation;
  93146. private _computeParticleVertex;
  93147. private _computeBoundingBox;
  93148. private _depthSortParticles;
  93149. private _camera;
  93150. private _mustUnrotateFixedNormals;
  93151. private _particlesIntersect;
  93152. private _needs32Bits;
  93153. private _isNotBuilt;
  93154. /**
  93155. * Creates a SPS (Solid Particle System) object.
  93156. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93157. * @param scene (Scene) is the scene in which the SPS is added.
  93158. * @param options defines the options of the sps e.g.
  93159. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93160. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93161. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93162. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93163. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93164. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93165. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93166. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93167. */
  93168. constructor(name: string, scene: Scene, options?: {
  93169. updatable?: boolean;
  93170. isPickable?: boolean;
  93171. enableDepthSort?: boolean;
  93172. particleIntersection?: boolean;
  93173. boundingSphereOnly?: boolean;
  93174. bSphereRadiusFactor?: number;
  93175. expandable?: boolean;
  93176. });
  93177. /**
  93178. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93179. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93180. * @returns the created mesh
  93181. */
  93182. buildMesh(): Mesh;
  93183. /**
  93184. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93185. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93186. * Thus the particles generated from `digest()` have their property `position` set yet.
  93187. * @param mesh ( Mesh ) is the mesh to be digested
  93188. * @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
  93189. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93190. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93191. * @returns the current SPS
  93192. */
  93193. digest(mesh: Mesh, options?: {
  93194. facetNb?: number;
  93195. number?: number;
  93196. delta?: number;
  93197. }): SolidParticleSystem;
  93198. private _unrotateFixedNormals;
  93199. private _resetCopy;
  93200. private _meshBuilder;
  93201. private _posToShape;
  93202. private _uvsToShapeUV;
  93203. private _addParticle;
  93204. /**
  93205. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93206. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93207. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93208. * @param nb (positive integer) the number of particles to be created from this model
  93209. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93210. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93211. * @returns the number of shapes in the system
  93212. */
  93213. addShape(mesh: Mesh, nb: number, options?: {
  93214. positionFunction?: any;
  93215. vertexFunction?: any;
  93216. }): number;
  93217. private _rebuildParticle;
  93218. /**
  93219. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93220. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  93221. * @returns the SPS.
  93222. */
  93223. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93224. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93225. * Returns an array with the removed particles.
  93226. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  93227. * The SPS can't be empty so at least one particle needs to remain in place.
  93228. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93229. * @param start index of the first particle to remove
  93230. * @param end index of the last particle to remove (included)
  93231. * @returns an array populated with the removed particles
  93232. */
  93233. removeParticles(start: number, end: number): SolidParticle[];
  93234. /**
  93235. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  93236. * This method calls `updateParticle()` for each particle of the SPS.
  93237. * For an animated SPS, it is usually called within the render loop.
  93238. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  93239. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  93240. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  93241. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  93242. * @returns the SPS.
  93243. */
  93244. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  93245. /**
  93246. * Disposes the SPS.
  93247. */
  93248. dispose(): void;
  93249. /**
  93250. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  93251. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93252. * @returns the SPS.
  93253. */
  93254. refreshVisibleSize(): SolidParticleSystem;
  93255. /**
  93256. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  93257. * @param size the size (float) of the visibility box
  93258. * note : this doesn't lock the SPS mesh bounding box.
  93259. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93260. */
  93261. setVisibilityBox(size: number): void;
  93262. /**
  93263. * Gets whether the SPS as always visible or not
  93264. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93265. */
  93266. /**
  93267. * Sets the SPS as always visible or not
  93268. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93269. */
  93270. isAlwaysVisible: boolean;
  93271. /**
  93272. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93273. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93274. */
  93275. /**
  93276. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93277. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93278. */
  93279. isVisibilityBoxLocked: boolean;
  93280. /**
  93281. * Tells to `setParticles()` to compute the particle rotations or not.
  93282. * Default value : true. The SPS is faster when it's set to false.
  93283. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93284. */
  93285. /**
  93286. * Gets if `setParticles()` computes the particle rotations or not.
  93287. * Default value : true. The SPS is faster when it's set to false.
  93288. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93289. */
  93290. computeParticleRotation: boolean;
  93291. /**
  93292. * Tells to `setParticles()` to compute the particle colors or not.
  93293. * Default value : true. The SPS is faster when it's set to false.
  93294. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93295. */
  93296. /**
  93297. * Gets if `setParticles()` computes the particle colors or not.
  93298. * Default value : true. The SPS is faster when it's set to false.
  93299. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93300. */
  93301. computeParticleColor: boolean;
  93302. /**
  93303. * Gets if `setParticles()` computes the particle textures or not.
  93304. * Default value : true. The SPS is faster when it's set to false.
  93305. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  93306. */
  93307. computeParticleTexture: boolean;
  93308. /**
  93309. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  93310. * Default value : false. The SPS is faster when it's set to false.
  93311. * Note : the particle custom vertex positions aren't stored values.
  93312. */
  93313. /**
  93314. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  93315. * Default value : false. The SPS is faster when it's set to false.
  93316. * Note : the particle custom vertex positions aren't stored values.
  93317. */
  93318. computeParticleVertex: boolean;
  93319. /**
  93320. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  93321. */
  93322. /**
  93323. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  93324. */
  93325. computeBoundingBox: boolean;
  93326. /**
  93327. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  93328. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93329. * Default : `true`
  93330. */
  93331. /**
  93332. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  93333. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93334. * Default : `true`
  93335. */
  93336. depthSortParticles: boolean;
  93337. /**
  93338. * Gets if the SPS is created as expandable at construction time.
  93339. * Default : `false`
  93340. */
  93341. readonly expandable: boolean;
  93342. /**
  93343. * This function does nothing. It may be overwritten to set all the particle first values.
  93344. * The SPS doesn't call this function, you may have to call it by your own.
  93345. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93346. */
  93347. initParticles(): void;
  93348. /**
  93349. * This function does nothing. It may be overwritten to recycle a particle.
  93350. * The SPS doesn't call this function, you may have to call it by your own.
  93351. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93352. * @param particle The particle to recycle
  93353. * @returns the recycled particle
  93354. */
  93355. recycleParticle(particle: SolidParticle): SolidParticle;
  93356. /**
  93357. * Updates a particle : this function should be overwritten by the user.
  93358. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93359. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93360. * @example : just set a particle position or velocity and recycle conditions
  93361. * @param particle The particle to update
  93362. * @returns the updated particle
  93363. */
  93364. updateParticle(particle: SolidParticle): SolidParticle;
  93365. /**
  93366. * Updates a vertex of a particle : it can be overwritten by the user.
  93367. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93368. * @param particle the current particle
  93369. * @param vertex the current index of the current particle
  93370. * @param pt the index of the current vertex in the particle shape
  93371. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93372. * @example : just set a vertex particle position
  93373. * @returns the updated vertex
  93374. */
  93375. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93376. /**
  93377. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93378. * This does nothing and may be overwritten by the user.
  93379. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93380. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93381. * @param update the boolean update value actually passed to setParticles()
  93382. */
  93383. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93384. /**
  93385. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93386. * This will be passed three parameters.
  93387. * This does nothing and may be overwritten by the user.
  93388. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93389. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93390. * @param update the boolean update value actually passed to setParticles()
  93391. */
  93392. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93393. }
  93394. }
  93395. declare module BABYLON {
  93396. /**
  93397. * Represents one particle of a solid particle system.
  93398. */
  93399. export class SolidParticle {
  93400. /**
  93401. * particle global index
  93402. */
  93403. idx: number;
  93404. /**
  93405. * The color of the particle
  93406. */
  93407. color: Nullable<Color4>;
  93408. /**
  93409. * The world space position of the particle.
  93410. */
  93411. position: Vector3;
  93412. /**
  93413. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93414. */
  93415. rotation: Vector3;
  93416. /**
  93417. * The world space rotation quaternion of the particle.
  93418. */
  93419. rotationQuaternion: Nullable<Quaternion>;
  93420. /**
  93421. * The scaling of the particle.
  93422. */
  93423. scaling: Vector3;
  93424. /**
  93425. * The uvs of the particle.
  93426. */
  93427. uvs: Vector4;
  93428. /**
  93429. * The current speed of the particle.
  93430. */
  93431. velocity: Vector3;
  93432. /**
  93433. * The pivot point in the particle local space.
  93434. */
  93435. pivot: Vector3;
  93436. /**
  93437. * Must the particle be translated from its pivot point in its local space ?
  93438. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93439. * Default : false
  93440. */
  93441. translateFromPivot: boolean;
  93442. /**
  93443. * Is the particle active or not ?
  93444. */
  93445. alive: boolean;
  93446. /**
  93447. * Is the particle visible or not ?
  93448. */
  93449. isVisible: boolean;
  93450. /**
  93451. * Index of this particle in the global "positions" array (Internal use)
  93452. * @hidden
  93453. */
  93454. _pos: number;
  93455. /**
  93456. * @hidden Index of this particle in the global "indices" array (Internal use)
  93457. */
  93458. _ind: number;
  93459. /**
  93460. * @hidden ModelShape of this particle (Internal use)
  93461. */
  93462. _model: ModelShape;
  93463. /**
  93464. * ModelShape id of this particle
  93465. */
  93466. shapeId: number;
  93467. /**
  93468. * Index of the particle in its shape id
  93469. */
  93470. idxInShape: number;
  93471. /**
  93472. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93473. */
  93474. _modelBoundingInfo: BoundingInfo;
  93475. /**
  93476. * @hidden Particle BoundingInfo object (Internal use)
  93477. */
  93478. _boundingInfo: BoundingInfo;
  93479. /**
  93480. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93481. */
  93482. _sps: SolidParticleSystem;
  93483. /**
  93484. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93485. */
  93486. _stillInvisible: boolean;
  93487. /**
  93488. * @hidden Last computed particle rotation matrix
  93489. */
  93490. _rotationMatrix: number[];
  93491. /**
  93492. * Parent particle Id, if any.
  93493. * Default null.
  93494. */
  93495. parentId: Nullable<number>;
  93496. /**
  93497. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93498. * The possible values are :
  93499. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93500. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93501. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93502. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93503. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93504. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93505. * */
  93506. cullingStrategy: number;
  93507. /**
  93508. * @hidden Internal global position in the SPS.
  93509. */
  93510. _globalPosition: Vector3;
  93511. /**
  93512. * Creates a Solid Particle object.
  93513. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93514. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  93515. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93516. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93517. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93518. * @param shapeId (integer) is the model shape identifier in the SPS.
  93519. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93520. * @param sps defines the sps it is associated to
  93521. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93522. */
  93523. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93524. /**
  93525. * Legacy support, changed scale to scaling
  93526. */
  93527. /**
  93528. * Legacy support, changed scale to scaling
  93529. */
  93530. scale: Vector3;
  93531. /**
  93532. * Legacy support, changed quaternion to rotationQuaternion
  93533. */
  93534. /**
  93535. * Legacy support, changed quaternion to rotationQuaternion
  93536. */
  93537. quaternion: Nullable<Quaternion>;
  93538. /**
  93539. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  93540. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  93541. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  93542. * @returns true if it intersects
  93543. */
  93544. intersectsMesh(target: Mesh | SolidParticle): boolean;
  93545. /**
  93546. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  93547. * A particle is in the frustum if its bounding box intersects the frustum
  93548. * @param frustumPlanes defines the frustum to test
  93549. * @returns true if the particle is in the frustum planes
  93550. */
  93551. isInFrustum(frustumPlanes: Plane[]): boolean;
  93552. /**
  93553. * get the rotation matrix of the particle
  93554. * @hidden
  93555. */
  93556. getRotationMatrix(m: Matrix): void;
  93557. }
  93558. /**
  93559. * Represents the shape of the model used by one particle of a solid particle system.
  93560. * SPS internal tool, don't use it manually.
  93561. */
  93562. export class ModelShape {
  93563. /**
  93564. * The shape id
  93565. * @hidden
  93566. */
  93567. shapeID: number;
  93568. /**
  93569. * flat array of model positions (internal use)
  93570. * @hidden
  93571. */
  93572. _shape: Vector3[];
  93573. /**
  93574. * flat array of model UVs (internal use)
  93575. * @hidden
  93576. */
  93577. _shapeUV: number[];
  93578. /**
  93579. * color array of the model
  93580. * @hidden
  93581. */
  93582. _shapeColors: number[];
  93583. /**
  93584. * indices array of the model
  93585. * @hidden
  93586. */
  93587. _indices: number[];
  93588. /**
  93589. * normals array of the model
  93590. * @hidden
  93591. */
  93592. _normals: number[];
  93593. /**
  93594. * length of the shape in the model indices array (internal use)
  93595. * @hidden
  93596. */
  93597. _indicesLength: number;
  93598. /**
  93599. * Custom position function (internal use)
  93600. * @hidden
  93601. */
  93602. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  93603. /**
  93604. * Custom vertex function (internal use)
  93605. * @hidden
  93606. */
  93607. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  93608. /**
  93609. * 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.
  93610. * SPS internal tool, don't use it manually.
  93611. * @hidden
  93612. */
  93613. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  93614. }
  93615. /**
  93616. * Represents a Depth Sorted Particle in the solid particle system.
  93617. */
  93618. export class DepthSortedParticle {
  93619. /**
  93620. * Index of the particle in the "indices" array
  93621. */
  93622. ind: number;
  93623. /**
  93624. * Length of the particle shape in the "indices" array
  93625. */
  93626. indicesLength: number;
  93627. /**
  93628. * Squared distance from the particle to the camera
  93629. */
  93630. sqDistance: number;
  93631. }
  93632. }
  93633. declare module BABYLON {
  93634. /**
  93635. * @hidden
  93636. */
  93637. export class _MeshCollisionData {
  93638. _checkCollisions: boolean;
  93639. _collisionMask: number;
  93640. _collisionGroup: number;
  93641. _collider: Nullable<Collider>;
  93642. _oldPositionForCollisions: Vector3;
  93643. _diffPositionForCollisions: Vector3;
  93644. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  93645. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  93646. }
  93647. }
  93648. declare module BABYLON {
  93649. /** @hidden */
  93650. class _FacetDataStorage {
  93651. facetPositions: Vector3[];
  93652. facetNormals: Vector3[];
  93653. facetPartitioning: number[][];
  93654. facetNb: number;
  93655. partitioningSubdivisions: number;
  93656. partitioningBBoxRatio: number;
  93657. facetDataEnabled: boolean;
  93658. facetParameters: any;
  93659. bbSize: Vector3;
  93660. subDiv: {
  93661. max: number;
  93662. X: number;
  93663. Y: number;
  93664. Z: number;
  93665. };
  93666. facetDepthSort: boolean;
  93667. facetDepthSortEnabled: boolean;
  93668. depthSortedIndices: IndicesArray;
  93669. depthSortedFacets: {
  93670. ind: number;
  93671. sqDistance: number;
  93672. }[];
  93673. facetDepthSortFunction: (f1: {
  93674. ind: number;
  93675. sqDistance: number;
  93676. }, f2: {
  93677. ind: number;
  93678. sqDistance: number;
  93679. }) => number;
  93680. facetDepthSortFrom: Vector3;
  93681. facetDepthSortOrigin: Vector3;
  93682. invertedMatrix: Matrix;
  93683. }
  93684. /**
  93685. * @hidden
  93686. **/
  93687. class _InternalAbstractMeshDataInfo {
  93688. _hasVertexAlpha: boolean;
  93689. _useVertexColors: boolean;
  93690. _numBoneInfluencers: number;
  93691. _applyFog: boolean;
  93692. _receiveShadows: boolean;
  93693. _facetData: _FacetDataStorage;
  93694. _visibility: number;
  93695. _skeleton: Nullable<Skeleton>;
  93696. _layerMask: number;
  93697. _computeBonesUsingShaders: boolean;
  93698. _isActive: boolean;
  93699. _onlyForInstances: boolean;
  93700. _isActiveIntermediate: boolean;
  93701. _onlyForInstancesIntermediate: boolean;
  93702. _actAsRegularMesh: boolean;
  93703. }
  93704. /**
  93705. * Class used to store all common mesh properties
  93706. */
  93707. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  93708. /** No occlusion */
  93709. static OCCLUSION_TYPE_NONE: number;
  93710. /** Occlusion set to optimisitic */
  93711. static OCCLUSION_TYPE_OPTIMISTIC: number;
  93712. /** Occlusion set to strict */
  93713. static OCCLUSION_TYPE_STRICT: number;
  93714. /** Use an accurante occlusion algorithm */
  93715. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  93716. /** Use a conservative occlusion algorithm */
  93717. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  93718. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  93719. * Test order :
  93720. * Is the bounding sphere outside the frustum ?
  93721. * If not, are the bounding box vertices outside the frustum ?
  93722. * It not, then the cullable object is in the frustum.
  93723. */
  93724. static readonly CULLINGSTRATEGY_STANDARD: number;
  93725. /** Culling strategy : Bounding Sphere Only.
  93726. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  93727. * It's also less accurate than the standard because some not visible objects can still be selected.
  93728. * Test : is the bounding sphere outside the frustum ?
  93729. * If not, then the cullable object is in the frustum.
  93730. */
  93731. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  93732. /** Culling strategy : Optimistic Inclusion.
  93733. * This in an inclusion test first, then the standard exclusion test.
  93734. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  93735. * 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.
  93736. * Anyway, it's as accurate as the standard strategy.
  93737. * Test :
  93738. * Is the cullable object bounding sphere center in the frustum ?
  93739. * If not, apply the default culling strategy.
  93740. */
  93741. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  93742. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  93743. * This in an inclusion test first, then the bounding sphere only exclusion test.
  93744. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  93745. * 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.
  93746. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  93747. * Test :
  93748. * Is the cullable object bounding sphere center in the frustum ?
  93749. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  93750. */
  93751. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  93752. /**
  93753. * No billboard
  93754. */
  93755. static readonly BILLBOARDMODE_NONE: number;
  93756. /** Billboard on X axis */
  93757. static readonly BILLBOARDMODE_X: number;
  93758. /** Billboard on Y axis */
  93759. static readonly BILLBOARDMODE_Y: number;
  93760. /** Billboard on Z axis */
  93761. static readonly BILLBOARDMODE_Z: number;
  93762. /** Billboard on all axes */
  93763. static readonly BILLBOARDMODE_ALL: number;
  93764. /** Billboard on using position instead of orientation */
  93765. static readonly BILLBOARDMODE_USE_POSITION: number;
  93766. /** @hidden */
  93767. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  93768. /**
  93769. * The culling strategy to use to check whether the mesh must be rendered or not.
  93770. * This value can be changed at any time and will be used on the next render mesh selection.
  93771. * The possible values are :
  93772. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93773. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93774. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93775. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93776. * Please read each static variable documentation to get details about the culling process.
  93777. * */
  93778. cullingStrategy: number;
  93779. /**
  93780. * Gets the number of facets in the mesh
  93781. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93782. */
  93783. readonly facetNb: number;
  93784. /**
  93785. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  93786. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93787. */
  93788. partitioningSubdivisions: number;
  93789. /**
  93790. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  93791. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  93792. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93793. */
  93794. partitioningBBoxRatio: number;
  93795. /**
  93796. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  93797. * Works only for updatable meshes.
  93798. * Doesn't work with multi-materials
  93799. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93800. */
  93801. mustDepthSortFacets: boolean;
  93802. /**
  93803. * The location (Vector3) where the facet depth sort must be computed from.
  93804. * By default, the active camera position.
  93805. * Used only when facet depth sort is enabled
  93806. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93807. */
  93808. facetDepthSortFrom: Vector3;
  93809. /**
  93810. * gets a boolean indicating if facetData is enabled
  93811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93812. */
  93813. readonly isFacetDataEnabled: boolean;
  93814. /** @hidden */
  93815. _updateNonUniformScalingState(value: boolean): boolean;
  93816. /**
  93817. * An event triggered when this mesh collides with another one
  93818. */
  93819. onCollideObservable: Observable<AbstractMesh>;
  93820. /** Set a function to call when this mesh collides with another one */
  93821. onCollide: () => void;
  93822. /**
  93823. * An event triggered when the collision's position changes
  93824. */
  93825. onCollisionPositionChangeObservable: Observable<Vector3>;
  93826. /** Set a function to call when the collision's position changes */
  93827. onCollisionPositionChange: () => void;
  93828. /**
  93829. * An event triggered when material is changed
  93830. */
  93831. onMaterialChangedObservable: Observable<AbstractMesh>;
  93832. /**
  93833. * Gets or sets the orientation for POV movement & rotation
  93834. */
  93835. definedFacingForward: boolean;
  93836. /** @hidden */
  93837. _occlusionQuery: Nullable<WebGLQuery>;
  93838. /** @hidden */
  93839. _renderingGroup: Nullable<RenderingGroup>;
  93840. /**
  93841. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93842. */
  93843. /**
  93844. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93845. */
  93846. visibility: number;
  93847. /** Gets or sets the alpha index used to sort transparent meshes
  93848. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  93849. */
  93850. alphaIndex: number;
  93851. /**
  93852. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  93853. */
  93854. isVisible: boolean;
  93855. /**
  93856. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  93857. */
  93858. isPickable: boolean;
  93859. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  93860. showSubMeshesBoundingBox: boolean;
  93861. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  93862. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  93863. */
  93864. isBlocker: boolean;
  93865. /**
  93866. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  93867. */
  93868. enablePointerMoveEvents: boolean;
  93869. /**
  93870. * Specifies the rendering group id for this mesh (0 by default)
  93871. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  93872. */
  93873. renderingGroupId: number;
  93874. private _material;
  93875. /** Gets or sets current material */
  93876. material: Nullable<Material>;
  93877. /**
  93878. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  93879. * @see http://doc.babylonjs.com/babylon101/shadows
  93880. */
  93881. receiveShadows: boolean;
  93882. /** Defines color to use when rendering outline */
  93883. outlineColor: Color3;
  93884. /** Define width to use when rendering outline */
  93885. outlineWidth: number;
  93886. /** Defines color to use when rendering overlay */
  93887. overlayColor: Color3;
  93888. /** Defines alpha to use when rendering overlay */
  93889. overlayAlpha: number;
  93890. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  93891. hasVertexAlpha: boolean;
  93892. /** 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) */
  93893. useVertexColors: boolean;
  93894. /**
  93895. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  93896. */
  93897. computeBonesUsingShaders: boolean;
  93898. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  93899. numBoneInfluencers: number;
  93900. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  93901. applyFog: boolean;
  93902. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  93903. useOctreeForRenderingSelection: boolean;
  93904. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  93905. useOctreeForPicking: boolean;
  93906. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  93907. useOctreeForCollisions: boolean;
  93908. /**
  93909. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  93910. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  93911. */
  93912. layerMask: number;
  93913. /**
  93914. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  93915. */
  93916. alwaysSelectAsActiveMesh: boolean;
  93917. /**
  93918. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  93919. */
  93920. doNotSyncBoundingInfo: boolean;
  93921. /**
  93922. * Gets or sets the current action manager
  93923. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  93924. */
  93925. actionManager: Nullable<AbstractActionManager>;
  93926. private _meshCollisionData;
  93927. /**
  93928. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  93929. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93930. */
  93931. ellipsoid: Vector3;
  93932. /**
  93933. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  93934. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93935. */
  93936. ellipsoidOffset: Vector3;
  93937. /**
  93938. * Gets or sets a collision mask used to mask collisions (default is -1).
  93939. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93940. */
  93941. collisionMask: number;
  93942. /**
  93943. * Gets or sets the current collision group mask (-1 by default).
  93944. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93945. */
  93946. collisionGroup: number;
  93947. /**
  93948. * Defines edge width used when edgesRenderer is enabled
  93949. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93950. */
  93951. edgesWidth: number;
  93952. /**
  93953. * Defines edge color used when edgesRenderer is enabled
  93954. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93955. */
  93956. edgesColor: Color4;
  93957. /** @hidden */
  93958. _edgesRenderer: Nullable<IEdgesRenderer>;
  93959. /** @hidden */
  93960. _masterMesh: Nullable<AbstractMesh>;
  93961. /** @hidden */
  93962. _boundingInfo: Nullable<BoundingInfo>;
  93963. /** @hidden */
  93964. _renderId: number;
  93965. /**
  93966. * Gets or sets the list of subMeshes
  93967. * @see http://doc.babylonjs.com/how_to/multi_materials
  93968. */
  93969. subMeshes: SubMesh[];
  93970. /** @hidden */
  93971. _intersectionsInProgress: AbstractMesh[];
  93972. /** @hidden */
  93973. _unIndexed: boolean;
  93974. /** @hidden */
  93975. _lightSources: Light[];
  93976. /** Gets the list of lights affecting that mesh */
  93977. readonly lightSources: Light[];
  93978. /** @hidden */
  93979. readonly _positions: Nullable<Vector3[]>;
  93980. /** @hidden */
  93981. _waitingData: {
  93982. lods: Nullable<any>;
  93983. actions: Nullable<any>;
  93984. freezeWorldMatrix: Nullable<boolean>;
  93985. };
  93986. /** @hidden */
  93987. _bonesTransformMatrices: Nullable<Float32Array>;
  93988. /** @hidden */
  93989. _transformMatrixTexture: Nullable<RawTexture>;
  93990. /**
  93991. * Gets or sets a skeleton to apply skining transformations
  93992. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93993. */
  93994. skeleton: Nullable<Skeleton>;
  93995. /**
  93996. * An event triggered when the mesh is rebuilt.
  93997. */
  93998. onRebuildObservable: Observable<AbstractMesh>;
  93999. /**
  94000. * Creates a new AbstractMesh
  94001. * @param name defines the name of the mesh
  94002. * @param scene defines the hosting scene
  94003. */
  94004. constructor(name: string, scene?: Nullable<Scene>);
  94005. /**
  94006. * Returns the string "AbstractMesh"
  94007. * @returns "AbstractMesh"
  94008. */
  94009. getClassName(): string;
  94010. /**
  94011. * Gets a string representation of the current mesh
  94012. * @param fullDetails defines a boolean indicating if full details must be included
  94013. * @returns a string representation of the current mesh
  94014. */
  94015. toString(fullDetails?: boolean): string;
  94016. /**
  94017. * @hidden
  94018. */
  94019. protected _getEffectiveParent(): Nullable<Node>;
  94020. /** @hidden */
  94021. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94022. /** @hidden */
  94023. _rebuild(): void;
  94024. /** @hidden */
  94025. _resyncLightSources(): void;
  94026. /** @hidden */
  94027. _resyncLighSource(light: Light): void;
  94028. /** @hidden */
  94029. _unBindEffect(): void;
  94030. /** @hidden */
  94031. _removeLightSource(light: Light, dispose: boolean): void;
  94032. private _markSubMeshesAsDirty;
  94033. /** @hidden */
  94034. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94035. /** @hidden */
  94036. _markSubMeshesAsAttributesDirty(): void;
  94037. /** @hidden */
  94038. _markSubMeshesAsMiscDirty(): void;
  94039. /**
  94040. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94041. */
  94042. scaling: Vector3;
  94043. /**
  94044. * Returns true if the mesh is blocked. Implemented by child classes
  94045. */
  94046. readonly isBlocked: boolean;
  94047. /**
  94048. * Returns the mesh itself by default. Implemented by child classes
  94049. * @param camera defines the camera to use to pick the right LOD level
  94050. * @returns the currentAbstractMesh
  94051. */
  94052. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94053. /**
  94054. * Returns 0 by default. Implemented by child classes
  94055. * @returns an integer
  94056. */
  94057. getTotalVertices(): number;
  94058. /**
  94059. * Returns a positive integer : the total number of indices in this mesh geometry.
  94060. * @returns the numner of indices or zero if the mesh has no geometry.
  94061. */
  94062. getTotalIndices(): number;
  94063. /**
  94064. * Returns null by default. Implemented by child classes
  94065. * @returns null
  94066. */
  94067. getIndices(): Nullable<IndicesArray>;
  94068. /**
  94069. * Returns the array of the requested vertex data kind. Implemented by child classes
  94070. * @param kind defines the vertex data kind to use
  94071. * @returns null
  94072. */
  94073. getVerticesData(kind: string): Nullable<FloatArray>;
  94074. /**
  94075. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94076. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94077. * Note that a new underlying VertexBuffer object is created each call.
  94078. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94079. * @param kind defines vertex data kind:
  94080. * * VertexBuffer.PositionKind
  94081. * * VertexBuffer.UVKind
  94082. * * VertexBuffer.UV2Kind
  94083. * * VertexBuffer.UV3Kind
  94084. * * VertexBuffer.UV4Kind
  94085. * * VertexBuffer.UV5Kind
  94086. * * VertexBuffer.UV6Kind
  94087. * * VertexBuffer.ColorKind
  94088. * * VertexBuffer.MatricesIndicesKind
  94089. * * VertexBuffer.MatricesIndicesExtraKind
  94090. * * VertexBuffer.MatricesWeightsKind
  94091. * * VertexBuffer.MatricesWeightsExtraKind
  94092. * @param data defines the data source
  94093. * @param updatable defines if the data must be flagged as updatable (or static)
  94094. * @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
  94095. * @returns the current mesh
  94096. */
  94097. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94098. /**
  94099. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94100. * If the mesh has no geometry, it is simply returned as it is.
  94101. * @param kind defines vertex data kind:
  94102. * * VertexBuffer.PositionKind
  94103. * * VertexBuffer.UVKind
  94104. * * VertexBuffer.UV2Kind
  94105. * * VertexBuffer.UV3Kind
  94106. * * VertexBuffer.UV4Kind
  94107. * * VertexBuffer.UV5Kind
  94108. * * VertexBuffer.UV6Kind
  94109. * * VertexBuffer.ColorKind
  94110. * * VertexBuffer.MatricesIndicesKind
  94111. * * VertexBuffer.MatricesIndicesExtraKind
  94112. * * VertexBuffer.MatricesWeightsKind
  94113. * * VertexBuffer.MatricesWeightsExtraKind
  94114. * @param data defines the data source
  94115. * @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
  94116. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94117. * @returns the current mesh
  94118. */
  94119. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94120. /**
  94121. * Sets the mesh indices,
  94122. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94123. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94124. * @param totalVertices Defines the total number of vertices
  94125. * @returns the current mesh
  94126. */
  94127. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94128. /**
  94129. * Gets a boolean indicating if specific vertex data is present
  94130. * @param kind defines the vertex data kind to use
  94131. * @returns true is data kind is present
  94132. */
  94133. isVerticesDataPresent(kind: string): boolean;
  94134. /**
  94135. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94136. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94137. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94138. * @returns a BoundingInfo
  94139. */
  94140. getBoundingInfo(): BoundingInfo;
  94141. /**
  94142. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94143. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94144. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94145. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94146. * @returns the current mesh
  94147. */
  94148. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94149. /**
  94150. * Overwrite the current bounding info
  94151. * @param boundingInfo defines the new bounding info
  94152. * @returns the current mesh
  94153. */
  94154. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94155. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94156. readonly useBones: boolean;
  94157. /** @hidden */
  94158. _preActivate(): void;
  94159. /** @hidden */
  94160. _preActivateForIntermediateRendering(renderId: number): void;
  94161. /** @hidden */
  94162. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94163. /** @hidden */
  94164. _postActivate(): void;
  94165. /** @hidden */
  94166. _freeze(): void;
  94167. /** @hidden */
  94168. _unFreeze(): void;
  94169. /**
  94170. * Gets the current world matrix
  94171. * @returns a Matrix
  94172. */
  94173. getWorldMatrix(): Matrix;
  94174. /** @hidden */
  94175. _getWorldMatrixDeterminant(): number;
  94176. /**
  94177. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94178. */
  94179. readonly isAnInstance: boolean;
  94180. /**
  94181. * Gets a boolean indicating if this mesh has instances
  94182. */
  94183. readonly hasInstances: boolean;
  94184. /**
  94185. * Perform relative position change from the point of view of behind the front of the mesh.
  94186. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94187. * Supports definition of mesh facing forward or backward
  94188. * @param amountRight defines the distance on the right axis
  94189. * @param amountUp defines the distance on the up axis
  94190. * @param amountForward defines the distance on the forward axis
  94191. * @returns the current mesh
  94192. */
  94193. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  94194. /**
  94195. * Calculate relative position change from the point of view of behind the front of the mesh.
  94196. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94197. * Supports definition of mesh facing forward or backward
  94198. * @param amountRight defines the distance on the right axis
  94199. * @param amountUp defines the distance on the up axis
  94200. * @param amountForward defines the distance on the forward axis
  94201. * @returns the new displacement vector
  94202. */
  94203. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  94204. /**
  94205. * Perform relative rotation change from the point of view of behind the front of the mesh.
  94206. * Supports definition of mesh facing forward or backward
  94207. * @param flipBack defines the flip
  94208. * @param twirlClockwise defines the twirl
  94209. * @param tiltRight defines the tilt
  94210. * @returns the current mesh
  94211. */
  94212. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  94213. /**
  94214. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  94215. * Supports definition of mesh facing forward or backward.
  94216. * @param flipBack defines the flip
  94217. * @param twirlClockwise defines the twirl
  94218. * @param tiltRight defines the tilt
  94219. * @returns the new rotation vector
  94220. */
  94221. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  94222. /**
  94223. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  94224. * This means the mesh underlying bounding box and sphere are recomputed.
  94225. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  94226. * @returns the current mesh
  94227. */
  94228. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  94229. /** @hidden */
  94230. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  94231. /** @hidden */
  94232. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  94233. /** @hidden */
  94234. _updateBoundingInfo(): AbstractMesh;
  94235. /** @hidden */
  94236. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  94237. /** @hidden */
  94238. protected _afterComputeWorldMatrix(): void;
  94239. /** @hidden */
  94240. readonly _effectiveMesh: AbstractMesh;
  94241. /**
  94242. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  94243. * A mesh is in the frustum if its bounding box intersects the frustum
  94244. * @param frustumPlanes defines the frustum to test
  94245. * @returns true if the mesh is in the frustum planes
  94246. */
  94247. isInFrustum(frustumPlanes: Plane[]): boolean;
  94248. /**
  94249. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  94250. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  94251. * @param frustumPlanes defines the frustum to test
  94252. * @returns true if the mesh is completely in the frustum planes
  94253. */
  94254. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94255. /**
  94256. * True if the mesh intersects another mesh or a SolidParticle object
  94257. * @param mesh defines a target mesh or SolidParticle to test
  94258. * @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)
  94259. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  94260. * @returns true if there is an intersection
  94261. */
  94262. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  94263. /**
  94264. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  94265. * @param point defines the point to test
  94266. * @returns true if there is an intersection
  94267. */
  94268. intersectsPoint(point: Vector3): boolean;
  94269. /**
  94270. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  94271. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94272. */
  94273. checkCollisions: boolean;
  94274. /**
  94275. * Gets Collider object used to compute collisions (not physics)
  94276. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94277. */
  94278. readonly collider: Nullable<Collider>;
  94279. /**
  94280. * Move the mesh using collision engine
  94281. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94282. * @param displacement defines the requested displacement vector
  94283. * @returns the current mesh
  94284. */
  94285. moveWithCollisions(displacement: Vector3): AbstractMesh;
  94286. private _onCollisionPositionChange;
  94287. /** @hidden */
  94288. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  94289. /** @hidden */
  94290. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  94291. /** @hidden */
  94292. _checkCollision(collider: Collider): AbstractMesh;
  94293. /** @hidden */
  94294. _generatePointsArray(): boolean;
  94295. /**
  94296. * Checks if the passed Ray intersects with the mesh
  94297. * @param ray defines the ray to use
  94298. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  94299. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94300. * @returns the picking info
  94301. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  94302. */
  94303. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  94304. /**
  94305. * Clones the current mesh
  94306. * @param name defines the mesh name
  94307. * @param newParent defines the new mesh parent
  94308. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  94309. * @returns the new mesh
  94310. */
  94311. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  94312. /**
  94313. * Disposes all the submeshes of the current meshnp
  94314. * @returns the current mesh
  94315. */
  94316. releaseSubMeshes(): AbstractMesh;
  94317. /**
  94318. * Releases resources associated with this abstract mesh.
  94319. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94320. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94321. */
  94322. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94323. /**
  94324. * Adds the passed mesh as a child to the current mesh
  94325. * @param mesh defines the child mesh
  94326. * @returns the current mesh
  94327. */
  94328. addChild(mesh: AbstractMesh): AbstractMesh;
  94329. /**
  94330. * Removes the passed mesh from the current mesh children list
  94331. * @param mesh defines the child mesh
  94332. * @returns the current mesh
  94333. */
  94334. removeChild(mesh: AbstractMesh): AbstractMesh;
  94335. /** @hidden */
  94336. private _initFacetData;
  94337. /**
  94338. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94339. * This method can be called within the render loop.
  94340. * 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
  94341. * @returns the current mesh
  94342. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94343. */
  94344. updateFacetData(): AbstractMesh;
  94345. /**
  94346. * Returns the facetLocalNormals array.
  94347. * The normals are expressed in the mesh local spac
  94348. * @returns an array of Vector3
  94349. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94350. */
  94351. getFacetLocalNormals(): Vector3[];
  94352. /**
  94353. * Returns the facetLocalPositions array.
  94354. * The facet positions are expressed in the mesh local space
  94355. * @returns an array of Vector3
  94356. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94357. */
  94358. getFacetLocalPositions(): Vector3[];
  94359. /**
  94360. * Returns the facetLocalPartioning array
  94361. * @returns an array of array of numbers
  94362. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94363. */
  94364. getFacetLocalPartitioning(): number[][];
  94365. /**
  94366. * Returns the i-th facet position in the world system.
  94367. * This method allocates a new Vector3 per call
  94368. * @param i defines the facet index
  94369. * @returns a new Vector3
  94370. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94371. */
  94372. getFacetPosition(i: number): Vector3;
  94373. /**
  94374. * Sets the reference Vector3 with the i-th facet position in the world system
  94375. * @param i defines the facet index
  94376. * @param ref defines the target vector
  94377. * @returns the current mesh
  94378. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94379. */
  94380. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94381. /**
  94382. * Returns the i-th facet normal in the world system.
  94383. * This method allocates a new Vector3 per call
  94384. * @param i defines the facet index
  94385. * @returns a new Vector3
  94386. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94387. */
  94388. getFacetNormal(i: number): Vector3;
  94389. /**
  94390. * Sets the reference Vector3 with the i-th facet normal in the world system
  94391. * @param i defines the facet index
  94392. * @param ref defines the target vector
  94393. * @returns the current mesh
  94394. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94395. */
  94396. getFacetNormalToRef(i: number, ref: Vector3): this;
  94397. /**
  94398. * 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)
  94399. * @param x defines x coordinate
  94400. * @param y defines y coordinate
  94401. * @param z defines z coordinate
  94402. * @returns the array of facet indexes
  94403. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94404. */
  94405. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94406. /**
  94407. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94408. * @param projected sets as the (x,y,z) world projection on the facet
  94409. * @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
  94410. * @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
  94411. * @param x defines x coordinate
  94412. * @param y defines y coordinate
  94413. * @param z defines z coordinate
  94414. * @returns the face index if found (or null instead)
  94415. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94416. */
  94417. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94418. /**
  94419. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94420. * @param projected sets as the (x,y,z) local projection on the facet
  94421. * @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
  94422. * @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
  94423. * @param x defines x coordinate
  94424. * @param y defines y coordinate
  94425. * @param z defines z coordinate
  94426. * @returns the face index if found (or null instead)
  94427. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94428. */
  94429. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94430. /**
  94431. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94432. * @returns the parameters
  94433. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94434. */
  94435. getFacetDataParameters(): any;
  94436. /**
  94437. * Disables the feature FacetData and frees the related memory
  94438. * @returns the current mesh
  94439. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94440. */
  94441. disableFacetData(): AbstractMesh;
  94442. /**
  94443. * Updates the AbstractMesh indices array
  94444. * @param indices defines the data source
  94445. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94446. * @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)
  94447. * @returns the current mesh
  94448. */
  94449. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94450. /**
  94451. * Creates new normals data for the mesh
  94452. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94453. * @returns the current mesh
  94454. */
  94455. createNormals(updatable: boolean): AbstractMesh;
  94456. /**
  94457. * Align the mesh with a normal
  94458. * @param normal defines the normal to use
  94459. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94460. * @returns the current mesh
  94461. */
  94462. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94463. /** @hidden */
  94464. _checkOcclusionQuery(): boolean;
  94465. /**
  94466. * Disables the mesh edge rendering mode
  94467. * @returns the currentAbstractMesh
  94468. */
  94469. disableEdgesRendering(): AbstractMesh;
  94470. /**
  94471. * Enables the edge rendering mode on the mesh.
  94472. * This mode makes the mesh edges visible
  94473. * @param epsilon defines the maximal distance between two angles to detect a face
  94474. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94475. * @returns the currentAbstractMesh
  94476. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94477. */
  94478. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94479. }
  94480. }
  94481. declare module BABYLON {
  94482. /**
  94483. * Interface used to define ActionEvent
  94484. */
  94485. export interface IActionEvent {
  94486. /** The mesh or sprite that triggered the action */
  94487. source: any;
  94488. /** The X mouse cursor position at the time of the event */
  94489. pointerX: number;
  94490. /** The Y mouse cursor position at the time of the event */
  94491. pointerY: number;
  94492. /** The mesh that is currently pointed at (can be null) */
  94493. meshUnderPointer: Nullable<AbstractMesh>;
  94494. /** the original (browser) event that triggered the ActionEvent */
  94495. sourceEvent?: any;
  94496. /** additional data for the event */
  94497. additionalData?: any;
  94498. }
  94499. /**
  94500. * ActionEvent is the event being sent when an action is triggered.
  94501. */
  94502. export class ActionEvent implements IActionEvent {
  94503. /** The mesh or sprite that triggered the action */
  94504. source: any;
  94505. /** The X mouse cursor position at the time of the event */
  94506. pointerX: number;
  94507. /** The Y mouse cursor position at the time of the event */
  94508. pointerY: number;
  94509. /** The mesh that is currently pointed at (can be null) */
  94510. meshUnderPointer: Nullable<AbstractMesh>;
  94511. /** the original (browser) event that triggered the ActionEvent */
  94512. sourceEvent?: any;
  94513. /** additional data for the event */
  94514. additionalData?: any;
  94515. /**
  94516. * Creates a new ActionEvent
  94517. * @param source The mesh or sprite that triggered the action
  94518. * @param pointerX The X mouse cursor position at the time of the event
  94519. * @param pointerY The Y mouse cursor position at the time of the event
  94520. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  94521. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  94522. * @param additionalData additional data for the event
  94523. */
  94524. constructor(
  94525. /** The mesh or sprite that triggered the action */
  94526. source: any,
  94527. /** The X mouse cursor position at the time of the event */
  94528. pointerX: number,
  94529. /** The Y mouse cursor position at the time of the event */
  94530. pointerY: number,
  94531. /** The mesh that is currently pointed at (can be null) */
  94532. meshUnderPointer: Nullable<AbstractMesh>,
  94533. /** the original (browser) event that triggered the ActionEvent */
  94534. sourceEvent?: any,
  94535. /** additional data for the event */
  94536. additionalData?: any);
  94537. /**
  94538. * Helper function to auto-create an ActionEvent from a source mesh.
  94539. * @param source The source mesh that triggered the event
  94540. * @param evt The original (browser) event
  94541. * @param additionalData additional data for the event
  94542. * @returns the new ActionEvent
  94543. */
  94544. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  94545. /**
  94546. * Helper function to auto-create an ActionEvent from a source sprite
  94547. * @param source The source sprite that triggered the event
  94548. * @param scene Scene associated with the sprite
  94549. * @param evt The original (browser) event
  94550. * @param additionalData additional data for the event
  94551. * @returns the new ActionEvent
  94552. */
  94553. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  94554. /**
  94555. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  94556. * @param scene the scene where the event occurred
  94557. * @param evt The original (browser) event
  94558. * @returns the new ActionEvent
  94559. */
  94560. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  94561. /**
  94562. * Helper function to auto-create an ActionEvent from a primitive
  94563. * @param prim defines the target primitive
  94564. * @param pointerPos defines the pointer position
  94565. * @param evt The original (browser) event
  94566. * @param additionalData additional data for the event
  94567. * @returns the new ActionEvent
  94568. */
  94569. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  94570. }
  94571. }
  94572. declare module BABYLON {
  94573. /**
  94574. * Abstract class used to decouple action Manager from scene and meshes.
  94575. * Do not instantiate.
  94576. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94577. */
  94578. export abstract class AbstractActionManager implements IDisposable {
  94579. /** Gets the list of active triggers */
  94580. static Triggers: {
  94581. [key: string]: number;
  94582. };
  94583. /** Gets the cursor to use when hovering items */
  94584. hoverCursor: string;
  94585. /** Gets the list of actions */
  94586. actions: IAction[];
  94587. /**
  94588. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  94589. */
  94590. isRecursive: boolean;
  94591. /**
  94592. * Releases all associated resources
  94593. */
  94594. abstract dispose(): void;
  94595. /**
  94596. * Does this action manager has pointer triggers
  94597. */
  94598. abstract readonly hasPointerTriggers: boolean;
  94599. /**
  94600. * Does this action manager has pick triggers
  94601. */
  94602. abstract readonly hasPickTriggers: boolean;
  94603. /**
  94604. * Process a specific trigger
  94605. * @param trigger defines the trigger to process
  94606. * @param evt defines the event details to be processed
  94607. */
  94608. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  94609. /**
  94610. * Does this action manager handles actions of any of the given triggers
  94611. * @param triggers defines the triggers to be tested
  94612. * @return a boolean indicating whether one (or more) of the triggers is handled
  94613. */
  94614. abstract hasSpecificTriggers(triggers: number[]): boolean;
  94615. /**
  94616. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  94617. * speed.
  94618. * @param triggerA defines the trigger to be tested
  94619. * @param triggerB defines the trigger to be tested
  94620. * @return a boolean indicating whether one (or more) of the triggers is handled
  94621. */
  94622. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  94623. /**
  94624. * Does this action manager handles actions of a given trigger
  94625. * @param trigger defines the trigger to be tested
  94626. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  94627. * @return whether the trigger is handled
  94628. */
  94629. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  94630. /**
  94631. * Serialize this manager to a JSON object
  94632. * @param name defines the property name to store this manager
  94633. * @returns a JSON representation of this manager
  94634. */
  94635. abstract serialize(name: string): any;
  94636. /**
  94637. * Registers an action to this action manager
  94638. * @param action defines the action to be registered
  94639. * @return the action amended (prepared) after registration
  94640. */
  94641. abstract registerAction(action: IAction): Nullable<IAction>;
  94642. /**
  94643. * Unregisters an action to this action manager
  94644. * @param action defines the action to be unregistered
  94645. * @return a boolean indicating whether the action has been unregistered
  94646. */
  94647. abstract unregisterAction(action: IAction): Boolean;
  94648. /**
  94649. * Does exist one action manager with at least one trigger
  94650. **/
  94651. static readonly HasTriggers: boolean;
  94652. /**
  94653. * Does exist one action manager with at least one pick trigger
  94654. **/
  94655. static readonly HasPickTriggers: boolean;
  94656. /**
  94657. * Does exist one action manager that handles actions of a given trigger
  94658. * @param trigger defines the trigger to be tested
  94659. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  94660. **/
  94661. static HasSpecificTrigger(trigger: number): boolean;
  94662. }
  94663. }
  94664. declare module BABYLON {
  94665. /**
  94666. * Defines how a node can be built from a string name.
  94667. */
  94668. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  94669. /**
  94670. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  94671. */
  94672. export class Node implements IBehaviorAware<Node> {
  94673. /** @hidden */
  94674. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  94675. private static _NodeConstructors;
  94676. /**
  94677. * Add a new node constructor
  94678. * @param type defines the type name of the node to construct
  94679. * @param constructorFunc defines the constructor function
  94680. */
  94681. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  94682. /**
  94683. * Returns a node constructor based on type name
  94684. * @param type defines the type name
  94685. * @param name defines the new node name
  94686. * @param scene defines the hosting scene
  94687. * @param options defines optional options to transmit to constructors
  94688. * @returns the new constructor or null
  94689. */
  94690. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  94691. /**
  94692. * Gets or sets the name of the node
  94693. */
  94694. name: string;
  94695. /**
  94696. * Gets or sets the id of the node
  94697. */
  94698. id: string;
  94699. /**
  94700. * Gets or sets the unique id of the node
  94701. */
  94702. uniqueId: number;
  94703. /**
  94704. * Gets or sets a string used to store user defined state for the node
  94705. */
  94706. state: string;
  94707. /**
  94708. * Gets or sets an object used to store user defined information for the node
  94709. */
  94710. metadata: any;
  94711. /**
  94712. * For internal use only. Please do not use.
  94713. */
  94714. reservedDataStore: any;
  94715. /**
  94716. * List of inspectable custom properties (used by the Inspector)
  94717. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  94718. */
  94719. inspectableCustomProperties: IInspectable[];
  94720. private _doNotSerialize;
  94721. /**
  94722. * Gets or sets a boolean used to define if the node must be serialized
  94723. */
  94724. doNotSerialize: boolean;
  94725. /** @hidden */
  94726. _isDisposed: boolean;
  94727. /**
  94728. * Gets a list of Animations associated with the node
  94729. */
  94730. animations: Animation[];
  94731. protected _ranges: {
  94732. [name: string]: Nullable<AnimationRange>;
  94733. };
  94734. /**
  94735. * Callback raised when the node is ready to be used
  94736. */
  94737. onReady: Nullable<(node: Node) => void>;
  94738. private _isEnabled;
  94739. private _isParentEnabled;
  94740. private _isReady;
  94741. /** @hidden */
  94742. _currentRenderId: number;
  94743. private _parentUpdateId;
  94744. /** @hidden */
  94745. _childUpdateId: number;
  94746. /** @hidden */
  94747. _waitingParentId: Nullable<string>;
  94748. /** @hidden */
  94749. _scene: Scene;
  94750. /** @hidden */
  94751. _cache: any;
  94752. private _parentNode;
  94753. private _children;
  94754. /** @hidden */
  94755. _worldMatrix: Matrix;
  94756. /** @hidden */
  94757. _worldMatrixDeterminant: number;
  94758. /** @hidden */
  94759. _worldMatrixDeterminantIsDirty: boolean;
  94760. /** @hidden */
  94761. private _sceneRootNodesIndex;
  94762. /**
  94763. * Gets a boolean indicating if the node has been disposed
  94764. * @returns true if the node was disposed
  94765. */
  94766. isDisposed(): boolean;
  94767. /**
  94768. * Gets or sets the parent of the node (without keeping the current position in the scene)
  94769. * @see https://doc.babylonjs.com/how_to/parenting
  94770. */
  94771. parent: Nullable<Node>;
  94772. /** @hidden */
  94773. _addToSceneRootNodes(): void;
  94774. /** @hidden */
  94775. _removeFromSceneRootNodes(): void;
  94776. private _animationPropertiesOverride;
  94777. /**
  94778. * Gets or sets the animation properties override
  94779. */
  94780. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  94781. /**
  94782. * Gets a string idenfifying the name of the class
  94783. * @returns "Node" string
  94784. */
  94785. getClassName(): string;
  94786. /** @hidden */
  94787. readonly _isNode: boolean;
  94788. /**
  94789. * An event triggered when the mesh is disposed
  94790. */
  94791. onDisposeObservable: Observable<Node>;
  94792. private _onDisposeObserver;
  94793. /**
  94794. * Sets a callback that will be raised when the node will be disposed
  94795. */
  94796. onDispose: () => void;
  94797. /**
  94798. * Creates a new Node
  94799. * @param name the name and id to be given to this node
  94800. * @param scene the scene this node will be added to
  94801. */
  94802. constructor(name: string, scene?: Nullable<Scene>);
  94803. /**
  94804. * Gets the scene of the node
  94805. * @returns a scene
  94806. */
  94807. getScene(): Scene;
  94808. /**
  94809. * Gets the engine of the node
  94810. * @returns a Engine
  94811. */
  94812. getEngine(): Engine;
  94813. private _behaviors;
  94814. /**
  94815. * Attach a behavior to the node
  94816. * @see http://doc.babylonjs.com/features/behaviour
  94817. * @param behavior defines the behavior to attach
  94818. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  94819. * @returns the current Node
  94820. */
  94821. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  94822. /**
  94823. * Remove an attached behavior
  94824. * @see http://doc.babylonjs.com/features/behaviour
  94825. * @param behavior defines the behavior to attach
  94826. * @returns the current Node
  94827. */
  94828. removeBehavior(behavior: Behavior<Node>): Node;
  94829. /**
  94830. * Gets the list of attached behaviors
  94831. * @see http://doc.babylonjs.com/features/behaviour
  94832. */
  94833. readonly behaviors: Behavior<Node>[];
  94834. /**
  94835. * Gets an attached behavior by name
  94836. * @param name defines the name of the behavior to look for
  94837. * @see http://doc.babylonjs.com/features/behaviour
  94838. * @returns null if behavior was not found else the requested behavior
  94839. */
  94840. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  94841. /**
  94842. * Returns the latest update of the World matrix
  94843. * @returns a Matrix
  94844. */
  94845. getWorldMatrix(): Matrix;
  94846. /** @hidden */
  94847. _getWorldMatrixDeterminant(): number;
  94848. /**
  94849. * Returns directly the latest state of the mesh World matrix.
  94850. * A Matrix is returned.
  94851. */
  94852. readonly worldMatrixFromCache: Matrix;
  94853. /** @hidden */
  94854. _initCache(): void;
  94855. /** @hidden */
  94856. updateCache(force?: boolean): void;
  94857. /** @hidden */
  94858. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94859. /** @hidden */
  94860. _updateCache(ignoreParentClass?: boolean): void;
  94861. /** @hidden */
  94862. _isSynchronized(): boolean;
  94863. /** @hidden */
  94864. _markSyncedWithParent(): void;
  94865. /** @hidden */
  94866. isSynchronizedWithParent(): boolean;
  94867. /** @hidden */
  94868. isSynchronized(): boolean;
  94869. /**
  94870. * Is this node ready to be used/rendered
  94871. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  94872. * @return true if the node is ready
  94873. */
  94874. isReady(completeCheck?: boolean): boolean;
  94875. /**
  94876. * Is this node enabled?
  94877. * 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
  94878. * @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
  94879. * @return whether this node (and its parent) is enabled
  94880. */
  94881. isEnabled(checkAncestors?: boolean): boolean;
  94882. /** @hidden */
  94883. protected _syncParentEnabledState(): void;
  94884. /**
  94885. * Set the enabled state of this node
  94886. * @param value defines the new enabled state
  94887. */
  94888. setEnabled(value: boolean): void;
  94889. /**
  94890. * Is this node a descendant of the given node?
  94891. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  94892. * @param ancestor defines the parent node to inspect
  94893. * @returns a boolean indicating if this node is a descendant of the given node
  94894. */
  94895. isDescendantOf(ancestor: Node): boolean;
  94896. /** @hidden */
  94897. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  94898. /**
  94899. * Will return all nodes that have this node as ascendant
  94900. * @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
  94901. * @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
  94902. * @return all children nodes of all types
  94903. */
  94904. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  94905. /**
  94906. * Get all child-meshes of this node
  94907. * @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)
  94908. * @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
  94909. * @returns an array of AbstractMesh
  94910. */
  94911. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  94912. /**
  94913. * Get all direct children of this node
  94914. * @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
  94915. * @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)
  94916. * @returns an array of Node
  94917. */
  94918. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  94919. /** @hidden */
  94920. _setReady(state: boolean): void;
  94921. /**
  94922. * Get an animation by name
  94923. * @param name defines the name of the animation to look for
  94924. * @returns null if not found else the requested animation
  94925. */
  94926. getAnimationByName(name: string): Nullable<Animation>;
  94927. /**
  94928. * Creates an animation range for this node
  94929. * @param name defines the name of the range
  94930. * @param from defines the starting key
  94931. * @param to defines the end key
  94932. */
  94933. createAnimationRange(name: string, from: number, to: number): void;
  94934. /**
  94935. * Delete a specific animation range
  94936. * @param name defines the name of the range to delete
  94937. * @param deleteFrames defines if animation frames from the range must be deleted as well
  94938. */
  94939. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  94940. /**
  94941. * Get an animation range by name
  94942. * @param name defines the name of the animation range to look for
  94943. * @returns null if not found else the requested animation range
  94944. */
  94945. getAnimationRange(name: string): Nullable<AnimationRange>;
  94946. /**
  94947. * Gets the list of all animation ranges defined on this node
  94948. * @returns an array
  94949. */
  94950. getAnimationRanges(): Nullable<AnimationRange>[];
  94951. /**
  94952. * Will start the animation sequence
  94953. * @param name defines the range frames for animation sequence
  94954. * @param loop defines if the animation should loop (false by default)
  94955. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  94956. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  94957. * @returns the object created for this animation. If range does not exist, it will return null
  94958. */
  94959. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  94960. /**
  94961. * Serialize animation ranges into a JSON compatible object
  94962. * @returns serialization object
  94963. */
  94964. serializeAnimationRanges(): any;
  94965. /**
  94966. * Computes the world matrix of the node
  94967. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  94968. * @returns the world matrix
  94969. */
  94970. computeWorldMatrix(force?: boolean): Matrix;
  94971. /**
  94972. * Releases resources associated with this node.
  94973. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94974. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94975. */
  94976. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94977. /**
  94978. * Parse animation range data from a serialization object and store them into a given node
  94979. * @param node defines where to store the animation ranges
  94980. * @param parsedNode defines the serialization object to read data from
  94981. * @param scene defines the hosting scene
  94982. */
  94983. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  94984. /**
  94985. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  94986. * @param includeDescendants Include bounding info from descendants as well (true by default)
  94987. * @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
  94988. * @returns the new bounding vectors
  94989. */
  94990. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  94991. min: Vector3;
  94992. max: Vector3;
  94993. };
  94994. }
  94995. }
  94996. declare module BABYLON {
  94997. /**
  94998. * @hidden
  94999. */
  95000. export class _IAnimationState {
  95001. key: number;
  95002. repeatCount: number;
  95003. workValue?: any;
  95004. loopMode?: number;
  95005. offsetValue?: any;
  95006. highLimitValue?: any;
  95007. }
  95008. /**
  95009. * Class used to store any kind of animation
  95010. */
  95011. export class Animation {
  95012. /**Name of the animation */
  95013. name: string;
  95014. /**Property to animate */
  95015. targetProperty: string;
  95016. /**The frames per second of the animation */
  95017. framePerSecond: number;
  95018. /**The data type of the animation */
  95019. dataType: number;
  95020. /**The loop mode of the animation */
  95021. loopMode?: number | undefined;
  95022. /**Specifies if blending should be enabled */
  95023. enableBlending?: boolean | undefined;
  95024. /**
  95025. * Use matrix interpolation instead of using direct key value when animating matrices
  95026. */
  95027. static AllowMatricesInterpolation: boolean;
  95028. /**
  95029. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95030. */
  95031. static AllowMatrixDecomposeForInterpolation: boolean;
  95032. /**
  95033. * Stores the key frames of the animation
  95034. */
  95035. private _keys;
  95036. /**
  95037. * Stores the easing function of the animation
  95038. */
  95039. private _easingFunction;
  95040. /**
  95041. * @hidden Internal use only
  95042. */
  95043. _runtimeAnimations: RuntimeAnimation[];
  95044. /**
  95045. * The set of event that will be linked to this animation
  95046. */
  95047. private _events;
  95048. /**
  95049. * Stores an array of target property paths
  95050. */
  95051. targetPropertyPath: string[];
  95052. /**
  95053. * Stores the blending speed of the animation
  95054. */
  95055. blendingSpeed: number;
  95056. /**
  95057. * Stores the animation ranges for the animation
  95058. */
  95059. private _ranges;
  95060. /**
  95061. * @hidden Internal use
  95062. */
  95063. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95064. /**
  95065. * Sets up an animation
  95066. * @param property The property to animate
  95067. * @param animationType The animation type to apply
  95068. * @param framePerSecond The frames per second of the animation
  95069. * @param easingFunction The easing function used in the animation
  95070. * @returns The created animation
  95071. */
  95072. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95073. /**
  95074. * Create and start an animation on a node
  95075. * @param name defines the name of the global animation that will be run on all nodes
  95076. * @param node defines the root node where the animation will take place
  95077. * @param targetProperty defines property to animate
  95078. * @param framePerSecond defines the number of frame per second yo use
  95079. * @param totalFrame defines the number of frames in total
  95080. * @param from defines the initial value
  95081. * @param to defines the final value
  95082. * @param loopMode defines which loop mode you want to use (off by default)
  95083. * @param easingFunction defines the easing function to use (linear by default)
  95084. * @param onAnimationEnd defines the callback to call when animation end
  95085. * @returns the animatable created for this animation
  95086. */
  95087. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95088. /**
  95089. * Create and start an animation on a node and its descendants
  95090. * @param name defines the name of the global animation that will be run on all nodes
  95091. * @param node defines the root node where the animation will take place
  95092. * @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
  95093. * @param targetProperty defines property to animate
  95094. * @param framePerSecond defines the number of frame per second to use
  95095. * @param totalFrame defines the number of frames in total
  95096. * @param from defines the initial value
  95097. * @param to defines the final value
  95098. * @param loopMode defines which loop mode you want to use (off by default)
  95099. * @param easingFunction defines the easing function to use (linear by default)
  95100. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95101. * @returns the list of animatables created for all nodes
  95102. * @example https://www.babylonjs-playground.com/#MH0VLI
  95103. */
  95104. 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[]>;
  95105. /**
  95106. * Creates a new animation, merges it with the existing animations and starts it
  95107. * @param name Name of the animation
  95108. * @param node Node which contains the scene that begins the animations
  95109. * @param targetProperty Specifies which property to animate
  95110. * @param framePerSecond The frames per second of the animation
  95111. * @param totalFrame The total number of frames
  95112. * @param from The frame at the beginning of the animation
  95113. * @param to The frame at the end of the animation
  95114. * @param loopMode Specifies the loop mode of the animation
  95115. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95116. * @param onAnimationEnd Callback to run once the animation is complete
  95117. * @returns Nullable animation
  95118. */
  95119. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95120. /**
  95121. * Transition property of an host to the target Value
  95122. * @param property The property to transition
  95123. * @param targetValue The target Value of the property
  95124. * @param host The object where the property to animate belongs
  95125. * @param scene Scene used to run the animation
  95126. * @param frameRate Framerate (in frame/s) to use
  95127. * @param transition The transition type we want to use
  95128. * @param duration The duration of the animation, in milliseconds
  95129. * @param onAnimationEnd Callback trigger at the end of the animation
  95130. * @returns Nullable animation
  95131. */
  95132. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95133. /**
  95134. * Return the array of runtime animations currently using this animation
  95135. */
  95136. readonly runtimeAnimations: RuntimeAnimation[];
  95137. /**
  95138. * Specifies if any of the runtime animations are currently running
  95139. */
  95140. readonly hasRunningRuntimeAnimations: boolean;
  95141. /**
  95142. * Initializes the animation
  95143. * @param name Name of the animation
  95144. * @param targetProperty Property to animate
  95145. * @param framePerSecond The frames per second of the animation
  95146. * @param dataType The data type of the animation
  95147. * @param loopMode The loop mode of the animation
  95148. * @param enableBlending Specifies if blending should be enabled
  95149. */
  95150. constructor(
  95151. /**Name of the animation */
  95152. name: string,
  95153. /**Property to animate */
  95154. targetProperty: string,
  95155. /**The frames per second of the animation */
  95156. framePerSecond: number,
  95157. /**The data type of the animation */
  95158. dataType: number,
  95159. /**The loop mode of the animation */
  95160. loopMode?: number | undefined,
  95161. /**Specifies if blending should be enabled */
  95162. enableBlending?: boolean | undefined);
  95163. /**
  95164. * Converts the animation to a string
  95165. * @param fullDetails support for multiple levels of logging within scene loading
  95166. * @returns String form of the animation
  95167. */
  95168. toString(fullDetails?: boolean): string;
  95169. /**
  95170. * Add an event to this animation
  95171. * @param event Event to add
  95172. */
  95173. addEvent(event: AnimationEvent): void;
  95174. /**
  95175. * Remove all events found at the given frame
  95176. * @param frame The frame to remove events from
  95177. */
  95178. removeEvents(frame: number): void;
  95179. /**
  95180. * Retrieves all the events from the animation
  95181. * @returns Events from the animation
  95182. */
  95183. getEvents(): AnimationEvent[];
  95184. /**
  95185. * Creates an animation range
  95186. * @param name Name of the animation range
  95187. * @param from Starting frame of the animation range
  95188. * @param to Ending frame of the animation
  95189. */
  95190. createRange(name: string, from: number, to: number): void;
  95191. /**
  95192. * Deletes an animation range by name
  95193. * @param name Name of the animation range to delete
  95194. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  95195. */
  95196. deleteRange(name: string, deleteFrames?: boolean): void;
  95197. /**
  95198. * Gets the animation range by name, or null if not defined
  95199. * @param name Name of the animation range
  95200. * @returns Nullable animation range
  95201. */
  95202. getRange(name: string): Nullable<AnimationRange>;
  95203. /**
  95204. * Gets the key frames from the animation
  95205. * @returns The key frames of the animation
  95206. */
  95207. getKeys(): Array<IAnimationKey>;
  95208. /**
  95209. * Gets the highest frame rate of the animation
  95210. * @returns Highest frame rate of the animation
  95211. */
  95212. getHighestFrame(): number;
  95213. /**
  95214. * Gets the easing function of the animation
  95215. * @returns Easing function of the animation
  95216. */
  95217. getEasingFunction(): IEasingFunction;
  95218. /**
  95219. * Sets the easing function of the animation
  95220. * @param easingFunction A custom mathematical formula for animation
  95221. */
  95222. setEasingFunction(easingFunction: EasingFunction): void;
  95223. /**
  95224. * Interpolates a scalar linearly
  95225. * @param startValue Start value of the animation curve
  95226. * @param endValue End value of the animation curve
  95227. * @param gradient Scalar amount to interpolate
  95228. * @returns Interpolated scalar value
  95229. */
  95230. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  95231. /**
  95232. * Interpolates a scalar cubically
  95233. * @param startValue Start value of the animation curve
  95234. * @param outTangent End tangent of the animation
  95235. * @param endValue End value of the animation curve
  95236. * @param inTangent Start tangent of the animation curve
  95237. * @param gradient Scalar amount to interpolate
  95238. * @returns Interpolated scalar value
  95239. */
  95240. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  95241. /**
  95242. * Interpolates a quaternion using a spherical linear interpolation
  95243. * @param startValue Start value of the animation curve
  95244. * @param endValue End value of the animation curve
  95245. * @param gradient Scalar amount to interpolate
  95246. * @returns Interpolated quaternion value
  95247. */
  95248. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  95249. /**
  95250. * Interpolates a quaternion cubically
  95251. * @param startValue Start value of the animation curve
  95252. * @param outTangent End tangent of the animation curve
  95253. * @param endValue End value of the animation curve
  95254. * @param inTangent Start tangent of the animation curve
  95255. * @param gradient Scalar amount to interpolate
  95256. * @returns Interpolated quaternion value
  95257. */
  95258. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  95259. /**
  95260. * Interpolates a Vector3 linearl
  95261. * @param startValue Start value of the animation curve
  95262. * @param endValue End value of the animation curve
  95263. * @param gradient Scalar amount to interpolate
  95264. * @returns Interpolated scalar value
  95265. */
  95266. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  95267. /**
  95268. * Interpolates a Vector3 cubically
  95269. * @param startValue Start value of the animation curve
  95270. * @param outTangent End tangent of the animation
  95271. * @param endValue End value of the animation curve
  95272. * @param inTangent Start tangent of the animation curve
  95273. * @param gradient Scalar amount to interpolate
  95274. * @returns InterpolatedVector3 value
  95275. */
  95276. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  95277. /**
  95278. * Interpolates a Vector2 linearly
  95279. * @param startValue Start value of the animation curve
  95280. * @param endValue End value of the animation curve
  95281. * @param gradient Scalar amount to interpolate
  95282. * @returns Interpolated Vector2 value
  95283. */
  95284. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  95285. /**
  95286. * Interpolates a Vector2 cubically
  95287. * @param startValue Start value of the animation curve
  95288. * @param outTangent End tangent of the animation
  95289. * @param endValue End value of the animation curve
  95290. * @param inTangent Start tangent of the animation curve
  95291. * @param gradient Scalar amount to interpolate
  95292. * @returns Interpolated Vector2 value
  95293. */
  95294. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  95295. /**
  95296. * Interpolates a size linearly
  95297. * @param startValue Start value of the animation curve
  95298. * @param endValue End value of the animation curve
  95299. * @param gradient Scalar amount to interpolate
  95300. * @returns Interpolated Size value
  95301. */
  95302. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  95303. /**
  95304. * Interpolates a Color3 linearly
  95305. * @param startValue Start value of the animation curve
  95306. * @param endValue End value of the animation curve
  95307. * @param gradient Scalar amount to interpolate
  95308. * @returns Interpolated Color3 value
  95309. */
  95310. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  95311. /**
  95312. * Interpolates a Color4 linearly
  95313. * @param startValue Start value of the animation curve
  95314. * @param endValue End value of the animation curve
  95315. * @param gradient Scalar amount to interpolate
  95316. * @returns Interpolated Color3 value
  95317. */
  95318. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  95319. /**
  95320. * @hidden Internal use only
  95321. */
  95322. _getKeyValue(value: any): any;
  95323. /**
  95324. * @hidden Internal use only
  95325. */
  95326. _interpolate(currentFrame: number, state: _IAnimationState): any;
  95327. /**
  95328. * Defines the function to use to interpolate matrices
  95329. * @param startValue defines the start matrix
  95330. * @param endValue defines the end matrix
  95331. * @param gradient defines the gradient between both matrices
  95332. * @param result defines an optional target matrix where to store the interpolation
  95333. * @returns the interpolated matrix
  95334. */
  95335. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  95336. /**
  95337. * Makes a copy of the animation
  95338. * @returns Cloned animation
  95339. */
  95340. clone(): Animation;
  95341. /**
  95342. * Sets the key frames of the animation
  95343. * @param values The animation key frames to set
  95344. */
  95345. setKeys(values: Array<IAnimationKey>): void;
  95346. /**
  95347. * Serializes the animation to an object
  95348. * @returns Serialized object
  95349. */
  95350. serialize(): any;
  95351. /**
  95352. * Float animation type
  95353. */
  95354. static readonly ANIMATIONTYPE_FLOAT: number;
  95355. /**
  95356. * Vector3 animation type
  95357. */
  95358. static readonly ANIMATIONTYPE_VECTOR3: number;
  95359. /**
  95360. * Quaternion animation type
  95361. */
  95362. static readonly ANIMATIONTYPE_QUATERNION: number;
  95363. /**
  95364. * Matrix animation type
  95365. */
  95366. static readonly ANIMATIONTYPE_MATRIX: number;
  95367. /**
  95368. * Color3 animation type
  95369. */
  95370. static readonly ANIMATIONTYPE_COLOR3: number;
  95371. /**
  95372. * Color3 animation type
  95373. */
  95374. static readonly ANIMATIONTYPE_COLOR4: number;
  95375. /**
  95376. * Vector2 animation type
  95377. */
  95378. static readonly ANIMATIONTYPE_VECTOR2: number;
  95379. /**
  95380. * Size animation type
  95381. */
  95382. static readonly ANIMATIONTYPE_SIZE: number;
  95383. /**
  95384. * Relative Loop Mode
  95385. */
  95386. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95387. /**
  95388. * Cycle Loop Mode
  95389. */
  95390. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95391. /**
  95392. * Constant Loop Mode
  95393. */
  95394. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95395. /** @hidden */
  95396. static _UniversalLerp(left: any, right: any, amount: number): any;
  95397. /**
  95398. * Parses an animation object and creates an animation
  95399. * @param parsedAnimation Parsed animation object
  95400. * @returns Animation object
  95401. */
  95402. static Parse(parsedAnimation: any): Animation;
  95403. /**
  95404. * Appends the serialized animations from the source animations
  95405. * @param source Source containing the animations
  95406. * @param destination Target to store the animations
  95407. */
  95408. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95409. }
  95410. }
  95411. declare module BABYLON {
  95412. /**
  95413. * Interface containing an array of animations
  95414. */
  95415. export interface IAnimatable {
  95416. /**
  95417. * Array of animations
  95418. */
  95419. animations: Nullable<Array<Animation>>;
  95420. }
  95421. }
  95422. declare module BABYLON {
  95423. /**
  95424. * This represents all the required information to add a fresnel effect on a material:
  95425. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95426. */
  95427. export class FresnelParameters {
  95428. private _isEnabled;
  95429. /**
  95430. * Define if the fresnel effect is enable or not.
  95431. */
  95432. isEnabled: boolean;
  95433. /**
  95434. * Define the color used on edges (grazing angle)
  95435. */
  95436. leftColor: Color3;
  95437. /**
  95438. * Define the color used on center
  95439. */
  95440. rightColor: Color3;
  95441. /**
  95442. * Define bias applied to computed fresnel term
  95443. */
  95444. bias: number;
  95445. /**
  95446. * Defined the power exponent applied to fresnel term
  95447. */
  95448. power: number;
  95449. /**
  95450. * Clones the current fresnel and its valuues
  95451. * @returns a clone fresnel configuration
  95452. */
  95453. clone(): FresnelParameters;
  95454. /**
  95455. * Serializes the current fresnel parameters to a JSON representation.
  95456. * @return the JSON serialization
  95457. */
  95458. serialize(): any;
  95459. /**
  95460. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95461. * @param parsedFresnelParameters Define the JSON representation
  95462. * @returns the parsed parameters
  95463. */
  95464. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95465. }
  95466. }
  95467. declare module BABYLON {
  95468. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95469. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95470. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95471. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95472. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95473. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95474. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95475. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95476. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95477. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95478. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95479. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95480. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95481. /**
  95482. * Decorator used to define property that can be serialized as reference to a camera
  95483. * @param sourceName defines the name of the property to decorate
  95484. */
  95485. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95486. /**
  95487. * Class used to help serialization objects
  95488. */
  95489. export class SerializationHelper {
  95490. /** @hidden */
  95491. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95492. /** @hidden */
  95493. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95494. /** @hidden */
  95495. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95496. /** @hidden */
  95497. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95498. /**
  95499. * Appends the serialized animations from the source animations
  95500. * @param source Source containing the animations
  95501. * @param destination Target to store the animations
  95502. */
  95503. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95504. /**
  95505. * Static function used to serialized a specific entity
  95506. * @param entity defines the entity to serialize
  95507. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95508. * @returns a JSON compatible object representing the serialization of the entity
  95509. */
  95510. static Serialize<T>(entity: T, serializationObject?: any): any;
  95511. /**
  95512. * Creates a new entity from a serialization data object
  95513. * @param creationFunction defines a function used to instanciated the new entity
  95514. * @param source defines the source serialization data
  95515. * @param scene defines the hosting scene
  95516. * @param rootUrl defines the root url for resources
  95517. * @returns a new entity
  95518. */
  95519. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95520. /**
  95521. * Clones an object
  95522. * @param creationFunction defines the function used to instanciate the new object
  95523. * @param source defines the source object
  95524. * @returns the cloned object
  95525. */
  95526. static Clone<T>(creationFunction: () => T, source: T): T;
  95527. /**
  95528. * Instanciates a new object based on a source one (some data will be shared between both object)
  95529. * @param creationFunction defines the function used to instanciate the new object
  95530. * @param source defines the source object
  95531. * @returns the new object
  95532. */
  95533. static Instanciate<T>(creationFunction: () => T, source: T): T;
  95534. }
  95535. }
  95536. declare module BABYLON {
  95537. /**
  95538. * Class used to manipulate GUIDs
  95539. */
  95540. export class GUID {
  95541. /**
  95542. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95543. * Be aware Math.random() could cause collisions, but:
  95544. * "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"
  95545. * @returns a pseudo random id
  95546. */
  95547. static RandomId(): string;
  95548. }
  95549. }
  95550. declare module BABYLON {
  95551. /**
  95552. * Base class of all the textures in babylon.
  95553. * It groups all the common properties the materials, post process, lights... might need
  95554. * in order to make a correct use of the texture.
  95555. */
  95556. export class BaseTexture implements IAnimatable {
  95557. /**
  95558. * Default anisotropic filtering level for the application.
  95559. * It is set to 4 as a good tradeoff between perf and quality.
  95560. */
  95561. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  95562. /**
  95563. * Gets or sets the unique id of the texture
  95564. */
  95565. uniqueId: number;
  95566. /**
  95567. * Define the name of the texture.
  95568. */
  95569. name: string;
  95570. /**
  95571. * Gets or sets an object used to store user defined information.
  95572. */
  95573. metadata: any;
  95574. /**
  95575. * For internal use only. Please do not use.
  95576. */
  95577. reservedDataStore: any;
  95578. private _hasAlpha;
  95579. /**
  95580. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  95581. */
  95582. hasAlpha: boolean;
  95583. /**
  95584. * Defines if the alpha value should be determined via the rgb values.
  95585. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  95586. */
  95587. getAlphaFromRGB: boolean;
  95588. /**
  95589. * Intensity or strength of the texture.
  95590. * It is commonly used by materials to fine tune the intensity of the texture
  95591. */
  95592. level: number;
  95593. /**
  95594. * Define the UV chanel to use starting from 0 and defaulting to 0.
  95595. * This is part of the texture as textures usually maps to one uv set.
  95596. */
  95597. coordinatesIndex: number;
  95598. private _coordinatesMode;
  95599. /**
  95600. * How a texture is mapped.
  95601. *
  95602. * | Value | Type | Description |
  95603. * | ----- | ----------------------------------- | ----------- |
  95604. * | 0 | EXPLICIT_MODE | |
  95605. * | 1 | SPHERICAL_MODE | |
  95606. * | 2 | PLANAR_MODE | |
  95607. * | 3 | CUBIC_MODE | |
  95608. * | 4 | PROJECTION_MODE | |
  95609. * | 5 | SKYBOX_MODE | |
  95610. * | 6 | INVCUBIC_MODE | |
  95611. * | 7 | EQUIRECTANGULAR_MODE | |
  95612. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  95613. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  95614. */
  95615. coordinatesMode: number;
  95616. /**
  95617. * | Value | Type | Description |
  95618. * | ----- | ------------------ | ----------- |
  95619. * | 0 | CLAMP_ADDRESSMODE | |
  95620. * | 1 | WRAP_ADDRESSMODE | |
  95621. * | 2 | MIRROR_ADDRESSMODE | |
  95622. */
  95623. wrapU: number;
  95624. /**
  95625. * | Value | Type | Description |
  95626. * | ----- | ------------------ | ----------- |
  95627. * | 0 | CLAMP_ADDRESSMODE | |
  95628. * | 1 | WRAP_ADDRESSMODE | |
  95629. * | 2 | MIRROR_ADDRESSMODE | |
  95630. */
  95631. wrapV: number;
  95632. /**
  95633. * | Value | Type | Description |
  95634. * | ----- | ------------------ | ----------- |
  95635. * | 0 | CLAMP_ADDRESSMODE | |
  95636. * | 1 | WRAP_ADDRESSMODE | |
  95637. * | 2 | MIRROR_ADDRESSMODE | |
  95638. */
  95639. wrapR: number;
  95640. /**
  95641. * With compliant hardware and browser (supporting anisotropic filtering)
  95642. * this defines the level of anisotropic filtering in the texture.
  95643. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  95644. */
  95645. anisotropicFilteringLevel: number;
  95646. /**
  95647. * Define if the texture is a cube texture or if false a 2d texture.
  95648. */
  95649. isCube: boolean;
  95650. /**
  95651. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  95652. */
  95653. is3D: boolean;
  95654. /**
  95655. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  95656. * HDR texture are usually stored in linear space.
  95657. * This only impacts the PBR and Background materials
  95658. */
  95659. gammaSpace: boolean;
  95660. /**
  95661. * Gets or sets whether or not the texture contains RGBD data.
  95662. */
  95663. isRGBD: boolean;
  95664. /**
  95665. * Is Z inverted in the texture (useful in a cube texture).
  95666. */
  95667. invertZ: boolean;
  95668. /**
  95669. * Are mip maps generated for this texture or not.
  95670. */
  95671. readonly noMipmap: boolean;
  95672. /**
  95673. * @hidden
  95674. */
  95675. lodLevelInAlpha: boolean;
  95676. /**
  95677. * With prefiltered texture, defined the offset used during the prefiltering steps.
  95678. */
  95679. lodGenerationOffset: number;
  95680. /**
  95681. * With prefiltered texture, defined the scale used during the prefiltering steps.
  95682. */
  95683. lodGenerationScale: number;
  95684. /**
  95685. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  95686. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  95687. * average roughness values.
  95688. */
  95689. linearSpecularLOD: boolean;
  95690. /**
  95691. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  95692. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  95693. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  95694. */
  95695. irradianceTexture: Nullable<BaseTexture>;
  95696. /**
  95697. * Define if the texture is a render target.
  95698. */
  95699. isRenderTarget: boolean;
  95700. /**
  95701. * Define the unique id of the texture in the scene.
  95702. */
  95703. readonly uid: string;
  95704. /**
  95705. * Return a string representation of the texture.
  95706. * @returns the texture as a string
  95707. */
  95708. toString(): string;
  95709. /**
  95710. * Get the class name of the texture.
  95711. * @returns "BaseTexture"
  95712. */
  95713. getClassName(): string;
  95714. /**
  95715. * Define the list of animation attached to the texture.
  95716. */
  95717. animations: Animation[];
  95718. /**
  95719. * An event triggered when the texture is disposed.
  95720. */
  95721. onDisposeObservable: Observable<BaseTexture>;
  95722. private _onDisposeObserver;
  95723. /**
  95724. * Callback triggered when the texture has been disposed.
  95725. * Kept for back compatibility, you can use the onDisposeObservable instead.
  95726. */
  95727. onDispose: () => void;
  95728. /**
  95729. * Define the current state of the loading sequence when in delayed load mode.
  95730. */
  95731. delayLoadState: number;
  95732. private _scene;
  95733. /** @hidden */
  95734. _texture: Nullable<InternalTexture>;
  95735. private _uid;
  95736. /**
  95737. * Define if the texture is preventinga material to render or not.
  95738. * If not and the texture is not ready, the engine will use a default black texture instead.
  95739. */
  95740. readonly isBlocking: boolean;
  95741. /**
  95742. * Instantiates a new BaseTexture.
  95743. * Base class of all the textures in babylon.
  95744. * It groups all the common properties the materials, post process, lights... might need
  95745. * in order to make a correct use of the texture.
  95746. * @param scene Define the scene the texture blongs to
  95747. */
  95748. constructor(scene: Nullable<Scene>);
  95749. /**
  95750. * Get the scene the texture belongs to.
  95751. * @returns the scene or null if undefined
  95752. */
  95753. getScene(): Nullable<Scene>;
  95754. /**
  95755. * Get the texture transform matrix used to offset tile the texture for istance.
  95756. * @returns the transformation matrix
  95757. */
  95758. getTextureMatrix(): Matrix;
  95759. /**
  95760. * Get the texture reflection matrix used to rotate/transform the reflection.
  95761. * @returns the reflection matrix
  95762. */
  95763. getReflectionTextureMatrix(): Matrix;
  95764. /**
  95765. * Get the underlying lower level texture from Babylon.
  95766. * @returns the insternal texture
  95767. */
  95768. getInternalTexture(): Nullable<InternalTexture>;
  95769. /**
  95770. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  95771. * @returns true if ready or not blocking
  95772. */
  95773. isReadyOrNotBlocking(): boolean;
  95774. /**
  95775. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  95776. * @returns true if fully ready
  95777. */
  95778. isReady(): boolean;
  95779. private _cachedSize;
  95780. /**
  95781. * Get the size of the texture.
  95782. * @returns the texture size.
  95783. */
  95784. getSize(): ISize;
  95785. /**
  95786. * Get the base size of the texture.
  95787. * It can be different from the size if the texture has been resized for POT for instance
  95788. * @returns the base size
  95789. */
  95790. getBaseSize(): ISize;
  95791. /**
  95792. * Update the sampling mode of the texture.
  95793. * Default is Trilinear mode.
  95794. *
  95795. * | Value | Type | Description |
  95796. * | ----- | ------------------ | ----------- |
  95797. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  95798. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  95799. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  95800. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  95801. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  95802. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  95803. * | 7 | NEAREST_LINEAR | |
  95804. * | 8 | NEAREST_NEAREST | |
  95805. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  95806. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  95807. * | 11 | LINEAR_LINEAR | |
  95808. * | 12 | LINEAR_NEAREST | |
  95809. *
  95810. * > _mag_: magnification filter (close to the viewer)
  95811. * > _min_: minification filter (far from the viewer)
  95812. * > _mip_: filter used between mip map levels
  95813. *@param samplingMode Define the new sampling mode of the texture
  95814. */
  95815. updateSamplingMode(samplingMode: number): void;
  95816. /**
  95817. * Scales the texture if is `canRescale()`
  95818. * @param ratio the resize factor we want to use to rescale
  95819. */
  95820. scale(ratio: number): void;
  95821. /**
  95822. * Get if the texture can rescale.
  95823. */
  95824. readonly canRescale: boolean;
  95825. /** @hidden */
  95826. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  95827. /** @hidden */
  95828. _rebuild(): void;
  95829. /**
  95830. * Triggers the load sequence in delayed load mode.
  95831. */
  95832. delayLoad(): void;
  95833. /**
  95834. * Clones the texture.
  95835. * @returns the cloned texture
  95836. */
  95837. clone(): Nullable<BaseTexture>;
  95838. /**
  95839. * Get the texture underlying type (INT, FLOAT...)
  95840. */
  95841. readonly textureType: number;
  95842. /**
  95843. * Get the texture underlying format (RGB, RGBA...)
  95844. */
  95845. readonly textureFormat: number;
  95846. /**
  95847. * Indicates that textures need to be re-calculated for all materials
  95848. */
  95849. protected _markAllSubMeshesAsTexturesDirty(): void;
  95850. /**
  95851. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  95852. * This will returns an RGBA array buffer containing either in values (0-255) or
  95853. * float values (0-1) depending of the underlying buffer type.
  95854. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  95855. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  95856. * @param buffer defines a user defined buffer to fill with data (can be null)
  95857. * @returns The Array buffer containing the pixels data.
  95858. */
  95859. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  95860. /**
  95861. * Release and destroy the underlying lower level texture aka internalTexture.
  95862. */
  95863. releaseInternalTexture(): void;
  95864. /** @hidden */
  95865. readonly _lodTextureHigh: Nullable<BaseTexture>;
  95866. /** @hidden */
  95867. readonly _lodTextureMid: Nullable<BaseTexture>;
  95868. /** @hidden */
  95869. readonly _lodTextureLow: Nullable<BaseTexture>;
  95870. /**
  95871. * Dispose the texture and release its associated resources.
  95872. */
  95873. dispose(): void;
  95874. /**
  95875. * Serialize the texture into a JSON representation that can be parsed later on.
  95876. * @returns the JSON representation of the texture
  95877. */
  95878. serialize(): any;
  95879. /**
  95880. * Helper function to be called back once a list of texture contains only ready textures.
  95881. * @param textures Define the list of textures to wait for
  95882. * @param callback Define the callback triggered once the entire list will be ready
  95883. */
  95884. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  95885. }
  95886. }
  95887. declare module BABYLON {
  95888. /**
  95889. * Options to be used when creating an effect.
  95890. */
  95891. export interface IEffectCreationOptions {
  95892. /**
  95893. * Atrributes that will be used in the shader.
  95894. */
  95895. attributes: string[];
  95896. /**
  95897. * Uniform varible names that will be set in the shader.
  95898. */
  95899. uniformsNames: string[];
  95900. /**
  95901. * Uniform buffer varible names that will be set in the shader.
  95902. */
  95903. uniformBuffersNames: string[];
  95904. /**
  95905. * Sampler texture variable names that will be set in the shader.
  95906. */
  95907. samplers: string[];
  95908. /**
  95909. * Define statements that will be set in the shader.
  95910. */
  95911. defines: any;
  95912. /**
  95913. * Possible fallbacks for this effect to improve performance when needed.
  95914. */
  95915. fallbacks: Nullable<IEffectFallbacks>;
  95916. /**
  95917. * Callback that will be called when the shader is compiled.
  95918. */
  95919. onCompiled: Nullable<(effect: Effect) => void>;
  95920. /**
  95921. * Callback that will be called if an error occurs during shader compilation.
  95922. */
  95923. onError: Nullable<(effect: Effect, errors: string) => void>;
  95924. /**
  95925. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95926. */
  95927. indexParameters?: any;
  95928. /**
  95929. * Max number of lights that can be used in the shader.
  95930. */
  95931. maxSimultaneousLights?: number;
  95932. /**
  95933. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  95934. */
  95935. transformFeedbackVaryings?: Nullable<string[]>;
  95936. }
  95937. /**
  95938. * Effect containing vertex and fragment shader that can be executed on an object.
  95939. */
  95940. export class Effect implements IDisposable {
  95941. /**
  95942. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95943. */
  95944. static ShadersRepository: string;
  95945. /**
  95946. * Name of the effect.
  95947. */
  95948. name: any;
  95949. /**
  95950. * String container all the define statements that should be set on the shader.
  95951. */
  95952. defines: string;
  95953. /**
  95954. * Callback that will be called when the shader is compiled.
  95955. */
  95956. onCompiled: Nullable<(effect: Effect) => void>;
  95957. /**
  95958. * Callback that will be called if an error occurs during shader compilation.
  95959. */
  95960. onError: Nullable<(effect: Effect, errors: string) => void>;
  95961. /**
  95962. * Callback that will be called when effect is bound.
  95963. */
  95964. onBind: Nullable<(effect: Effect) => void>;
  95965. /**
  95966. * Unique ID of the effect.
  95967. */
  95968. uniqueId: number;
  95969. /**
  95970. * Observable that will be called when the shader is compiled.
  95971. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  95972. */
  95973. onCompileObservable: Observable<Effect>;
  95974. /**
  95975. * Observable that will be called if an error occurs during shader compilation.
  95976. */
  95977. onErrorObservable: Observable<Effect>;
  95978. /** @hidden */
  95979. _onBindObservable: Nullable<Observable<Effect>>;
  95980. /**
  95981. * Observable that will be called when effect is bound.
  95982. */
  95983. readonly onBindObservable: Observable<Effect>;
  95984. /** @hidden */
  95985. _bonesComputationForcedToCPU: boolean;
  95986. private static _uniqueIdSeed;
  95987. private _engine;
  95988. private _uniformBuffersNames;
  95989. private _uniformsNames;
  95990. private _samplerList;
  95991. private _samplers;
  95992. private _isReady;
  95993. private _compilationError;
  95994. private _allFallbacksProcessed;
  95995. private _attributesNames;
  95996. private _attributes;
  95997. private _uniforms;
  95998. /**
  95999. * Key for the effect.
  96000. * @hidden
  96001. */
  96002. _key: string;
  96003. private _indexParameters;
  96004. private _fallbacks;
  96005. private _vertexSourceCode;
  96006. private _fragmentSourceCode;
  96007. private _vertexSourceCodeOverride;
  96008. private _fragmentSourceCodeOverride;
  96009. private _transformFeedbackVaryings;
  96010. /**
  96011. * Compiled shader to webGL program.
  96012. * @hidden
  96013. */
  96014. _pipelineContext: Nullable<IPipelineContext>;
  96015. private _valueCache;
  96016. private static _baseCache;
  96017. /**
  96018. * Instantiates an effect.
  96019. * An effect can be used to create/manage/execute vertex and fragment shaders.
  96020. * @param baseName Name of the effect.
  96021. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  96022. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  96023. * @param samplers List of sampler variables that will be passed to the shader.
  96024. * @param engine Engine to be used to render the effect
  96025. * @param defines Define statements to be added to the shader.
  96026. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96027. * @param onCompiled Callback that will be called when the shader is compiled.
  96028. * @param onError Callback that will be called if an error occurs during shader compilation.
  96029. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96030. */
  96031. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  96032. private _useFinalCode;
  96033. /**
  96034. * Unique key for this effect
  96035. */
  96036. readonly key: string;
  96037. /**
  96038. * If the effect has been compiled and prepared.
  96039. * @returns if the effect is compiled and prepared.
  96040. */
  96041. isReady(): boolean;
  96042. private _isReadyInternal;
  96043. /**
  96044. * The engine the effect was initialized with.
  96045. * @returns the engine.
  96046. */
  96047. getEngine(): Engine;
  96048. /**
  96049. * The pipeline context for this effect
  96050. * @returns the associated pipeline context
  96051. */
  96052. getPipelineContext(): Nullable<IPipelineContext>;
  96053. /**
  96054. * The set of names of attribute variables for the shader.
  96055. * @returns An array of attribute names.
  96056. */
  96057. getAttributesNames(): string[];
  96058. /**
  96059. * Returns the attribute at the given index.
  96060. * @param index The index of the attribute.
  96061. * @returns The location of the attribute.
  96062. */
  96063. getAttributeLocation(index: number): number;
  96064. /**
  96065. * Returns the attribute based on the name of the variable.
  96066. * @param name of the attribute to look up.
  96067. * @returns the attribute location.
  96068. */
  96069. getAttributeLocationByName(name: string): number;
  96070. /**
  96071. * The number of attributes.
  96072. * @returns the numnber of attributes.
  96073. */
  96074. getAttributesCount(): number;
  96075. /**
  96076. * Gets the index of a uniform variable.
  96077. * @param uniformName of the uniform to look up.
  96078. * @returns the index.
  96079. */
  96080. getUniformIndex(uniformName: string): number;
  96081. /**
  96082. * Returns the attribute based on the name of the variable.
  96083. * @param uniformName of the uniform to look up.
  96084. * @returns the location of the uniform.
  96085. */
  96086. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96087. /**
  96088. * Returns an array of sampler variable names
  96089. * @returns The array of sampler variable neames.
  96090. */
  96091. getSamplers(): string[];
  96092. /**
  96093. * The error from the last compilation.
  96094. * @returns the error string.
  96095. */
  96096. getCompilationError(): string;
  96097. /**
  96098. * Gets a boolean indicating that all fallbacks were used during compilation
  96099. * @returns true if all fallbacks were used
  96100. */
  96101. allFallbacksProcessed(): boolean;
  96102. /**
  96103. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96104. * @param func The callback to be used.
  96105. */
  96106. executeWhenCompiled(func: (effect: Effect) => void): void;
  96107. private _checkIsReady;
  96108. private _loadShader;
  96109. /**
  96110. * Recompiles the webGL program
  96111. * @param vertexSourceCode The source code for the vertex shader.
  96112. * @param fragmentSourceCode The source code for the fragment shader.
  96113. * @param onCompiled Callback called when completed.
  96114. * @param onError Callback called on error.
  96115. * @hidden
  96116. */
  96117. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96118. /**
  96119. * Prepares the effect
  96120. * @hidden
  96121. */
  96122. _prepareEffect(): void;
  96123. private _processCompilationErrors;
  96124. /**
  96125. * Checks if the effect is supported. (Must be called after compilation)
  96126. */
  96127. readonly isSupported: boolean;
  96128. /**
  96129. * Binds a texture to the engine to be used as output of the shader.
  96130. * @param channel Name of the output variable.
  96131. * @param texture Texture to bind.
  96132. * @hidden
  96133. */
  96134. _bindTexture(channel: string, texture: InternalTexture): void;
  96135. /**
  96136. * Sets a texture on the engine to be used in the shader.
  96137. * @param channel Name of the sampler variable.
  96138. * @param texture Texture to set.
  96139. */
  96140. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96141. /**
  96142. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96143. * @param channel Name of the sampler variable.
  96144. * @param texture Texture to set.
  96145. */
  96146. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96147. /**
  96148. * Sets an array of textures on the engine to be used in the shader.
  96149. * @param channel Name of the variable.
  96150. * @param textures Textures to set.
  96151. */
  96152. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96153. /**
  96154. * 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)
  96155. * @param channel Name of the sampler variable.
  96156. * @param postProcess Post process to get the input texture from.
  96157. */
  96158. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96159. /**
  96160. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96161. * 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)
  96162. * @param channel Name of the sampler variable.
  96163. * @param postProcess Post process to get the output texture from.
  96164. */
  96165. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96166. /** @hidden */
  96167. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96168. /** @hidden */
  96169. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96170. /** @hidden */
  96171. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96172. /** @hidden */
  96173. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96174. /**
  96175. * Binds a buffer to a uniform.
  96176. * @param buffer Buffer to bind.
  96177. * @param name Name of the uniform variable to bind to.
  96178. */
  96179. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96180. /**
  96181. * Binds block to a uniform.
  96182. * @param blockName Name of the block to bind.
  96183. * @param index Index to bind.
  96184. */
  96185. bindUniformBlock(blockName: string, index: number): void;
  96186. /**
  96187. * Sets an interger value on a uniform variable.
  96188. * @param uniformName Name of the variable.
  96189. * @param value Value to be set.
  96190. * @returns this effect.
  96191. */
  96192. setInt(uniformName: string, value: number): Effect;
  96193. /**
  96194. * Sets an int array on a uniform variable.
  96195. * @param uniformName Name of the variable.
  96196. * @param array array to be set.
  96197. * @returns this effect.
  96198. */
  96199. setIntArray(uniformName: string, array: Int32Array): Effect;
  96200. /**
  96201. * 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)
  96202. * @param uniformName Name of the variable.
  96203. * @param array array to be set.
  96204. * @returns this effect.
  96205. */
  96206. setIntArray2(uniformName: string, array: Int32Array): Effect;
  96207. /**
  96208. * 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)
  96209. * @param uniformName Name of the variable.
  96210. * @param array array to be set.
  96211. * @returns this effect.
  96212. */
  96213. setIntArray3(uniformName: string, array: Int32Array): Effect;
  96214. /**
  96215. * 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)
  96216. * @param uniformName Name of the variable.
  96217. * @param array array to be set.
  96218. * @returns this effect.
  96219. */
  96220. setIntArray4(uniformName: string, array: Int32Array): Effect;
  96221. /**
  96222. * Sets an float array on a uniform variable.
  96223. * @param uniformName Name of the variable.
  96224. * @param array array to be set.
  96225. * @returns this effect.
  96226. */
  96227. setFloatArray(uniformName: string, array: Float32Array): Effect;
  96228. /**
  96229. * 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)
  96230. * @param uniformName Name of the variable.
  96231. * @param array array to be set.
  96232. * @returns this effect.
  96233. */
  96234. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  96235. /**
  96236. * 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)
  96237. * @param uniformName Name of the variable.
  96238. * @param array array to be set.
  96239. * @returns this effect.
  96240. */
  96241. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  96242. /**
  96243. * 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)
  96244. * @param uniformName Name of the variable.
  96245. * @param array array to be set.
  96246. * @returns this effect.
  96247. */
  96248. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  96249. /**
  96250. * Sets an array on a uniform variable.
  96251. * @param uniformName Name of the variable.
  96252. * @param array array to be set.
  96253. * @returns this effect.
  96254. */
  96255. setArray(uniformName: string, array: number[]): Effect;
  96256. /**
  96257. * 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)
  96258. * @param uniformName Name of the variable.
  96259. * @param array array to be set.
  96260. * @returns this effect.
  96261. */
  96262. setArray2(uniformName: string, array: number[]): Effect;
  96263. /**
  96264. * 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)
  96265. * @param uniformName Name of the variable.
  96266. * @param array array to be set.
  96267. * @returns this effect.
  96268. */
  96269. setArray3(uniformName: string, array: number[]): Effect;
  96270. /**
  96271. * 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)
  96272. * @param uniformName Name of the variable.
  96273. * @param array array to be set.
  96274. * @returns this effect.
  96275. */
  96276. setArray4(uniformName: string, array: number[]): Effect;
  96277. /**
  96278. * Sets matrices on a uniform variable.
  96279. * @param uniformName Name of the variable.
  96280. * @param matrices matrices to be set.
  96281. * @returns this effect.
  96282. */
  96283. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  96284. /**
  96285. * Sets matrix on a uniform variable.
  96286. * @param uniformName Name of the variable.
  96287. * @param matrix matrix to be set.
  96288. * @returns this effect.
  96289. */
  96290. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  96291. /**
  96292. * 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)
  96293. * @param uniformName Name of the variable.
  96294. * @param matrix matrix to be set.
  96295. * @returns this effect.
  96296. */
  96297. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  96298. /**
  96299. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  96300. * @param uniformName Name of the variable.
  96301. * @param matrix matrix to be set.
  96302. * @returns this effect.
  96303. */
  96304. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  96305. /**
  96306. * Sets a float on a uniform variable.
  96307. * @param uniformName Name of the variable.
  96308. * @param value value to be set.
  96309. * @returns this effect.
  96310. */
  96311. setFloat(uniformName: string, value: number): Effect;
  96312. /**
  96313. * Sets a boolean on a uniform variable.
  96314. * @param uniformName Name of the variable.
  96315. * @param bool value to be set.
  96316. * @returns this effect.
  96317. */
  96318. setBool(uniformName: string, bool: boolean): Effect;
  96319. /**
  96320. * Sets a Vector2 on a uniform variable.
  96321. * @param uniformName Name of the variable.
  96322. * @param vector2 vector2 to be set.
  96323. * @returns this effect.
  96324. */
  96325. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  96326. /**
  96327. * Sets a float2 on a uniform variable.
  96328. * @param uniformName Name of the variable.
  96329. * @param x First float in float2.
  96330. * @param y Second float in float2.
  96331. * @returns this effect.
  96332. */
  96333. setFloat2(uniformName: string, x: number, y: number): Effect;
  96334. /**
  96335. * Sets a Vector3 on a uniform variable.
  96336. * @param uniformName Name of the variable.
  96337. * @param vector3 Value to be set.
  96338. * @returns this effect.
  96339. */
  96340. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96341. /**
  96342. * Sets a float3 on a uniform variable.
  96343. * @param uniformName Name of the variable.
  96344. * @param x First float in float3.
  96345. * @param y Second float in float3.
  96346. * @param z Third float in float3.
  96347. * @returns this effect.
  96348. */
  96349. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96350. /**
  96351. * Sets a Vector4 on a uniform variable.
  96352. * @param uniformName Name of the variable.
  96353. * @param vector4 Value to be set.
  96354. * @returns this effect.
  96355. */
  96356. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96357. /**
  96358. * Sets a float4 on a uniform variable.
  96359. * @param uniformName Name of the variable.
  96360. * @param x First float in float4.
  96361. * @param y Second float in float4.
  96362. * @param z Third float in float4.
  96363. * @param w Fourth float in float4.
  96364. * @returns this effect.
  96365. */
  96366. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96367. /**
  96368. * Sets a Color3 on a uniform variable.
  96369. * @param uniformName Name of the variable.
  96370. * @param color3 Value to be set.
  96371. * @returns this effect.
  96372. */
  96373. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96374. /**
  96375. * Sets a Color4 on a uniform variable.
  96376. * @param uniformName Name of the variable.
  96377. * @param color3 Value to be set.
  96378. * @param alpha Alpha value to be set.
  96379. * @returns this effect.
  96380. */
  96381. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96382. /**
  96383. * Sets a Color4 on a uniform variable
  96384. * @param uniformName defines the name of the variable
  96385. * @param color4 defines the value to be set
  96386. * @returns this effect.
  96387. */
  96388. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96389. /** Release all associated resources */
  96390. dispose(): void;
  96391. /**
  96392. * This function will add a new shader to the shader store
  96393. * @param name the name of the shader
  96394. * @param pixelShader optional pixel shader content
  96395. * @param vertexShader optional vertex shader content
  96396. */
  96397. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96398. /**
  96399. * Store of each shader (The can be looked up using effect.key)
  96400. */
  96401. static ShadersStore: {
  96402. [key: string]: string;
  96403. };
  96404. /**
  96405. * Store of each included file for a shader (The can be looked up using effect.key)
  96406. */
  96407. static IncludesShadersStore: {
  96408. [key: string]: string;
  96409. };
  96410. /**
  96411. * Resets the cache of effects.
  96412. */
  96413. static ResetCache(): void;
  96414. }
  96415. }
  96416. declare module BABYLON {
  96417. /**
  96418. * Interface used to describe the capabilities of the engine relatively to the current browser
  96419. */
  96420. export interface EngineCapabilities {
  96421. /** Maximum textures units per fragment shader */
  96422. maxTexturesImageUnits: number;
  96423. /** Maximum texture units per vertex shader */
  96424. maxVertexTextureImageUnits: number;
  96425. /** Maximum textures units in the entire pipeline */
  96426. maxCombinedTexturesImageUnits: number;
  96427. /** Maximum texture size */
  96428. maxTextureSize: number;
  96429. /** Maximum cube texture size */
  96430. maxCubemapTextureSize: number;
  96431. /** Maximum render texture size */
  96432. maxRenderTextureSize: number;
  96433. /** Maximum number of vertex attributes */
  96434. maxVertexAttribs: number;
  96435. /** Maximum number of varyings */
  96436. maxVaryingVectors: number;
  96437. /** Maximum number of uniforms per vertex shader */
  96438. maxVertexUniformVectors: number;
  96439. /** Maximum number of uniforms per fragment shader */
  96440. maxFragmentUniformVectors: number;
  96441. /** Defines if standard derivates (dx/dy) are supported */
  96442. standardDerivatives: boolean;
  96443. /** Defines if s3tc texture compression is supported */
  96444. s3tc?: WEBGL_compressed_texture_s3tc;
  96445. /** Defines if pvrtc texture compression is supported */
  96446. pvrtc: any;
  96447. /** Defines if etc1 texture compression is supported */
  96448. etc1: any;
  96449. /** Defines if etc2 texture compression is supported */
  96450. etc2: any;
  96451. /** Defines if astc texture compression is supported */
  96452. astc: any;
  96453. /** Defines if float textures are supported */
  96454. textureFloat: boolean;
  96455. /** Defines if vertex array objects are supported */
  96456. vertexArrayObject: boolean;
  96457. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96458. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96459. /** Gets the maximum level of anisotropy supported */
  96460. maxAnisotropy: number;
  96461. /** Defines if instancing is supported */
  96462. instancedArrays: boolean;
  96463. /** Defines if 32 bits indices are supported */
  96464. uintIndices: boolean;
  96465. /** Defines if high precision shaders are supported */
  96466. highPrecisionShaderSupported: boolean;
  96467. /** Defines if depth reading in the fragment shader is supported */
  96468. fragmentDepthSupported: boolean;
  96469. /** Defines if float texture linear filtering is supported*/
  96470. textureFloatLinearFiltering: boolean;
  96471. /** Defines if rendering to float textures is supported */
  96472. textureFloatRender: boolean;
  96473. /** Defines if half float textures are supported*/
  96474. textureHalfFloat: boolean;
  96475. /** Defines if half float texture linear filtering is supported*/
  96476. textureHalfFloatLinearFiltering: boolean;
  96477. /** Defines if rendering to half float textures is supported */
  96478. textureHalfFloatRender: boolean;
  96479. /** Defines if textureLOD shader command is supported */
  96480. textureLOD: boolean;
  96481. /** Defines if draw buffers extension is supported */
  96482. drawBuffersExtension: boolean;
  96483. /** Defines if depth textures are supported */
  96484. depthTextureExtension: boolean;
  96485. /** Defines if float color buffer are supported */
  96486. colorBufferFloat: boolean;
  96487. /** Gets disjoint timer query extension (null if not supported) */
  96488. timerQuery?: EXT_disjoint_timer_query;
  96489. /** Defines if timestamp can be used with timer query */
  96490. canUseTimestampForTimerQuery: boolean;
  96491. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96492. multiview?: any;
  96493. /** Function used to let the system compiles shaders in background */
  96494. parallelShaderCompile?: {
  96495. COMPLETION_STATUS_KHR: number;
  96496. };
  96497. /** Max number of texture samples for MSAA */
  96498. maxMSAASamples: number;
  96499. /** Defines if the blend min max extension is supported */
  96500. blendMinMax: boolean;
  96501. }
  96502. }
  96503. declare module BABYLON {
  96504. /**
  96505. * @hidden
  96506. **/
  96507. export class DepthCullingState {
  96508. private _isDepthTestDirty;
  96509. private _isDepthMaskDirty;
  96510. private _isDepthFuncDirty;
  96511. private _isCullFaceDirty;
  96512. private _isCullDirty;
  96513. private _isZOffsetDirty;
  96514. private _isFrontFaceDirty;
  96515. private _depthTest;
  96516. private _depthMask;
  96517. private _depthFunc;
  96518. private _cull;
  96519. private _cullFace;
  96520. private _zOffset;
  96521. private _frontFace;
  96522. /**
  96523. * Initializes the state.
  96524. */
  96525. constructor();
  96526. readonly isDirty: boolean;
  96527. zOffset: number;
  96528. cullFace: Nullable<number>;
  96529. cull: Nullable<boolean>;
  96530. depthFunc: Nullable<number>;
  96531. depthMask: boolean;
  96532. depthTest: boolean;
  96533. frontFace: Nullable<number>;
  96534. reset(): void;
  96535. apply(gl: WebGLRenderingContext): void;
  96536. }
  96537. }
  96538. declare module BABYLON {
  96539. /**
  96540. * @hidden
  96541. **/
  96542. export class StencilState {
  96543. /** 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 */
  96544. static readonly ALWAYS: number;
  96545. /** Passed to stencilOperation to specify that stencil value must be kept */
  96546. static readonly KEEP: number;
  96547. /** Passed to stencilOperation to specify that stencil value must be replaced */
  96548. static readonly REPLACE: number;
  96549. private _isStencilTestDirty;
  96550. private _isStencilMaskDirty;
  96551. private _isStencilFuncDirty;
  96552. private _isStencilOpDirty;
  96553. private _stencilTest;
  96554. private _stencilMask;
  96555. private _stencilFunc;
  96556. private _stencilFuncRef;
  96557. private _stencilFuncMask;
  96558. private _stencilOpStencilFail;
  96559. private _stencilOpDepthFail;
  96560. private _stencilOpStencilDepthPass;
  96561. readonly isDirty: boolean;
  96562. stencilFunc: number;
  96563. stencilFuncRef: number;
  96564. stencilFuncMask: number;
  96565. stencilOpStencilFail: number;
  96566. stencilOpDepthFail: number;
  96567. stencilOpStencilDepthPass: number;
  96568. stencilMask: number;
  96569. stencilTest: boolean;
  96570. constructor();
  96571. reset(): void;
  96572. apply(gl: WebGLRenderingContext): void;
  96573. }
  96574. }
  96575. declare module BABYLON {
  96576. /**
  96577. * @hidden
  96578. **/
  96579. export class AlphaState {
  96580. private _isAlphaBlendDirty;
  96581. private _isBlendFunctionParametersDirty;
  96582. private _isBlendEquationParametersDirty;
  96583. private _isBlendConstantsDirty;
  96584. private _alphaBlend;
  96585. private _blendFunctionParameters;
  96586. private _blendEquationParameters;
  96587. private _blendConstants;
  96588. /**
  96589. * Initializes the state.
  96590. */
  96591. constructor();
  96592. readonly isDirty: boolean;
  96593. alphaBlend: boolean;
  96594. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  96595. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  96596. setAlphaEquationParameters(rgb: number, alpha: number): void;
  96597. reset(): void;
  96598. apply(gl: WebGLRenderingContext): void;
  96599. }
  96600. }
  96601. declare module BABYLON {
  96602. /** @hidden */
  96603. export class WebGL2ShaderProcessor implements IShaderProcessor {
  96604. attributeProcessor(attribute: string): string;
  96605. varyingProcessor(varying: string, isFragment: boolean): string;
  96606. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  96607. }
  96608. }
  96609. declare module BABYLON {
  96610. /**
  96611. * Interface for attribute information associated with buffer instanciation
  96612. */
  96613. export interface InstancingAttributeInfo {
  96614. /**
  96615. * Index/offset of the attribute in the vertex shader
  96616. */
  96617. index: number;
  96618. /**
  96619. * size of the attribute, 1, 2, 3 or 4
  96620. */
  96621. attributeSize: number;
  96622. /**
  96623. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  96624. * default is FLOAT
  96625. */
  96626. attributeType: number;
  96627. /**
  96628. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  96629. */
  96630. normalized: boolean;
  96631. /**
  96632. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  96633. */
  96634. offset: number;
  96635. /**
  96636. * Name of the GLSL attribute, for debugging purpose only
  96637. */
  96638. attributeName: string;
  96639. }
  96640. }
  96641. declare module BABYLON {
  96642. interface ThinEngine {
  96643. /**
  96644. * Update a video texture
  96645. * @param texture defines the texture to update
  96646. * @param video defines the video element to use
  96647. * @param invertY defines if data must be stored with Y axis inverted
  96648. */
  96649. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96650. }
  96651. }
  96652. declare module BABYLON {
  96653. /**
  96654. * Settings for finer control over video usage
  96655. */
  96656. export interface VideoTextureSettings {
  96657. /**
  96658. * Applies `autoplay` to video, if specified
  96659. */
  96660. autoPlay?: boolean;
  96661. /**
  96662. * Applies `loop` to video, if specified
  96663. */
  96664. loop?: boolean;
  96665. /**
  96666. * Automatically updates internal texture from video at every frame in the render loop
  96667. */
  96668. autoUpdateTexture: boolean;
  96669. /**
  96670. * Image src displayed during the video loading or until the user interacts with the video.
  96671. */
  96672. poster?: string;
  96673. }
  96674. /**
  96675. * If you want to display a video in your scene, this is the special texture for that.
  96676. * This special texture works similar to other textures, with the exception of a few parameters.
  96677. * @see https://doc.babylonjs.com/how_to/video_texture
  96678. */
  96679. export class VideoTexture extends Texture {
  96680. /**
  96681. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  96682. */
  96683. readonly autoUpdateTexture: boolean;
  96684. /**
  96685. * The video instance used by the texture internally
  96686. */
  96687. readonly video: HTMLVideoElement;
  96688. private _onUserActionRequestedObservable;
  96689. /**
  96690. * Event triggerd when a dom action is required by the user to play the video.
  96691. * This happens due to recent changes in browser policies preventing video to auto start.
  96692. */
  96693. readonly onUserActionRequestedObservable: Observable<Texture>;
  96694. private _generateMipMaps;
  96695. private _engine;
  96696. private _stillImageCaptured;
  96697. private _displayingPosterTexture;
  96698. private _settings;
  96699. private _createInternalTextureOnEvent;
  96700. private _frameId;
  96701. /**
  96702. * Creates a video texture.
  96703. * If you want to display a video in your scene, this is the special texture for that.
  96704. * This special texture works similar to other textures, with the exception of a few parameters.
  96705. * @see https://doc.babylonjs.com/how_to/video_texture
  96706. * @param name optional name, will detect from video source, if not defined
  96707. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  96708. * @param scene is obviously the current scene.
  96709. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  96710. * @param invertY is false by default but can be used to invert video on Y axis
  96711. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  96712. * @param settings allows finer control over video usage
  96713. */
  96714. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  96715. private _getName;
  96716. private _getVideo;
  96717. private _createInternalTexture;
  96718. private reset;
  96719. /**
  96720. * @hidden Internal method to initiate `update`.
  96721. */
  96722. _rebuild(): void;
  96723. /**
  96724. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  96725. */
  96726. update(): void;
  96727. /**
  96728. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  96729. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  96730. */
  96731. updateTexture(isVisible: boolean): void;
  96732. protected _updateInternalTexture: () => void;
  96733. /**
  96734. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  96735. * @param url New url.
  96736. */
  96737. updateURL(url: string): void;
  96738. /**
  96739. * Dispose the texture and release its associated resources.
  96740. */
  96741. dispose(): void;
  96742. /**
  96743. * Creates a video texture straight from a stream.
  96744. * @param scene Define the scene the texture should be created in
  96745. * @param stream Define the stream the texture should be created from
  96746. * @returns The created video texture as a promise
  96747. */
  96748. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  96749. /**
  96750. * Creates a video texture straight from your WebCam video feed.
  96751. * @param scene Define the scene the texture should be created in
  96752. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96753. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96754. * @returns The created video texture as a promise
  96755. */
  96756. static CreateFromWebCamAsync(scene: Scene, constraints: {
  96757. minWidth: number;
  96758. maxWidth: number;
  96759. minHeight: number;
  96760. maxHeight: number;
  96761. deviceId: string;
  96762. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  96763. /**
  96764. * Creates a video texture straight from your WebCam video feed.
  96765. * @param scene Define the scene the texture should be created in
  96766. * @param onReady Define a callback to triggered once the texture will be ready
  96767. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96768. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96769. */
  96770. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  96771. minWidth: number;
  96772. maxWidth: number;
  96773. minHeight: number;
  96774. maxHeight: number;
  96775. deviceId: string;
  96776. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  96777. }
  96778. }
  96779. declare module BABYLON {
  96780. /**
  96781. * Defines the interface used by objects working like Scene
  96782. * @hidden
  96783. */
  96784. interface ISceneLike {
  96785. _addPendingData(data: any): void;
  96786. _removePendingData(data: any): void;
  96787. offlineProvider: IOfflineProvider;
  96788. }
  96789. /** Interface defining initialization parameters for Engine class */
  96790. export interface EngineOptions extends WebGLContextAttributes {
  96791. /**
  96792. * Defines if the engine should no exceed a specified device ratio
  96793. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  96794. */
  96795. limitDeviceRatio?: number;
  96796. /**
  96797. * Defines if webvr should be enabled automatically
  96798. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96799. */
  96800. autoEnableWebVR?: boolean;
  96801. /**
  96802. * Defines if webgl2 should be turned off even if supported
  96803. * @see http://doc.babylonjs.com/features/webgl2
  96804. */
  96805. disableWebGL2Support?: boolean;
  96806. /**
  96807. * Defines if webaudio should be initialized as well
  96808. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  96809. */
  96810. audioEngine?: boolean;
  96811. /**
  96812. * Defines if animations should run using a deterministic lock step
  96813. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96814. */
  96815. deterministicLockstep?: boolean;
  96816. /** Defines the maximum steps to use with deterministic lock step mode */
  96817. lockstepMaxSteps?: number;
  96818. /**
  96819. * Defines that engine should ignore context lost events
  96820. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  96821. */
  96822. doNotHandleContextLost?: boolean;
  96823. /**
  96824. * Defines that engine should ignore modifying touch action attribute and style
  96825. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  96826. */
  96827. doNotHandleTouchAction?: boolean;
  96828. /**
  96829. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  96830. */
  96831. useHighPrecisionFloats?: boolean;
  96832. }
  96833. /**
  96834. * The base engine class (root of all engines)
  96835. */
  96836. export class ThinEngine {
  96837. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  96838. static ExceptionList: ({
  96839. key: string;
  96840. capture: string;
  96841. captureConstraint: number;
  96842. targets: string[];
  96843. } | {
  96844. key: string;
  96845. capture: null;
  96846. captureConstraint: null;
  96847. targets: string[];
  96848. })[];
  96849. /** @hidden */
  96850. static _TextureLoaders: IInternalTextureLoader[];
  96851. /**
  96852. * Returns the current npm package of the sdk
  96853. */
  96854. static readonly NpmPackage: string;
  96855. /**
  96856. * Returns the current version of the framework
  96857. */
  96858. static readonly Version: string;
  96859. /**
  96860. * Returns a string describing the current engine
  96861. */
  96862. readonly description: string;
  96863. /**
  96864. * Gets or sets the epsilon value used by collision engine
  96865. */
  96866. static CollisionsEpsilon: number;
  96867. /**
  96868. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96869. */
  96870. static ShadersRepository: string;
  96871. /** @hidden */
  96872. _shaderProcessor: IShaderProcessor;
  96873. /**
  96874. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  96875. */
  96876. forcePOTTextures: boolean;
  96877. /**
  96878. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  96879. */
  96880. isFullscreen: boolean;
  96881. /**
  96882. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  96883. */
  96884. cullBackFaces: boolean;
  96885. /**
  96886. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  96887. */
  96888. renderEvenInBackground: boolean;
  96889. /**
  96890. * Gets or sets a boolean indicating that cache can be kept between frames
  96891. */
  96892. preventCacheWipeBetweenFrames: boolean;
  96893. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  96894. validateShaderPrograms: boolean;
  96895. /**
  96896. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  96897. */
  96898. disableUniformBuffers: boolean;
  96899. /** @hidden */
  96900. _uniformBuffers: UniformBuffer[];
  96901. /**
  96902. * Gets a boolean indicating that the engine supports uniform buffers
  96903. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96904. */
  96905. readonly supportsUniformBuffers: boolean;
  96906. /** @hidden */
  96907. _gl: WebGLRenderingContext;
  96908. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  96909. protected _windowIsBackground: boolean;
  96910. protected _webGLVersion: number;
  96911. protected _creationOptions: EngineOptions;
  96912. protected _highPrecisionShadersAllowed: boolean;
  96913. /** @hidden */
  96914. readonly _shouldUseHighPrecisionShader: boolean;
  96915. /**
  96916. * Gets a boolean indicating that only power of 2 textures are supported
  96917. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  96918. */
  96919. readonly needPOTTextures: boolean;
  96920. /** @hidden */
  96921. _badOS: boolean;
  96922. /** @hidden */
  96923. _badDesktopOS: boolean;
  96924. private _hardwareScalingLevel;
  96925. /** @hidden */
  96926. _caps: EngineCapabilities;
  96927. private _isStencilEnable;
  96928. protected _colorWrite: boolean;
  96929. private _glVersion;
  96930. private _glRenderer;
  96931. private _glVendor;
  96932. /** @hidden */
  96933. _videoTextureSupported: boolean;
  96934. protected _renderingQueueLaunched: boolean;
  96935. protected _activeRenderLoops: (() => void)[];
  96936. /**
  96937. * Observable signaled when a context lost event is raised
  96938. */
  96939. onContextLostObservable: Observable<ThinEngine>;
  96940. /**
  96941. * Observable signaled when a context restored event is raised
  96942. */
  96943. onContextRestoredObservable: Observable<ThinEngine>;
  96944. private _onContextLost;
  96945. private _onContextRestored;
  96946. protected _contextWasLost: boolean;
  96947. /** @hidden */
  96948. _doNotHandleContextLost: boolean;
  96949. /**
  96950. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  96951. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  96952. */
  96953. doNotHandleContextLost: boolean;
  96954. /**
  96955. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  96956. */
  96957. disableVertexArrayObjects: boolean;
  96958. /** @hidden */
  96959. protected _depthCullingState: DepthCullingState;
  96960. /** @hidden */
  96961. protected _stencilState: StencilState;
  96962. /** @hidden */
  96963. protected _alphaState: AlphaState;
  96964. /** @hidden */
  96965. _internalTexturesCache: InternalTexture[];
  96966. /** @hidden */
  96967. protected _activeChannel: number;
  96968. private _currentTextureChannel;
  96969. /** @hidden */
  96970. protected _boundTexturesCache: {
  96971. [key: string]: Nullable<InternalTexture>;
  96972. };
  96973. /** @hidden */
  96974. protected _currentEffect: Nullable<Effect>;
  96975. /** @hidden */
  96976. protected _currentProgram: Nullable<WebGLProgram>;
  96977. private _compiledEffects;
  96978. private _vertexAttribArraysEnabled;
  96979. /** @hidden */
  96980. protected _cachedViewport: Nullable<IViewportLike>;
  96981. private _cachedVertexArrayObject;
  96982. /** @hidden */
  96983. protected _cachedVertexBuffers: any;
  96984. /** @hidden */
  96985. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  96986. /** @hidden */
  96987. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  96988. /** @hidden */
  96989. _currentRenderTarget: Nullable<InternalTexture>;
  96990. private _uintIndicesCurrentlySet;
  96991. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  96992. /** @hidden */
  96993. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  96994. private _currentBufferPointers;
  96995. private _currentInstanceLocations;
  96996. private _currentInstanceBuffers;
  96997. private _textureUnits;
  96998. /** @hidden */
  96999. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97000. /** @hidden */
  97001. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97002. /** @hidden */
  97003. _bindedRenderFunction: any;
  97004. private _vaoRecordInProgress;
  97005. private _mustWipeVertexAttributes;
  97006. private _emptyTexture;
  97007. private _emptyCubeTexture;
  97008. private _emptyTexture3D;
  97009. /** @hidden */
  97010. _frameHandler: number;
  97011. private _nextFreeTextureSlots;
  97012. private _maxSimultaneousTextures;
  97013. private _activeRequests;
  97014. protected _texturesSupported: string[];
  97015. /** @hidden */
  97016. _textureFormatInUse: Nullable<string>;
  97017. protected readonly _supportsHardwareTextureRescaling: boolean;
  97018. /**
  97019. * Gets the list of texture formats supported
  97020. */
  97021. readonly texturesSupported: Array<string>;
  97022. /**
  97023. * Gets the list of texture formats in use
  97024. */
  97025. readonly textureFormatInUse: Nullable<string>;
  97026. /**
  97027. * Gets the current viewport
  97028. */
  97029. readonly currentViewport: Nullable<IViewportLike>;
  97030. /**
  97031. * Gets the default empty texture
  97032. */
  97033. readonly emptyTexture: InternalTexture;
  97034. /**
  97035. * Gets the default empty 3D texture
  97036. */
  97037. readonly emptyTexture3D: InternalTexture;
  97038. /**
  97039. * Gets the default empty cube texture
  97040. */
  97041. readonly emptyCubeTexture: InternalTexture;
  97042. /**
  97043. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97044. */
  97045. readonly premultipliedAlpha: boolean;
  97046. /**
  97047. * Observable event triggered before each texture is initialized
  97048. */
  97049. onBeforeTextureInitObservable: Observable<Texture>;
  97050. /**
  97051. * Creates a new engine
  97052. * @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
  97053. * @param antialias defines enable antialiasing (default: false)
  97054. * @param options defines further options to be sent to the getContext() function
  97055. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97056. */
  97057. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97058. private _rebuildInternalTextures;
  97059. private _rebuildEffects;
  97060. /**
  97061. * Gets a boolean indicating if all created effects are ready
  97062. * @returns true if all effects are ready
  97063. */
  97064. areAllEffectsReady(): boolean;
  97065. protected _rebuildBuffers(): void;
  97066. private _initGLContext;
  97067. /**
  97068. * Gets version of the current webGL context
  97069. */
  97070. readonly webGLVersion: number;
  97071. /**
  97072. * Gets a string idenfifying the name of the class
  97073. * @returns "Engine" string
  97074. */
  97075. getClassName(): string;
  97076. /**
  97077. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97078. */
  97079. readonly isStencilEnable: boolean;
  97080. /** @hidden */
  97081. _prepareWorkingCanvas(): void;
  97082. /**
  97083. * Reset the texture cache to empty state
  97084. */
  97085. resetTextureCache(): void;
  97086. /**
  97087. * Gets an object containing information about the current webGL context
  97088. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97089. */
  97090. getGlInfo(): {
  97091. vendor: string;
  97092. renderer: string;
  97093. version: string;
  97094. };
  97095. /**
  97096. * Defines the hardware scaling level.
  97097. * By default the hardware scaling level is computed from the window device ratio.
  97098. * 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.
  97099. * @param level defines the level to use
  97100. */
  97101. setHardwareScalingLevel(level: number): void;
  97102. /**
  97103. * Gets the current hardware scaling level.
  97104. * By default the hardware scaling level is computed from the window device ratio.
  97105. * 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.
  97106. * @returns a number indicating the current hardware scaling level
  97107. */
  97108. getHardwareScalingLevel(): number;
  97109. /**
  97110. * Gets the list of loaded textures
  97111. * @returns an array containing all loaded textures
  97112. */
  97113. getLoadedTexturesCache(): InternalTexture[];
  97114. /**
  97115. * Gets the object containing all engine capabilities
  97116. * @returns the EngineCapabilities object
  97117. */
  97118. getCaps(): EngineCapabilities;
  97119. /**
  97120. * stop executing a render loop function and remove it from the execution array
  97121. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97122. */
  97123. stopRenderLoop(renderFunction?: () => void): void;
  97124. /** @hidden */
  97125. _renderLoop(): void;
  97126. /**
  97127. * Gets the HTML canvas attached with the current webGL context
  97128. * @returns a HTML canvas
  97129. */
  97130. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97131. /**
  97132. * Gets host window
  97133. * @returns the host window object
  97134. */
  97135. getHostWindow(): Nullable<Window>;
  97136. /**
  97137. * Gets the current render width
  97138. * @param useScreen defines if screen size must be used (or the current render target if any)
  97139. * @returns a number defining the current render width
  97140. */
  97141. getRenderWidth(useScreen?: boolean): number;
  97142. /**
  97143. * Gets the current render height
  97144. * @param useScreen defines if screen size must be used (or the current render target if any)
  97145. * @returns a number defining the current render height
  97146. */
  97147. getRenderHeight(useScreen?: boolean): number;
  97148. /**
  97149. * Can be used to override the current requestAnimationFrame requester.
  97150. * @hidden
  97151. */
  97152. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97153. /**
  97154. * Register and execute a render loop. The engine can have more than one render function
  97155. * @param renderFunction defines the function to continuously execute
  97156. */
  97157. runRenderLoop(renderFunction: () => void): void;
  97158. /**
  97159. * Clear the current render buffer or the current render target (if any is set up)
  97160. * @param color defines the color to use
  97161. * @param backBuffer defines if the back buffer must be cleared
  97162. * @param depth defines if the depth buffer must be cleared
  97163. * @param stencil defines if the stencil buffer must be cleared
  97164. */
  97165. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97166. private _viewportCached;
  97167. /** @hidden */
  97168. _viewport(x: number, y: number, width: number, height: number): void;
  97169. /**
  97170. * Set the WebGL's viewport
  97171. * @param viewport defines the viewport element to be used
  97172. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97173. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97174. */
  97175. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97176. /**
  97177. * Begin a new frame
  97178. */
  97179. beginFrame(): void;
  97180. /**
  97181. * Enf the current frame
  97182. */
  97183. endFrame(): void;
  97184. /**
  97185. * Resize the view according to the canvas' size
  97186. */
  97187. resize(): void;
  97188. /**
  97189. * Force a specific size of the canvas
  97190. * @param width defines the new canvas' width
  97191. * @param height defines the new canvas' height
  97192. */
  97193. setSize(width: number, height: number): void;
  97194. /**
  97195. * Binds the frame buffer to the specified texture.
  97196. * @param texture The texture to render to or null for the default canvas
  97197. * @param faceIndex The face of the texture to render to in case of cube texture
  97198. * @param requiredWidth The width of the target to render to
  97199. * @param requiredHeight The height of the target to render to
  97200. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  97201. * @param depthStencilTexture The depth stencil texture to use to render
  97202. * @param lodLevel defines le lod level to bind to the frame buffer
  97203. */
  97204. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  97205. /** @hidden */
  97206. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  97207. /**
  97208. * Unbind the current render target texture from the webGL context
  97209. * @param texture defines the render target texture to unbind
  97210. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  97211. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  97212. */
  97213. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  97214. /**
  97215. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  97216. */
  97217. flushFramebuffer(): void;
  97218. /**
  97219. * Unbind the current render target and bind the default framebuffer
  97220. */
  97221. restoreDefaultFramebuffer(): void;
  97222. /** @hidden */
  97223. protected _resetVertexBufferBinding(): void;
  97224. /**
  97225. * Creates a vertex buffer
  97226. * @param data the data for the vertex buffer
  97227. * @returns the new WebGL static buffer
  97228. */
  97229. createVertexBuffer(data: DataArray): DataBuffer;
  97230. private _createVertexBuffer;
  97231. /**
  97232. * Creates a dynamic vertex buffer
  97233. * @param data the data for the dynamic vertex buffer
  97234. * @returns the new WebGL dynamic buffer
  97235. */
  97236. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  97237. protected _resetIndexBufferBinding(): void;
  97238. /**
  97239. * Creates a new index buffer
  97240. * @param indices defines the content of the index buffer
  97241. * @param updatable defines if the index buffer must be updatable
  97242. * @returns a new webGL buffer
  97243. */
  97244. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  97245. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  97246. /**
  97247. * Bind a webGL buffer to the webGL context
  97248. * @param buffer defines the buffer to bind
  97249. */
  97250. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  97251. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  97252. private bindBuffer;
  97253. /**
  97254. * update the bound buffer with the given data
  97255. * @param data defines the data to update
  97256. */
  97257. updateArrayBuffer(data: Float32Array): void;
  97258. private _vertexAttribPointer;
  97259. private _bindIndexBufferWithCache;
  97260. private _bindVertexBuffersAttributes;
  97261. /**
  97262. * Records a vertex array object
  97263. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97264. * @param vertexBuffers defines the list of vertex buffers to store
  97265. * @param indexBuffer defines the index buffer to store
  97266. * @param effect defines the effect to store
  97267. * @returns the new vertex array object
  97268. */
  97269. recordVertexArrayObject(vertexBuffers: {
  97270. [key: string]: VertexBuffer;
  97271. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  97272. /**
  97273. * Bind a specific vertex array object
  97274. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97275. * @param vertexArrayObject defines the vertex array object to bind
  97276. * @param indexBuffer defines the index buffer to bind
  97277. */
  97278. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  97279. /**
  97280. * Bind webGl buffers directly to the webGL context
  97281. * @param vertexBuffer defines the vertex buffer to bind
  97282. * @param indexBuffer defines the index buffer to bind
  97283. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  97284. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  97285. * @param effect defines the effect associated with the vertex buffer
  97286. */
  97287. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  97288. private _unbindVertexArrayObject;
  97289. /**
  97290. * Bind a list of vertex buffers to the webGL context
  97291. * @param vertexBuffers defines the list of vertex buffers to bind
  97292. * @param indexBuffer defines the index buffer to bind
  97293. * @param effect defines the effect associated with the vertex buffers
  97294. */
  97295. bindBuffers(vertexBuffers: {
  97296. [key: string]: Nullable<VertexBuffer>;
  97297. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  97298. /**
  97299. * Unbind all instance attributes
  97300. */
  97301. unbindInstanceAttributes(): void;
  97302. /**
  97303. * Release and free the memory of a vertex array object
  97304. * @param vao defines the vertex array object to delete
  97305. */
  97306. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  97307. /** @hidden */
  97308. _releaseBuffer(buffer: DataBuffer): boolean;
  97309. protected _deleteBuffer(buffer: DataBuffer): void;
  97310. /**
  97311. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  97312. * @param instancesBuffer defines the webGL buffer to update and bind
  97313. * @param data defines the data to store in the buffer
  97314. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  97315. */
  97316. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  97317. /**
  97318. * Apply all cached states (depth, culling, stencil and alpha)
  97319. */
  97320. applyStates(): void;
  97321. /**
  97322. * Send a draw order
  97323. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97324. * @param indexStart defines the starting index
  97325. * @param indexCount defines the number of index to draw
  97326. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97327. */
  97328. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  97329. /**
  97330. * Draw a list of points
  97331. * @param verticesStart defines the index of first vertex to draw
  97332. * @param verticesCount defines the count of vertices to draw
  97333. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97334. */
  97335. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97336. /**
  97337. * Draw a list of unindexed primitives
  97338. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97339. * @param verticesStart defines the index of first vertex to draw
  97340. * @param verticesCount defines the count of vertices to draw
  97341. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97342. */
  97343. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97344. /**
  97345. * Draw a list of indexed primitives
  97346. * @param fillMode defines the primitive to use
  97347. * @param indexStart defines the starting index
  97348. * @param indexCount defines the number of index to draw
  97349. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97350. */
  97351. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97352. /**
  97353. * Draw a list of unindexed primitives
  97354. * @param fillMode defines the primitive to use
  97355. * @param verticesStart defines the index of first vertex to draw
  97356. * @param verticesCount defines the count of vertices to draw
  97357. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97358. */
  97359. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97360. private _drawMode;
  97361. /** @hidden */
  97362. protected _reportDrawCall(): void;
  97363. /** @hidden */
  97364. _releaseEffect(effect: Effect): void;
  97365. /** @hidden */
  97366. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97367. /**
  97368. * Create a new effect (used to store vertex/fragment shaders)
  97369. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97370. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97371. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97372. * @param samplers defines an array of string used to represent textures
  97373. * @param defines defines the string containing the defines to use to compile the shaders
  97374. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97375. * @param onCompiled defines a function to call when the effect creation is successful
  97376. * @param onError defines a function to call when the effect creation has failed
  97377. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97378. * @returns the new Effect
  97379. */
  97380. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  97381. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97382. private _compileShader;
  97383. private _compileRawShader;
  97384. /**
  97385. * Directly creates a webGL program
  97386. * @param pipelineContext defines the pipeline context to attach to
  97387. * @param vertexCode defines the vertex shader code to use
  97388. * @param fragmentCode defines the fragment shader code to use
  97389. * @param context defines the webGL context to use (if not set, the current one will be used)
  97390. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97391. * @returns the new webGL program
  97392. */
  97393. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97394. /**
  97395. * Creates a webGL program
  97396. * @param pipelineContext defines the pipeline context to attach to
  97397. * @param vertexCode defines the vertex shader code to use
  97398. * @param fragmentCode defines the fragment shader code to use
  97399. * @param defines defines the string containing the defines to use to compile the shaders
  97400. * @param context defines the webGL context to use (if not set, the current one will be used)
  97401. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97402. * @returns the new webGL program
  97403. */
  97404. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97405. /**
  97406. * Creates a new pipeline context
  97407. * @returns the new pipeline
  97408. */
  97409. createPipelineContext(): IPipelineContext;
  97410. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97411. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97412. /** @hidden */
  97413. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97414. /** @hidden */
  97415. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97416. /** @hidden */
  97417. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97418. /**
  97419. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97420. * @param pipelineContext defines the pipeline context to use
  97421. * @param uniformsNames defines the list of uniform names
  97422. * @returns an array of webGL uniform locations
  97423. */
  97424. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97425. /**
  97426. * Gets the lsit of active attributes for a given webGL program
  97427. * @param pipelineContext defines the pipeline context to use
  97428. * @param attributesNames defines the list of attribute names to get
  97429. * @returns an array of indices indicating the offset of each attribute
  97430. */
  97431. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97432. /**
  97433. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97434. * @param effect defines the effect to activate
  97435. */
  97436. enableEffect(effect: Nullable<Effect>): void;
  97437. /**
  97438. * Set the value of an uniform to a number (int)
  97439. * @param uniform defines the webGL uniform location where to store the value
  97440. * @param value defines the int number to store
  97441. */
  97442. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97443. /**
  97444. * Set the value of an uniform to an array of int32
  97445. * @param uniform defines the webGL uniform location where to store the value
  97446. * @param array defines the array of int32 to store
  97447. */
  97448. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97449. /**
  97450. * Set the value of an uniform to an array of int32 (stored as vec2)
  97451. * @param uniform defines the webGL uniform location where to store the value
  97452. * @param array defines the array of int32 to store
  97453. */
  97454. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97455. /**
  97456. * Set the value of an uniform to an array of int32 (stored as vec3)
  97457. * @param uniform defines the webGL uniform location where to store the value
  97458. * @param array defines the array of int32 to store
  97459. */
  97460. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97461. /**
  97462. * Set the value of an uniform to an array of int32 (stored as vec4)
  97463. * @param uniform defines the webGL uniform location where to store the value
  97464. * @param array defines the array of int32 to store
  97465. */
  97466. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97467. /**
  97468. * Set the value of an uniform to an array of number
  97469. * @param uniform defines the webGL uniform location where to store the value
  97470. * @param array defines the array of number to store
  97471. */
  97472. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97473. /**
  97474. * Set the value of an uniform to an array of number (stored as vec2)
  97475. * @param uniform defines the webGL uniform location where to store the value
  97476. * @param array defines the array of number to store
  97477. */
  97478. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97479. /**
  97480. * Set the value of an uniform to an array of number (stored as vec3)
  97481. * @param uniform defines the webGL uniform location where to store the value
  97482. * @param array defines the array of number to store
  97483. */
  97484. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97485. /**
  97486. * Set the value of an uniform to an array of number (stored as vec4)
  97487. * @param uniform defines the webGL uniform location where to store the value
  97488. * @param array defines the array of number to store
  97489. */
  97490. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97491. /**
  97492. * Set the value of an uniform to an array of float32 (stored as matrices)
  97493. * @param uniform defines the webGL uniform location where to store the value
  97494. * @param matrices defines the array of float32 to store
  97495. */
  97496. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97497. /**
  97498. * Set the value of an uniform to a matrix (3x3)
  97499. * @param uniform defines the webGL uniform location where to store the value
  97500. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97501. */
  97502. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97503. /**
  97504. * Set the value of an uniform to a matrix (2x2)
  97505. * @param uniform defines the webGL uniform location where to store the value
  97506. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97507. */
  97508. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97509. /**
  97510. * Set the value of an uniform to a number (float)
  97511. * @param uniform defines the webGL uniform location where to store the value
  97512. * @param value defines the float number to store
  97513. */
  97514. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97515. /**
  97516. * Set the value of an uniform to a vec2
  97517. * @param uniform defines the webGL uniform location where to store the value
  97518. * @param x defines the 1st component of the value
  97519. * @param y defines the 2nd component of the value
  97520. */
  97521. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  97522. /**
  97523. * Set the value of an uniform to a vec3
  97524. * @param uniform defines the webGL uniform location where to store the value
  97525. * @param x defines the 1st component of the value
  97526. * @param y defines the 2nd component of the value
  97527. * @param z defines the 3rd component of the value
  97528. */
  97529. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  97530. /**
  97531. * Set the value of an uniform to a vec4
  97532. * @param uniform defines the webGL uniform location where to store the value
  97533. * @param x defines the 1st component of the value
  97534. * @param y defines the 2nd component of the value
  97535. * @param z defines the 3rd component of the value
  97536. * @param w defines the 4th component of the value
  97537. */
  97538. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  97539. /**
  97540. * Gets the depth culling state manager
  97541. */
  97542. readonly depthCullingState: DepthCullingState;
  97543. /**
  97544. * Gets the alpha state manager
  97545. */
  97546. readonly alphaState: AlphaState;
  97547. /**
  97548. * Gets the stencil state manager
  97549. */
  97550. readonly stencilState: StencilState;
  97551. /**
  97552. * Clears the list of texture accessible through engine.
  97553. * This can help preventing texture load conflict due to name collision.
  97554. */
  97555. clearInternalTexturesCache(): void;
  97556. /**
  97557. * Force the entire cache to be cleared
  97558. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  97559. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  97560. */
  97561. wipeCaches(bruteForce?: boolean): void;
  97562. /** @hidden */
  97563. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  97564. min: number;
  97565. mag: number;
  97566. };
  97567. /** @hidden */
  97568. _createTexture(): WebGLTexture;
  97569. /**
  97570. * Usually called from Texture.ts.
  97571. * Passed information to create a WebGLTexture
  97572. * @param urlArg defines a value which contains one of the following:
  97573. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  97574. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  97575. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  97576. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  97577. * @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)
  97578. * @param scene needed for loading to the correct scene
  97579. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  97580. * @param onLoad optional callback to be called upon successful completion
  97581. * @param onError optional callback to be called upon failure
  97582. * @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
  97583. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  97584. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  97585. * @param forcedExtension defines the extension to use to pick the right loader
  97586. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  97587. * @param mimeType defines an optional mime type
  97588. * @returns a InternalTexture for assignment back into BABYLON.Texture
  97589. */
  97590. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  97591. /**
  97592. * @hidden
  97593. */
  97594. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  97595. /**
  97596. * Creates a raw texture
  97597. * @param data defines the data to store in the texture
  97598. * @param width defines the width of the texture
  97599. * @param height defines the height of the texture
  97600. * @param format defines the format of the data
  97601. * @param generateMipMaps defines if the engine should generate the mip levels
  97602. * @param invertY defines if data must be stored with Y axis inverted
  97603. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97604. * @param compression defines the compression used (null by default)
  97605. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  97606. * @returns the raw texture inside an InternalTexture
  97607. */
  97608. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  97609. /**
  97610. * Creates a new raw cube texture
  97611. * @param data defines the array of data to use to create each face
  97612. * @param size defines the size of the textures
  97613. * @param format defines the format of the data
  97614. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  97615. * @param generateMipMaps defines if the engine should generate the mip levels
  97616. * @param invertY defines if data must be stored with Y axis inverted
  97617. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97618. * @param compression defines the compression used (null by default)
  97619. * @returns the cube texture as an InternalTexture
  97620. */
  97621. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  97622. /**
  97623. * Creates a new raw 3D texture
  97624. * @param data defines the data used to create the texture
  97625. * @param width defines the width of the texture
  97626. * @param height defines the height of the texture
  97627. * @param depth defines the depth of the texture
  97628. * @param format defines the format of the texture
  97629. * @param generateMipMaps defines if the engine must generate mip levels
  97630. * @param invertY defines if data must be stored with Y axis inverted
  97631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97632. * @param compression defines the compressed used (can be null)
  97633. * @param textureType defines the compressed used (can be null)
  97634. * @returns a new raw 3D texture (stored in an InternalTexture)
  97635. */
  97636. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  97637. private _unpackFlipYCached;
  97638. /**
  97639. * In case you are sharing the context with other applications, it might
  97640. * be interested to not cache the unpack flip y state to ensure a consistent
  97641. * value would be set.
  97642. */
  97643. enableUnpackFlipYCached: boolean;
  97644. /** @hidden */
  97645. _unpackFlipY(value: boolean): void;
  97646. /** @hidden */
  97647. _getUnpackAlignement(): number;
  97648. /**
  97649. * Update the sampling mode of a given texture
  97650. * @param samplingMode defines the required sampling mode
  97651. * @param texture defines the texture to update
  97652. */
  97653. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97654. /** @hidden */
  97655. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97656. width: number;
  97657. height: number;
  97658. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97659. /** @hidden */
  97660. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97661. /** @hidden */
  97662. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97663. /** @hidden */
  97664. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97665. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97666. private _prepareWebGLTexture;
  97667. /** @hidden */
  97668. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97669. /** @hidden */
  97670. _releaseFramebufferObjects(texture: InternalTexture): void;
  97671. /** @hidden */
  97672. _releaseTexture(texture: InternalTexture): void;
  97673. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97674. protected _setProgram(program: WebGLProgram): void;
  97675. protected _boundUniforms: {
  97676. [key: number]: WebGLUniformLocation;
  97677. };
  97678. /**
  97679. * Binds an effect to the webGL context
  97680. * @param effect defines the effect to bind
  97681. */
  97682. bindSamplers(effect: Effect): void;
  97683. private _activateCurrentTexture;
  97684. /** @hidden */
  97685. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97686. /** @hidden */
  97687. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97688. /**
  97689. * Unbind all textures from the webGL context
  97690. */
  97691. unbindAllTextures(): void;
  97692. /**
  97693. * Sets a texture to the according uniform.
  97694. * @param channel The texture channel
  97695. * @param uniform The uniform to set
  97696. * @param texture The texture to apply
  97697. */
  97698. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97699. private _bindSamplerUniformToChannel;
  97700. private _getTextureWrapMode;
  97701. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97702. /**
  97703. * Sets an array of texture to the webGL context
  97704. * @param channel defines the channel where the texture array must be set
  97705. * @param uniform defines the associated uniform location
  97706. * @param textures defines the array of textures to bind
  97707. */
  97708. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97709. /** @hidden */
  97710. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97711. private _setTextureParameterFloat;
  97712. private _setTextureParameterInteger;
  97713. /**
  97714. * Unbind all vertex attributes from the webGL context
  97715. */
  97716. unbindAllAttributes(): void;
  97717. /**
  97718. * 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
  97719. */
  97720. releaseEffects(): void;
  97721. /**
  97722. * Dispose and release all associated resources
  97723. */
  97724. dispose(): void;
  97725. /**
  97726. * Attach a new callback raised when context lost event is fired
  97727. * @param callback defines the callback to call
  97728. */
  97729. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97730. /**
  97731. * Attach a new callback raised when context restored event is fired
  97732. * @param callback defines the callback to call
  97733. */
  97734. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97735. /**
  97736. * Get the current error code of the webGL context
  97737. * @returns the error code
  97738. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97739. */
  97740. getError(): number;
  97741. private _canRenderToFloatFramebuffer;
  97742. private _canRenderToHalfFloatFramebuffer;
  97743. private _canRenderToFramebuffer;
  97744. /** @hidden */
  97745. _getWebGLTextureType(type: number): number;
  97746. /** @hidden */
  97747. _getInternalFormat(format: number): number;
  97748. /** @hidden */
  97749. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97750. /** @hidden */
  97751. _getRGBAMultiSampleBufferFormat(type: number): number;
  97752. /** @hidden */
  97753. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  97754. /**
  97755. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97756. * @returns true if the engine can be created
  97757. * @ignorenaming
  97758. */
  97759. static isSupported(): boolean;
  97760. /**
  97761. * Find the next highest power of two.
  97762. * @param x Number to start search from.
  97763. * @return Next highest power of two.
  97764. */
  97765. static CeilingPOT(x: number): number;
  97766. /**
  97767. * Find the next lowest power of two.
  97768. * @param x Number to start search from.
  97769. * @return Next lowest power of two.
  97770. */
  97771. static FloorPOT(x: number): number;
  97772. /**
  97773. * Find the nearest power of two.
  97774. * @param x Number to start search from.
  97775. * @return Next nearest power of two.
  97776. */
  97777. static NearestPOT(x: number): number;
  97778. /**
  97779. * Get the closest exponent of two
  97780. * @param value defines the value to approximate
  97781. * @param max defines the maximum value to return
  97782. * @param mode defines how to define the closest value
  97783. * @returns closest exponent of two of the given value
  97784. */
  97785. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97786. /**
  97787. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97788. * @param func - the function to be called
  97789. * @param requester - the object that will request the next frame. Falls back to window.
  97790. * @returns frame number
  97791. */
  97792. static QueueNewFrame(func: () => void, requester?: any): number;
  97793. }
  97794. }
  97795. declare module BABYLON {
  97796. /**
  97797. * Class representing spherical harmonics coefficients to the 3rd degree
  97798. */
  97799. export class SphericalHarmonics {
  97800. /**
  97801. * Defines whether or not the harmonics have been prescaled for rendering.
  97802. */
  97803. preScaled: boolean;
  97804. /**
  97805. * The l0,0 coefficients of the spherical harmonics
  97806. */
  97807. l00: Vector3;
  97808. /**
  97809. * The l1,-1 coefficients of the spherical harmonics
  97810. */
  97811. l1_1: Vector3;
  97812. /**
  97813. * The l1,0 coefficients of the spherical harmonics
  97814. */
  97815. l10: Vector3;
  97816. /**
  97817. * The l1,1 coefficients of the spherical harmonics
  97818. */
  97819. l11: Vector3;
  97820. /**
  97821. * The l2,-2 coefficients of the spherical harmonics
  97822. */
  97823. l2_2: Vector3;
  97824. /**
  97825. * The l2,-1 coefficients of the spherical harmonics
  97826. */
  97827. l2_1: Vector3;
  97828. /**
  97829. * The l2,0 coefficients of the spherical harmonics
  97830. */
  97831. l20: Vector3;
  97832. /**
  97833. * The l2,1 coefficients of the spherical harmonics
  97834. */
  97835. l21: Vector3;
  97836. /**
  97837. * The l2,2 coefficients of the spherical harmonics
  97838. */
  97839. l22: Vector3;
  97840. /**
  97841. * Adds a light to the spherical harmonics
  97842. * @param direction the direction of the light
  97843. * @param color the color of the light
  97844. * @param deltaSolidAngle the delta solid angle of the light
  97845. */
  97846. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  97847. /**
  97848. * Scales the spherical harmonics by the given amount
  97849. * @param scale the amount to scale
  97850. */
  97851. scaleInPlace(scale: number): void;
  97852. /**
  97853. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  97854. *
  97855. * ```
  97856. * E_lm = A_l * L_lm
  97857. * ```
  97858. *
  97859. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  97860. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  97861. * the scaling factors are given in equation 9.
  97862. */
  97863. convertIncidentRadianceToIrradiance(): void;
  97864. /**
  97865. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  97866. *
  97867. * ```
  97868. * L = (1/pi) * E * rho
  97869. * ```
  97870. *
  97871. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  97872. */
  97873. convertIrradianceToLambertianRadiance(): void;
  97874. /**
  97875. * Integrates the reconstruction coefficients directly in to the SH preventing further
  97876. * required operations at run time.
  97877. *
  97878. * This is simply done by scaling back the SH with Ylm constants parameter.
  97879. * The trigonometric part being applied by the shader at run time.
  97880. */
  97881. preScaleForRendering(): void;
  97882. /**
  97883. * Constructs a spherical harmonics from an array.
  97884. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  97885. * @returns the spherical harmonics
  97886. */
  97887. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  97888. /**
  97889. * Gets the spherical harmonics from polynomial
  97890. * @param polynomial the spherical polynomial
  97891. * @returns the spherical harmonics
  97892. */
  97893. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  97894. }
  97895. /**
  97896. * Class representing spherical polynomial coefficients to the 3rd degree
  97897. */
  97898. export class SphericalPolynomial {
  97899. private _harmonics;
  97900. /**
  97901. * The spherical harmonics used to create the polynomials.
  97902. */
  97903. readonly preScaledHarmonics: SphericalHarmonics;
  97904. /**
  97905. * The x coefficients of the spherical polynomial
  97906. */
  97907. x: Vector3;
  97908. /**
  97909. * The y coefficients of the spherical polynomial
  97910. */
  97911. y: Vector3;
  97912. /**
  97913. * The z coefficients of the spherical polynomial
  97914. */
  97915. z: Vector3;
  97916. /**
  97917. * The xx coefficients of the spherical polynomial
  97918. */
  97919. xx: Vector3;
  97920. /**
  97921. * The yy coefficients of the spherical polynomial
  97922. */
  97923. yy: Vector3;
  97924. /**
  97925. * The zz coefficients of the spherical polynomial
  97926. */
  97927. zz: Vector3;
  97928. /**
  97929. * The xy coefficients of the spherical polynomial
  97930. */
  97931. xy: Vector3;
  97932. /**
  97933. * The yz coefficients of the spherical polynomial
  97934. */
  97935. yz: Vector3;
  97936. /**
  97937. * The zx coefficients of the spherical polynomial
  97938. */
  97939. zx: Vector3;
  97940. /**
  97941. * Adds an ambient color to the spherical polynomial
  97942. * @param color the color to add
  97943. */
  97944. addAmbient(color: Color3): void;
  97945. /**
  97946. * Scales the spherical polynomial by the given amount
  97947. * @param scale the amount to scale
  97948. */
  97949. scaleInPlace(scale: number): void;
  97950. /**
  97951. * Gets the spherical polynomial from harmonics
  97952. * @param harmonics the spherical harmonics
  97953. * @returns the spherical polynomial
  97954. */
  97955. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  97956. /**
  97957. * Constructs a spherical polynomial from an array.
  97958. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  97959. * @returns the spherical polynomial
  97960. */
  97961. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  97962. }
  97963. }
  97964. declare module BABYLON {
  97965. /**
  97966. * Defines the source of the internal texture
  97967. */
  97968. export enum InternalTextureSource {
  97969. /**
  97970. * The source of the texture data is unknown
  97971. */
  97972. Unknown = 0,
  97973. /**
  97974. * Texture data comes from an URL
  97975. */
  97976. Url = 1,
  97977. /**
  97978. * Texture data is only used for temporary storage
  97979. */
  97980. Temp = 2,
  97981. /**
  97982. * Texture data comes from raw data (ArrayBuffer)
  97983. */
  97984. Raw = 3,
  97985. /**
  97986. * Texture content is dynamic (video or dynamic texture)
  97987. */
  97988. Dynamic = 4,
  97989. /**
  97990. * Texture content is generated by rendering to it
  97991. */
  97992. RenderTarget = 5,
  97993. /**
  97994. * Texture content is part of a multi render target process
  97995. */
  97996. MultiRenderTarget = 6,
  97997. /**
  97998. * Texture data comes from a cube data file
  97999. */
  98000. Cube = 7,
  98001. /**
  98002. * Texture data comes from a raw cube data
  98003. */
  98004. CubeRaw = 8,
  98005. /**
  98006. * Texture data come from a prefiltered cube data file
  98007. */
  98008. CubePrefiltered = 9,
  98009. /**
  98010. * Texture content is raw 3D data
  98011. */
  98012. Raw3D = 10,
  98013. /**
  98014. * Texture content is a depth texture
  98015. */
  98016. Depth = 11,
  98017. /**
  98018. * Texture data comes from a raw cube data encoded with RGBD
  98019. */
  98020. CubeRawRGBD = 12
  98021. }
  98022. /**
  98023. * Class used to store data associated with WebGL texture data for the engine
  98024. * This class should not be used directly
  98025. */
  98026. export class InternalTexture {
  98027. /** @hidden */
  98028. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98029. /**
  98030. * Defines if the texture is ready
  98031. */
  98032. isReady: boolean;
  98033. /**
  98034. * Defines if the texture is a cube texture
  98035. */
  98036. isCube: boolean;
  98037. /**
  98038. * Defines if the texture contains 3D data
  98039. */
  98040. is3D: boolean;
  98041. /**
  98042. * Defines if the texture contains multiview data
  98043. */
  98044. isMultiview: boolean;
  98045. /**
  98046. * Gets the URL used to load this texture
  98047. */
  98048. url: string;
  98049. /**
  98050. * Gets the sampling mode of the texture
  98051. */
  98052. samplingMode: number;
  98053. /**
  98054. * Gets a boolean indicating if the texture needs mipmaps generation
  98055. */
  98056. generateMipMaps: boolean;
  98057. /**
  98058. * Gets the number of samples used by the texture (WebGL2+ only)
  98059. */
  98060. samples: number;
  98061. /**
  98062. * Gets the type of the texture (int, float...)
  98063. */
  98064. type: number;
  98065. /**
  98066. * Gets the format of the texture (RGB, RGBA...)
  98067. */
  98068. format: number;
  98069. /**
  98070. * Observable called when the texture is loaded
  98071. */
  98072. onLoadedObservable: Observable<InternalTexture>;
  98073. /**
  98074. * Gets the width of the texture
  98075. */
  98076. width: number;
  98077. /**
  98078. * Gets the height of the texture
  98079. */
  98080. height: number;
  98081. /**
  98082. * Gets the depth of the texture
  98083. */
  98084. depth: number;
  98085. /**
  98086. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98087. */
  98088. baseWidth: number;
  98089. /**
  98090. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98091. */
  98092. baseHeight: number;
  98093. /**
  98094. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98095. */
  98096. baseDepth: number;
  98097. /**
  98098. * Gets a boolean indicating if the texture is inverted on Y axis
  98099. */
  98100. invertY: boolean;
  98101. /** @hidden */
  98102. _invertVScale: boolean;
  98103. /** @hidden */
  98104. _associatedChannel: number;
  98105. /** @hidden */
  98106. _source: InternalTextureSource;
  98107. /** @hidden */
  98108. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98109. /** @hidden */
  98110. _bufferView: Nullable<ArrayBufferView>;
  98111. /** @hidden */
  98112. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98113. /** @hidden */
  98114. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98115. /** @hidden */
  98116. _size: number;
  98117. /** @hidden */
  98118. _extension: string;
  98119. /** @hidden */
  98120. _files: Nullable<string[]>;
  98121. /** @hidden */
  98122. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98123. /** @hidden */
  98124. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98125. /** @hidden */
  98126. _framebuffer: Nullable<WebGLFramebuffer>;
  98127. /** @hidden */
  98128. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98129. /** @hidden */
  98130. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98131. /** @hidden */
  98132. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98133. /** @hidden */
  98134. _attachments: Nullable<number[]>;
  98135. /** @hidden */
  98136. _cachedCoordinatesMode: Nullable<number>;
  98137. /** @hidden */
  98138. _cachedWrapU: Nullable<number>;
  98139. /** @hidden */
  98140. _cachedWrapV: Nullable<number>;
  98141. /** @hidden */
  98142. _cachedWrapR: Nullable<number>;
  98143. /** @hidden */
  98144. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98145. /** @hidden */
  98146. _isDisabled: boolean;
  98147. /** @hidden */
  98148. _compression: Nullable<string>;
  98149. /** @hidden */
  98150. _generateStencilBuffer: boolean;
  98151. /** @hidden */
  98152. _generateDepthBuffer: boolean;
  98153. /** @hidden */
  98154. _comparisonFunction: number;
  98155. /** @hidden */
  98156. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  98157. /** @hidden */
  98158. _lodGenerationScale: number;
  98159. /** @hidden */
  98160. _lodGenerationOffset: number;
  98161. /** @hidden */
  98162. _colorTextureArray: Nullable<WebGLTexture>;
  98163. /** @hidden */
  98164. _depthStencilTextureArray: Nullable<WebGLTexture>;
  98165. /** @hidden */
  98166. _lodTextureHigh: Nullable<BaseTexture>;
  98167. /** @hidden */
  98168. _lodTextureMid: Nullable<BaseTexture>;
  98169. /** @hidden */
  98170. _lodTextureLow: Nullable<BaseTexture>;
  98171. /** @hidden */
  98172. _isRGBD: boolean;
  98173. /** @hidden */
  98174. _linearSpecularLOD: boolean;
  98175. /** @hidden */
  98176. _irradianceTexture: Nullable<BaseTexture>;
  98177. /** @hidden */
  98178. _webGLTexture: Nullable<WebGLTexture>;
  98179. /** @hidden */
  98180. _references: number;
  98181. private _engine;
  98182. /**
  98183. * Gets the Engine the texture belongs to.
  98184. * @returns The babylon engine
  98185. */
  98186. getEngine(): ThinEngine;
  98187. /**
  98188. * Gets the data source type of the texture
  98189. */
  98190. readonly source: InternalTextureSource;
  98191. /**
  98192. * Creates a new InternalTexture
  98193. * @param engine defines the engine to use
  98194. * @param source defines the type of data that will be used
  98195. * @param delayAllocation if the texture allocation should be delayed (default: false)
  98196. */
  98197. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  98198. /**
  98199. * Increments the number of references (ie. the number of Texture that point to it)
  98200. */
  98201. incrementReferences(): void;
  98202. /**
  98203. * Change the size of the texture (not the size of the content)
  98204. * @param width defines the new width
  98205. * @param height defines the new height
  98206. * @param depth defines the new depth (1 by default)
  98207. */
  98208. updateSize(width: int, height: int, depth?: int): void;
  98209. /** @hidden */
  98210. _rebuild(): void;
  98211. /** @hidden */
  98212. _swapAndDie(target: InternalTexture): void;
  98213. /**
  98214. * Dispose the current allocated resources
  98215. */
  98216. dispose(): void;
  98217. }
  98218. }
  98219. declare module BABYLON {
  98220. /**
  98221. * Class used to work with sound analyzer using fast fourier transform (FFT)
  98222. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98223. */
  98224. export class Analyser {
  98225. /**
  98226. * Gets or sets the smoothing
  98227. * @ignorenaming
  98228. */
  98229. SMOOTHING: number;
  98230. /**
  98231. * Gets or sets the FFT table size
  98232. * @ignorenaming
  98233. */
  98234. FFT_SIZE: number;
  98235. /**
  98236. * Gets or sets the bar graph amplitude
  98237. * @ignorenaming
  98238. */
  98239. BARGRAPHAMPLITUDE: number;
  98240. /**
  98241. * Gets or sets the position of the debug canvas
  98242. * @ignorenaming
  98243. */
  98244. DEBUGCANVASPOS: {
  98245. x: number;
  98246. y: number;
  98247. };
  98248. /**
  98249. * Gets or sets the debug canvas size
  98250. * @ignorenaming
  98251. */
  98252. DEBUGCANVASSIZE: {
  98253. width: number;
  98254. height: number;
  98255. };
  98256. private _byteFreqs;
  98257. private _byteTime;
  98258. private _floatFreqs;
  98259. private _webAudioAnalyser;
  98260. private _debugCanvas;
  98261. private _debugCanvasContext;
  98262. private _scene;
  98263. private _registerFunc;
  98264. private _audioEngine;
  98265. /**
  98266. * Creates a new analyser
  98267. * @param scene defines hosting scene
  98268. */
  98269. constructor(scene: Scene);
  98270. /**
  98271. * Get the number of data values you will have to play with for the visualization
  98272. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  98273. * @returns a number
  98274. */
  98275. getFrequencyBinCount(): number;
  98276. /**
  98277. * Gets the current frequency data as a byte array
  98278. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98279. * @returns a Uint8Array
  98280. */
  98281. getByteFrequencyData(): Uint8Array;
  98282. /**
  98283. * Gets the current waveform as a byte array
  98284. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  98285. * @returns a Uint8Array
  98286. */
  98287. getByteTimeDomainData(): Uint8Array;
  98288. /**
  98289. * Gets the current frequency data as a float array
  98290. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98291. * @returns a Float32Array
  98292. */
  98293. getFloatFrequencyData(): Float32Array;
  98294. /**
  98295. * Renders the debug canvas
  98296. */
  98297. drawDebugCanvas(): void;
  98298. /**
  98299. * Stops rendering the debug canvas and removes it
  98300. */
  98301. stopDebugCanvas(): void;
  98302. /**
  98303. * Connects two audio nodes
  98304. * @param inputAudioNode defines first node to connect
  98305. * @param outputAudioNode defines second node to connect
  98306. */
  98307. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98308. /**
  98309. * Releases all associated resources
  98310. */
  98311. dispose(): void;
  98312. }
  98313. }
  98314. declare module BABYLON {
  98315. /**
  98316. * This represents an audio engine and it is responsible
  98317. * to play, synchronize and analyse sounds throughout the application.
  98318. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98319. */
  98320. export interface IAudioEngine extends IDisposable {
  98321. /**
  98322. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98323. */
  98324. readonly canUseWebAudio: boolean;
  98325. /**
  98326. * Gets the current AudioContext if available.
  98327. */
  98328. readonly audioContext: Nullable<AudioContext>;
  98329. /**
  98330. * The master gain node defines the global audio volume of your audio engine.
  98331. */
  98332. readonly masterGain: GainNode;
  98333. /**
  98334. * Gets whether or not mp3 are supported by your browser.
  98335. */
  98336. readonly isMP3supported: boolean;
  98337. /**
  98338. * Gets whether or not ogg are supported by your browser.
  98339. */
  98340. readonly isOGGsupported: boolean;
  98341. /**
  98342. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98343. * @ignoreNaming
  98344. */
  98345. WarnedWebAudioUnsupported: boolean;
  98346. /**
  98347. * Defines if the audio engine relies on a custom unlocked button.
  98348. * In this case, the embedded button will not be displayed.
  98349. */
  98350. useCustomUnlockedButton: boolean;
  98351. /**
  98352. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98353. */
  98354. readonly unlocked: boolean;
  98355. /**
  98356. * Event raised when audio has been unlocked on the browser.
  98357. */
  98358. onAudioUnlockedObservable: Observable<AudioEngine>;
  98359. /**
  98360. * Event raised when audio has been locked on the browser.
  98361. */
  98362. onAudioLockedObservable: Observable<AudioEngine>;
  98363. /**
  98364. * Flags the audio engine in Locked state.
  98365. * This happens due to new browser policies preventing audio to autoplay.
  98366. */
  98367. lock(): void;
  98368. /**
  98369. * Unlocks the audio engine once a user action has been done on the dom.
  98370. * This is helpful to resume play once browser policies have been satisfied.
  98371. */
  98372. unlock(): void;
  98373. }
  98374. /**
  98375. * This represents the default audio engine used in babylon.
  98376. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98377. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98378. */
  98379. export class AudioEngine implements IAudioEngine {
  98380. private _audioContext;
  98381. private _audioContextInitialized;
  98382. private _muteButton;
  98383. private _hostElement;
  98384. /**
  98385. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98386. */
  98387. canUseWebAudio: boolean;
  98388. /**
  98389. * The master gain node defines the global audio volume of your audio engine.
  98390. */
  98391. masterGain: GainNode;
  98392. /**
  98393. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98394. * @ignoreNaming
  98395. */
  98396. WarnedWebAudioUnsupported: boolean;
  98397. /**
  98398. * Gets whether or not mp3 are supported by your browser.
  98399. */
  98400. isMP3supported: boolean;
  98401. /**
  98402. * Gets whether or not ogg are supported by your browser.
  98403. */
  98404. isOGGsupported: boolean;
  98405. /**
  98406. * Gets whether audio has been unlocked on the device.
  98407. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98408. * a user interaction has happened.
  98409. */
  98410. unlocked: boolean;
  98411. /**
  98412. * Defines if the audio engine relies on a custom unlocked button.
  98413. * In this case, the embedded button will not be displayed.
  98414. */
  98415. useCustomUnlockedButton: boolean;
  98416. /**
  98417. * Event raised when audio has been unlocked on the browser.
  98418. */
  98419. onAudioUnlockedObservable: Observable<AudioEngine>;
  98420. /**
  98421. * Event raised when audio has been locked on the browser.
  98422. */
  98423. onAudioLockedObservable: Observable<AudioEngine>;
  98424. /**
  98425. * Gets the current AudioContext if available.
  98426. */
  98427. readonly audioContext: Nullable<AudioContext>;
  98428. private _connectedAnalyser;
  98429. /**
  98430. * Instantiates a new audio engine.
  98431. *
  98432. * There should be only one per page as some browsers restrict the number
  98433. * of audio contexts you can create.
  98434. * @param hostElement defines the host element where to display the mute icon if necessary
  98435. */
  98436. constructor(hostElement?: Nullable<HTMLElement>);
  98437. /**
  98438. * Flags the audio engine in Locked state.
  98439. * This happens due to new browser policies preventing audio to autoplay.
  98440. */
  98441. lock(): void;
  98442. /**
  98443. * Unlocks the audio engine once a user action has been done on the dom.
  98444. * This is helpful to resume play once browser policies have been satisfied.
  98445. */
  98446. unlock(): void;
  98447. private _resumeAudioContext;
  98448. private _initializeAudioContext;
  98449. private _tryToRun;
  98450. private _triggerRunningState;
  98451. private _triggerSuspendedState;
  98452. private _displayMuteButton;
  98453. private _moveButtonToTopLeft;
  98454. private _onResize;
  98455. private _hideMuteButton;
  98456. /**
  98457. * Destroy and release the resources associated with the audio ccontext.
  98458. */
  98459. dispose(): void;
  98460. /**
  98461. * Gets the global volume sets on the master gain.
  98462. * @returns the global volume if set or -1 otherwise
  98463. */
  98464. getGlobalVolume(): number;
  98465. /**
  98466. * Sets the global volume of your experience (sets on the master gain).
  98467. * @param newVolume Defines the new global volume of the application
  98468. */
  98469. setGlobalVolume(newVolume: number): void;
  98470. /**
  98471. * Connect the audio engine to an audio analyser allowing some amazing
  98472. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98473. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98474. * @param analyser The analyser to connect to the engine
  98475. */
  98476. connectToAnalyser(analyser: Analyser): void;
  98477. }
  98478. }
  98479. declare module BABYLON {
  98480. /**
  98481. * Interface used to present a loading screen while loading a scene
  98482. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98483. */
  98484. export interface ILoadingScreen {
  98485. /**
  98486. * Function called to display the loading screen
  98487. */
  98488. displayLoadingUI: () => void;
  98489. /**
  98490. * Function called to hide the loading screen
  98491. */
  98492. hideLoadingUI: () => void;
  98493. /**
  98494. * Gets or sets the color to use for the background
  98495. */
  98496. loadingUIBackgroundColor: string;
  98497. /**
  98498. * Gets or sets the text to display while loading
  98499. */
  98500. loadingUIText: string;
  98501. }
  98502. /**
  98503. * Class used for the default loading screen
  98504. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98505. */
  98506. export class DefaultLoadingScreen implements ILoadingScreen {
  98507. private _renderingCanvas;
  98508. private _loadingText;
  98509. private _loadingDivBackgroundColor;
  98510. private _loadingDiv;
  98511. private _loadingTextDiv;
  98512. /** Gets or sets the logo url to use for the default loading screen */
  98513. static DefaultLogoUrl: string;
  98514. /** Gets or sets the spinner url to use for the default loading screen */
  98515. static DefaultSpinnerUrl: string;
  98516. /**
  98517. * Creates a new default loading screen
  98518. * @param _renderingCanvas defines the canvas used to render the scene
  98519. * @param _loadingText defines the default text to display
  98520. * @param _loadingDivBackgroundColor defines the default background color
  98521. */
  98522. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  98523. /**
  98524. * Function called to display the loading screen
  98525. */
  98526. displayLoadingUI(): void;
  98527. /**
  98528. * Function called to hide the loading screen
  98529. */
  98530. hideLoadingUI(): void;
  98531. /**
  98532. * Gets or sets the text to display while loading
  98533. */
  98534. loadingUIText: string;
  98535. /**
  98536. * Gets or sets the color to use for the background
  98537. */
  98538. loadingUIBackgroundColor: string;
  98539. private _resizeLoadingUI;
  98540. }
  98541. }
  98542. declare module BABYLON {
  98543. /**
  98544. * Interface for any object that can request an animation frame
  98545. */
  98546. export interface ICustomAnimationFrameRequester {
  98547. /**
  98548. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  98549. */
  98550. renderFunction?: Function;
  98551. /**
  98552. * Called to request the next frame to render to
  98553. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  98554. */
  98555. requestAnimationFrame: Function;
  98556. /**
  98557. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  98558. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  98559. */
  98560. requestID?: number;
  98561. }
  98562. }
  98563. declare module BABYLON {
  98564. /**
  98565. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  98566. */
  98567. export class PerformanceMonitor {
  98568. private _enabled;
  98569. private _rollingFrameTime;
  98570. private _lastFrameTimeMs;
  98571. /**
  98572. * constructor
  98573. * @param frameSampleSize The number of samples required to saturate the sliding window
  98574. */
  98575. constructor(frameSampleSize?: number);
  98576. /**
  98577. * Samples current frame
  98578. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  98579. */
  98580. sampleFrame(timeMs?: number): void;
  98581. /**
  98582. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98583. */
  98584. readonly averageFrameTime: number;
  98585. /**
  98586. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98587. */
  98588. readonly averageFrameTimeVariance: number;
  98589. /**
  98590. * Returns the frame time of the most recent frame
  98591. */
  98592. readonly instantaneousFrameTime: number;
  98593. /**
  98594. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  98595. */
  98596. readonly averageFPS: number;
  98597. /**
  98598. * Returns the average framerate in frames per second using the most recent frame time
  98599. */
  98600. readonly instantaneousFPS: number;
  98601. /**
  98602. * Returns true if enough samples have been taken to completely fill the sliding window
  98603. */
  98604. readonly isSaturated: boolean;
  98605. /**
  98606. * Enables contributions to the sliding window sample set
  98607. */
  98608. enable(): void;
  98609. /**
  98610. * Disables contributions to the sliding window sample set
  98611. * Samples will not be interpolated over the disabled period
  98612. */
  98613. disable(): void;
  98614. /**
  98615. * Returns true if sampling is enabled
  98616. */
  98617. readonly isEnabled: boolean;
  98618. /**
  98619. * Resets performance monitor
  98620. */
  98621. reset(): void;
  98622. }
  98623. /**
  98624. * RollingAverage
  98625. *
  98626. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  98627. */
  98628. export class RollingAverage {
  98629. /**
  98630. * Current average
  98631. */
  98632. average: number;
  98633. /**
  98634. * Current variance
  98635. */
  98636. variance: number;
  98637. protected _samples: Array<number>;
  98638. protected _sampleCount: number;
  98639. protected _pos: number;
  98640. protected _m2: number;
  98641. /**
  98642. * constructor
  98643. * @param length The number of samples required to saturate the sliding window
  98644. */
  98645. constructor(length: number);
  98646. /**
  98647. * Adds a sample to the sample set
  98648. * @param v The sample value
  98649. */
  98650. add(v: number): void;
  98651. /**
  98652. * Returns previously added values or null if outside of history or outside the sliding window domain
  98653. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  98654. * @return Value previously recorded with add() or null if outside of range
  98655. */
  98656. history(i: number): number;
  98657. /**
  98658. * Returns true if enough samples have been taken to completely fill the sliding window
  98659. * @return true if sample-set saturated
  98660. */
  98661. isSaturated(): boolean;
  98662. /**
  98663. * Resets the rolling average (equivalent to 0 samples taken so far)
  98664. */
  98665. reset(): void;
  98666. /**
  98667. * Wraps a value around the sample range boundaries
  98668. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  98669. * @return Wrapped position in sample range
  98670. */
  98671. protected _wrapPosition(i: number): number;
  98672. }
  98673. }
  98674. declare module BABYLON {
  98675. /**
  98676. * This class is used to track a performance counter which is number based.
  98677. * The user has access to many properties which give statistics of different nature.
  98678. *
  98679. * The implementer can track two kinds of Performance Counter: time and count.
  98680. * 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.
  98681. * 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.
  98682. */
  98683. export class PerfCounter {
  98684. /**
  98685. * Gets or sets a global boolean to turn on and off all the counters
  98686. */
  98687. static Enabled: boolean;
  98688. /**
  98689. * Returns the smallest value ever
  98690. */
  98691. readonly min: number;
  98692. /**
  98693. * Returns the biggest value ever
  98694. */
  98695. readonly max: number;
  98696. /**
  98697. * Returns the average value since the performance counter is running
  98698. */
  98699. readonly average: number;
  98700. /**
  98701. * Returns the average value of the last second the counter was monitored
  98702. */
  98703. readonly lastSecAverage: number;
  98704. /**
  98705. * Returns the current value
  98706. */
  98707. readonly current: number;
  98708. /**
  98709. * Gets the accumulated total
  98710. */
  98711. readonly total: number;
  98712. /**
  98713. * Gets the total value count
  98714. */
  98715. readonly count: number;
  98716. /**
  98717. * Creates a new counter
  98718. */
  98719. constructor();
  98720. /**
  98721. * Call this method to start monitoring a new frame.
  98722. * 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.
  98723. */
  98724. fetchNewFrame(): void;
  98725. /**
  98726. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  98727. * @param newCount the count value to add to the monitored count
  98728. * @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.
  98729. */
  98730. addCount(newCount: number, fetchResult: boolean): void;
  98731. /**
  98732. * Start monitoring this performance counter
  98733. */
  98734. beginMonitoring(): void;
  98735. /**
  98736. * Compute the time lapsed since the previous beginMonitoring() call.
  98737. * @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
  98738. */
  98739. endMonitoring(newFrame?: boolean): void;
  98740. private _fetchResult;
  98741. private _startMonitoringTime;
  98742. private _min;
  98743. private _max;
  98744. private _average;
  98745. private _current;
  98746. private _totalValueCount;
  98747. private _totalAccumulated;
  98748. private _lastSecAverage;
  98749. private _lastSecAccumulated;
  98750. private _lastSecTime;
  98751. private _lastSecValueCount;
  98752. }
  98753. }
  98754. declare module BABYLON {
  98755. /**
  98756. * Defines the interface used by display changed events
  98757. */
  98758. export interface IDisplayChangedEventArgs {
  98759. /** Gets the vrDisplay object (if any) */
  98760. vrDisplay: Nullable<any>;
  98761. /** Gets a boolean indicating if webVR is supported */
  98762. vrSupported: boolean;
  98763. }
  98764. /**
  98765. * Defines the interface used by objects containing a viewport (like a camera)
  98766. */
  98767. interface IViewportOwnerLike {
  98768. /**
  98769. * Gets or sets the viewport
  98770. */
  98771. viewport: IViewportLike;
  98772. }
  98773. /**
  98774. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  98775. */
  98776. export class Engine extends ThinEngine {
  98777. /** Defines that alpha blending is disabled */
  98778. static readonly ALPHA_DISABLE: number;
  98779. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  98780. static readonly ALPHA_ADD: number;
  98781. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  98782. static readonly ALPHA_COMBINE: number;
  98783. /** Defines that alpha blending to DEST - SRC * DEST */
  98784. static readonly ALPHA_SUBTRACT: number;
  98785. /** Defines that alpha blending to SRC * DEST */
  98786. static readonly ALPHA_MULTIPLY: number;
  98787. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  98788. static readonly ALPHA_MAXIMIZED: number;
  98789. /** Defines that alpha blending to SRC + DEST */
  98790. static readonly ALPHA_ONEONE: number;
  98791. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  98792. static readonly ALPHA_PREMULTIPLIED: number;
  98793. /**
  98794. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  98795. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  98796. */
  98797. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  98798. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  98799. static readonly ALPHA_INTERPOLATE: number;
  98800. /**
  98801. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  98802. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  98803. */
  98804. static readonly ALPHA_SCREENMODE: number;
  98805. /** Defines that the ressource is not delayed*/
  98806. static readonly DELAYLOADSTATE_NONE: number;
  98807. /** Defines that the ressource was successfully delay loaded */
  98808. static readonly DELAYLOADSTATE_LOADED: number;
  98809. /** Defines that the ressource is currently delay loading */
  98810. static readonly DELAYLOADSTATE_LOADING: number;
  98811. /** Defines that the ressource is delayed and has not started loading */
  98812. static readonly DELAYLOADSTATE_NOTLOADED: number;
  98813. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  98814. static readonly NEVER: number;
  98815. /** 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 */
  98816. static readonly ALWAYS: number;
  98817. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  98818. static readonly LESS: number;
  98819. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  98820. static readonly EQUAL: number;
  98821. /** 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 */
  98822. static readonly LEQUAL: number;
  98823. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  98824. static readonly GREATER: number;
  98825. /** 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 */
  98826. static readonly GEQUAL: number;
  98827. /** 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 */
  98828. static readonly NOTEQUAL: number;
  98829. /** Passed to stencilOperation to specify that stencil value must be kept */
  98830. static readonly KEEP: number;
  98831. /** Passed to stencilOperation to specify that stencil value must be replaced */
  98832. static readonly REPLACE: number;
  98833. /** Passed to stencilOperation to specify that stencil value must be incremented */
  98834. static readonly INCR: number;
  98835. /** Passed to stencilOperation to specify that stencil value must be decremented */
  98836. static readonly DECR: number;
  98837. /** Passed to stencilOperation to specify that stencil value must be inverted */
  98838. static readonly INVERT: number;
  98839. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  98840. static readonly INCR_WRAP: number;
  98841. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  98842. static readonly DECR_WRAP: number;
  98843. /** Texture is not repeating outside of 0..1 UVs */
  98844. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  98845. /** Texture is repeating outside of 0..1 UVs */
  98846. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  98847. /** Texture is repeating and mirrored */
  98848. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  98849. /** ALPHA */
  98850. static readonly TEXTUREFORMAT_ALPHA: number;
  98851. /** LUMINANCE */
  98852. static readonly TEXTUREFORMAT_LUMINANCE: number;
  98853. /** LUMINANCE_ALPHA */
  98854. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  98855. /** RGB */
  98856. static readonly TEXTUREFORMAT_RGB: number;
  98857. /** RGBA */
  98858. static readonly TEXTUREFORMAT_RGBA: number;
  98859. /** RED */
  98860. static readonly TEXTUREFORMAT_RED: number;
  98861. /** RED (2nd reference) */
  98862. static readonly TEXTUREFORMAT_R: number;
  98863. /** RG */
  98864. static readonly TEXTUREFORMAT_RG: number;
  98865. /** RED_INTEGER */
  98866. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  98867. /** RED_INTEGER (2nd reference) */
  98868. static readonly TEXTUREFORMAT_R_INTEGER: number;
  98869. /** RG_INTEGER */
  98870. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  98871. /** RGB_INTEGER */
  98872. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  98873. /** RGBA_INTEGER */
  98874. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  98875. /** UNSIGNED_BYTE */
  98876. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  98877. /** UNSIGNED_BYTE (2nd reference) */
  98878. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  98879. /** FLOAT */
  98880. static readonly TEXTURETYPE_FLOAT: number;
  98881. /** HALF_FLOAT */
  98882. static readonly TEXTURETYPE_HALF_FLOAT: number;
  98883. /** BYTE */
  98884. static readonly TEXTURETYPE_BYTE: number;
  98885. /** SHORT */
  98886. static readonly TEXTURETYPE_SHORT: number;
  98887. /** UNSIGNED_SHORT */
  98888. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  98889. /** INT */
  98890. static readonly TEXTURETYPE_INT: number;
  98891. /** UNSIGNED_INT */
  98892. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  98893. /** UNSIGNED_SHORT_4_4_4_4 */
  98894. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  98895. /** UNSIGNED_SHORT_5_5_5_1 */
  98896. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  98897. /** UNSIGNED_SHORT_5_6_5 */
  98898. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  98899. /** UNSIGNED_INT_2_10_10_10_REV */
  98900. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  98901. /** UNSIGNED_INT_24_8 */
  98902. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  98903. /** UNSIGNED_INT_10F_11F_11F_REV */
  98904. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  98905. /** UNSIGNED_INT_5_9_9_9_REV */
  98906. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  98907. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  98908. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  98909. /** nearest is mag = nearest and min = nearest and mip = linear */
  98910. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  98911. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98912. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  98913. /** Trilinear is mag = linear and min = linear and mip = linear */
  98914. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  98915. /** nearest is mag = nearest and min = nearest and mip = linear */
  98916. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  98917. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98918. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  98919. /** Trilinear is mag = linear and min = linear and mip = linear */
  98920. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  98921. /** mag = nearest and min = nearest and mip = nearest */
  98922. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  98923. /** mag = nearest and min = linear and mip = nearest */
  98924. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  98925. /** mag = nearest and min = linear and mip = linear */
  98926. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  98927. /** mag = nearest and min = linear and mip = none */
  98928. static readonly TEXTURE_NEAREST_LINEAR: number;
  98929. /** mag = nearest and min = nearest and mip = none */
  98930. static readonly TEXTURE_NEAREST_NEAREST: number;
  98931. /** mag = linear and min = nearest and mip = nearest */
  98932. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  98933. /** mag = linear and min = nearest and mip = linear */
  98934. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  98935. /** mag = linear and min = linear and mip = none */
  98936. static readonly TEXTURE_LINEAR_LINEAR: number;
  98937. /** mag = linear and min = nearest and mip = none */
  98938. static readonly TEXTURE_LINEAR_NEAREST: number;
  98939. /** Explicit coordinates mode */
  98940. static readonly TEXTURE_EXPLICIT_MODE: number;
  98941. /** Spherical coordinates mode */
  98942. static readonly TEXTURE_SPHERICAL_MODE: number;
  98943. /** Planar coordinates mode */
  98944. static readonly TEXTURE_PLANAR_MODE: number;
  98945. /** Cubic coordinates mode */
  98946. static readonly TEXTURE_CUBIC_MODE: number;
  98947. /** Projection coordinates mode */
  98948. static readonly TEXTURE_PROJECTION_MODE: number;
  98949. /** Skybox coordinates mode */
  98950. static readonly TEXTURE_SKYBOX_MODE: number;
  98951. /** Inverse Cubic coordinates mode */
  98952. static readonly TEXTURE_INVCUBIC_MODE: number;
  98953. /** Equirectangular coordinates mode */
  98954. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  98955. /** Equirectangular Fixed coordinates mode */
  98956. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  98957. /** Equirectangular Fixed Mirrored coordinates mode */
  98958. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  98959. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  98960. static readonly SCALEMODE_FLOOR: number;
  98961. /** Defines that texture rescaling will look for the nearest power of 2 size */
  98962. static readonly SCALEMODE_NEAREST: number;
  98963. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  98964. static readonly SCALEMODE_CEILING: number;
  98965. /**
  98966. * Returns the current npm package of the sdk
  98967. */
  98968. static readonly NpmPackage: string;
  98969. /**
  98970. * Returns the current version of the framework
  98971. */
  98972. static readonly Version: string;
  98973. /** Gets the list of created engines */
  98974. static readonly Instances: Engine[];
  98975. /**
  98976. * Gets the latest created engine
  98977. */
  98978. static readonly LastCreatedEngine: Nullable<Engine>;
  98979. /**
  98980. * Gets the latest created scene
  98981. */
  98982. static readonly LastCreatedScene: Nullable<Scene>;
  98983. /**
  98984. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  98985. * @param flag defines which part of the materials must be marked as dirty
  98986. * @param predicate defines a predicate used to filter which materials should be affected
  98987. */
  98988. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98989. /**
  98990. * Method called to create the default loading screen.
  98991. * This can be overriden in your own app.
  98992. * @param canvas The rendering canvas element
  98993. * @returns The loading screen
  98994. */
  98995. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  98996. /**
  98997. * Method called to create the default rescale post process on each engine.
  98998. */
  98999. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  99000. /**
  99001. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  99002. **/
  99003. enableOfflineSupport: boolean;
  99004. /**
  99005. * 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)
  99006. **/
  99007. disableManifestCheck: boolean;
  99008. /**
  99009. * Gets the list of created scenes
  99010. */
  99011. scenes: Scene[];
  99012. /**
  99013. * Event raised when a new scene is created
  99014. */
  99015. onNewSceneAddedObservable: Observable<Scene>;
  99016. /**
  99017. * Gets the list of created postprocesses
  99018. */
  99019. postProcesses: PostProcess[];
  99020. /**
  99021. * Gets a boolean indicating if the pointer is currently locked
  99022. */
  99023. isPointerLock: boolean;
  99024. /**
  99025. * Observable event triggered each time the rendering canvas is resized
  99026. */
  99027. onResizeObservable: Observable<Engine>;
  99028. /**
  99029. * Observable event triggered each time the canvas loses focus
  99030. */
  99031. onCanvasBlurObservable: Observable<Engine>;
  99032. /**
  99033. * Observable event triggered each time the canvas gains focus
  99034. */
  99035. onCanvasFocusObservable: Observable<Engine>;
  99036. /**
  99037. * Observable event triggered each time the canvas receives pointerout event
  99038. */
  99039. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99040. /**
  99041. * Observable raised when the engine begins a new frame
  99042. */
  99043. onBeginFrameObservable: Observable<Engine>;
  99044. /**
  99045. * If set, will be used to request the next animation frame for the render loop
  99046. */
  99047. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99048. /**
  99049. * Observable raised when the engine ends the current frame
  99050. */
  99051. onEndFrameObservable: Observable<Engine>;
  99052. /**
  99053. * Observable raised when the engine is about to compile a shader
  99054. */
  99055. onBeforeShaderCompilationObservable: Observable<Engine>;
  99056. /**
  99057. * Observable raised when the engine has jsut compiled a shader
  99058. */
  99059. onAfterShaderCompilationObservable: Observable<Engine>;
  99060. /**
  99061. * Gets the audio engine
  99062. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99063. * @ignorenaming
  99064. */
  99065. static audioEngine: IAudioEngine;
  99066. /**
  99067. * Default AudioEngine factory responsible of creating the Audio Engine.
  99068. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99069. */
  99070. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99071. /**
  99072. * Default offline support factory responsible of creating a tool used to store data locally.
  99073. * By default, this will create a Database object if the workload has been embedded.
  99074. */
  99075. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99076. private _loadingScreen;
  99077. private _pointerLockRequested;
  99078. private _dummyFramebuffer;
  99079. private _rescalePostProcess;
  99080. /** @hidden */
  99081. protected _alphaMode: number;
  99082. /** @hidden */
  99083. protected _alphaEquation: number;
  99084. private _deterministicLockstep;
  99085. private _lockstepMaxSteps;
  99086. protected readonly _supportsHardwareTextureRescaling: boolean;
  99087. private _fps;
  99088. private _deltaTime;
  99089. /** @hidden */
  99090. _drawCalls: PerfCounter;
  99091. /**
  99092. * Turn this value on if you want to pause FPS computation when in background
  99093. */
  99094. disablePerformanceMonitorInBackground: boolean;
  99095. private _performanceMonitor;
  99096. /**
  99097. * Gets the performance monitor attached to this engine
  99098. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99099. */
  99100. readonly performanceMonitor: PerformanceMonitor;
  99101. private _onFocus;
  99102. private _onBlur;
  99103. private _onCanvasPointerOut;
  99104. private _onCanvasBlur;
  99105. private _onCanvasFocus;
  99106. private _onFullscreenChange;
  99107. private _onPointerLockChange;
  99108. /**
  99109. * Creates a new engine
  99110. * @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
  99111. * @param antialias defines enable antialiasing (default: false)
  99112. * @param options defines further options to be sent to the getContext() function
  99113. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99114. */
  99115. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99116. /**
  99117. * Gets current aspect ratio
  99118. * @param viewportOwner defines the camera to use to get the aspect ratio
  99119. * @param useScreen defines if screen size must be used (or the current render target if any)
  99120. * @returns a number defining the aspect ratio
  99121. */
  99122. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99123. /**
  99124. * Gets current screen aspect ratio
  99125. * @returns a number defining the aspect ratio
  99126. */
  99127. getScreenAspectRatio(): number;
  99128. /**
  99129. * Gets host document
  99130. * @returns the host document object
  99131. */
  99132. getHostDocument(): Document;
  99133. /**
  99134. * Gets the client rect of the HTML canvas attached with the current webGL context
  99135. * @returns a client rectanglee
  99136. */
  99137. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99138. /**
  99139. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99140. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99141. * @returns true if engine is in deterministic lock step mode
  99142. */
  99143. isDeterministicLockStep(): boolean;
  99144. /**
  99145. * Gets the max steps when engine is running in deterministic lock step
  99146. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99147. * @returns the max steps
  99148. */
  99149. getLockstepMaxSteps(): number;
  99150. /**
  99151. * Force the mipmap generation for the given render target texture
  99152. * @param texture defines the render target texture to use
  99153. */
  99154. generateMipMapsForCubemap(texture: InternalTexture): void;
  99155. /** States */
  99156. /**
  99157. * Set various states to the webGL context
  99158. * @param culling defines backface culling state
  99159. * @param zOffset defines the value to apply to zOffset (0 by default)
  99160. * @param force defines if states must be applied even if cache is up to date
  99161. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  99162. */
  99163. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  99164. /**
  99165. * Set the z offset to apply to current rendering
  99166. * @param value defines the offset to apply
  99167. */
  99168. setZOffset(value: number): void;
  99169. /**
  99170. * Gets the current value of the zOffset
  99171. * @returns the current zOffset state
  99172. */
  99173. getZOffset(): number;
  99174. /**
  99175. * Enable or disable depth buffering
  99176. * @param enable defines the state to set
  99177. */
  99178. setDepthBuffer(enable: boolean): void;
  99179. /**
  99180. * Gets a boolean indicating if depth writing is enabled
  99181. * @returns the current depth writing state
  99182. */
  99183. getDepthWrite(): boolean;
  99184. /**
  99185. * Enable or disable depth writing
  99186. * @param enable defines the state to set
  99187. */
  99188. setDepthWrite(enable: boolean): void;
  99189. /**
  99190. * Enable or disable color writing
  99191. * @param enable defines the state to set
  99192. */
  99193. setColorWrite(enable: boolean): void;
  99194. /**
  99195. * Gets a boolean indicating if color writing is enabled
  99196. * @returns the current color writing state
  99197. */
  99198. getColorWrite(): boolean;
  99199. /**
  99200. * Sets alpha constants used by some alpha blending modes
  99201. * @param r defines the red component
  99202. * @param g defines the green component
  99203. * @param b defines the blue component
  99204. * @param a defines the alpha component
  99205. */
  99206. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  99207. /**
  99208. * Sets the current alpha mode
  99209. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  99210. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  99211. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99212. */
  99213. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  99214. /**
  99215. * Gets the current alpha mode
  99216. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99217. * @returns the current alpha mode
  99218. */
  99219. getAlphaMode(): number;
  99220. /**
  99221. * Sets the current alpha equation
  99222. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  99223. */
  99224. setAlphaEquation(equation: number): void;
  99225. /**
  99226. * Gets the current alpha equation.
  99227. * @returns the current alpha equation
  99228. */
  99229. getAlphaEquation(): number;
  99230. /**
  99231. * Gets a boolean indicating if stencil buffer is enabled
  99232. * @returns the current stencil buffer state
  99233. */
  99234. getStencilBuffer(): boolean;
  99235. /**
  99236. * Enable or disable the stencil buffer
  99237. * @param enable defines if the stencil buffer must be enabled or disabled
  99238. */
  99239. setStencilBuffer(enable: boolean): void;
  99240. /**
  99241. * Gets the current stencil mask
  99242. * @returns a number defining the new stencil mask to use
  99243. */
  99244. getStencilMask(): number;
  99245. /**
  99246. * Sets the current stencil mask
  99247. * @param mask defines the new stencil mask to use
  99248. */
  99249. setStencilMask(mask: number): void;
  99250. /**
  99251. * Gets the current stencil function
  99252. * @returns a number defining the stencil function to use
  99253. */
  99254. getStencilFunction(): number;
  99255. /**
  99256. * Gets the current stencil reference value
  99257. * @returns a number defining the stencil reference value to use
  99258. */
  99259. getStencilFunctionReference(): number;
  99260. /**
  99261. * Gets the current stencil mask
  99262. * @returns a number defining the stencil mask to use
  99263. */
  99264. getStencilFunctionMask(): number;
  99265. /**
  99266. * Sets the current stencil function
  99267. * @param stencilFunc defines the new stencil function to use
  99268. */
  99269. setStencilFunction(stencilFunc: number): void;
  99270. /**
  99271. * Sets the current stencil reference
  99272. * @param reference defines the new stencil reference to use
  99273. */
  99274. setStencilFunctionReference(reference: number): void;
  99275. /**
  99276. * Sets the current stencil mask
  99277. * @param mask defines the new stencil mask to use
  99278. */
  99279. setStencilFunctionMask(mask: number): void;
  99280. /**
  99281. * Gets the current stencil operation when stencil fails
  99282. * @returns a number defining stencil operation to use when stencil fails
  99283. */
  99284. getStencilOperationFail(): number;
  99285. /**
  99286. * Gets the current stencil operation when depth fails
  99287. * @returns a number defining stencil operation to use when depth fails
  99288. */
  99289. getStencilOperationDepthFail(): number;
  99290. /**
  99291. * Gets the current stencil operation when stencil passes
  99292. * @returns a number defining stencil operation to use when stencil passes
  99293. */
  99294. getStencilOperationPass(): number;
  99295. /**
  99296. * Sets the stencil operation to use when stencil fails
  99297. * @param operation defines the stencil operation to use when stencil fails
  99298. */
  99299. setStencilOperationFail(operation: number): void;
  99300. /**
  99301. * Sets the stencil operation to use when depth fails
  99302. * @param operation defines the stencil operation to use when depth fails
  99303. */
  99304. setStencilOperationDepthFail(operation: number): void;
  99305. /**
  99306. * Sets the stencil operation to use when stencil passes
  99307. * @param operation defines the stencil operation to use when stencil passes
  99308. */
  99309. setStencilOperationPass(operation: number): void;
  99310. /**
  99311. * Sets a boolean indicating if the dithering state is enabled or disabled
  99312. * @param value defines the dithering state
  99313. */
  99314. setDitheringState(value: boolean): void;
  99315. /**
  99316. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99317. * @param value defines the rasterizer state
  99318. */
  99319. setRasterizerState(value: boolean): void;
  99320. /**
  99321. * Gets the current depth function
  99322. * @returns a number defining the depth function
  99323. */
  99324. getDepthFunction(): Nullable<number>;
  99325. /**
  99326. * Sets the current depth function
  99327. * @param depthFunc defines the function to use
  99328. */
  99329. setDepthFunction(depthFunc: number): void;
  99330. /**
  99331. * Sets the current depth function to GREATER
  99332. */
  99333. setDepthFunctionToGreater(): void;
  99334. /**
  99335. * Sets the current depth function to GEQUAL
  99336. */
  99337. setDepthFunctionToGreaterOrEqual(): void;
  99338. /**
  99339. * Sets the current depth function to LESS
  99340. */
  99341. setDepthFunctionToLess(): void;
  99342. /**
  99343. * Sets the current depth function to LEQUAL
  99344. */
  99345. setDepthFunctionToLessOrEqual(): void;
  99346. private _cachedStencilBuffer;
  99347. private _cachedStencilFunction;
  99348. private _cachedStencilMask;
  99349. private _cachedStencilOperationPass;
  99350. private _cachedStencilOperationFail;
  99351. private _cachedStencilOperationDepthFail;
  99352. private _cachedStencilReference;
  99353. /**
  99354. * Caches the the state of the stencil buffer
  99355. */
  99356. cacheStencilState(): void;
  99357. /**
  99358. * Restores the state of the stencil buffer
  99359. */
  99360. restoreStencilState(): void;
  99361. /**
  99362. * Directly set the WebGL Viewport
  99363. * @param x defines the x coordinate of the viewport (in screen space)
  99364. * @param y defines the y coordinate of the viewport (in screen space)
  99365. * @param width defines the width of the viewport (in screen space)
  99366. * @param height defines the height of the viewport (in screen space)
  99367. * @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
  99368. */
  99369. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99370. /**
  99371. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99372. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99373. * @param y defines the y-coordinate of the corner of the clear rectangle
  99374. * @param width defines the width of the clear rectangle
  99375. * @param height defines the height of the clear rectangle
  99376. * @param clearColor defines the clear color
  99377. */
  99378. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99379. /**
  99380. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99381. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99382. * @param y defines the y-coordinate of the corner of the clear rectangle
  99383. * @param width defines the width of the clear rectangle
  99384. * @param height defines the height of the clear rectangle
  99385. */
  99386. enableScissor(x: number, y: number, width: number, height: number): void;
  99387. /**
  99388. * Disable previously set scissor test rectangle
  99389. */
  99390. disableScissor(): void;
  99391. protected _reportDrawCall(): void;
  99392. /**
  99393. * Initializes a webVR display and starts listening to display change events
  99394. * The onVRDisplayChangedObservable will be notified upon these changes
  99395. * @returns The onVRDisplayChangedObservable
  99396. */
  99397. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99398. /** @hidden */
  99399. _prepareVRComponent(): void;
  99400. /** @hidden */
  99401. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99402. /** @hidden */
  99403. _submitVRFrame(): void;
  99404. /**
  99405. * Call this function to leave webVR mode
  99406. * Will do nothing if webVR is not supported or if there is no webVR device
  99407. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99408. */
  99409. disableVR(): void;
  99410. /**
  99411. * Gets a boolean indicating that the system is in VR mode and is presenting
  99412. * @returns true if VR mode is engaged
  99413. */
  99414. isVRPresenting(): boolean;
  99415. /** @hidden */
  99416. _requestVRFrame(): void;
  99417. /** @hidden */
  99418. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99419. /**
  99420. * Gets the source code of the vertex shader associated with a specific webGL program
  99421. * @param program defines the program to use
  99422. * @returns a string containing the source code of the vertex shader associated with the program
  99423. */
  99424. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99425. /**
  99426. * Gets the source code of the fragment shader associated with a specific webGL program
  99427. * @param program defines the program to use
  99428. * @returns a string containing the source code of the fragment shader associated with the program
  99429. */
  99430. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99431. /**
  99432. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99433. * @param x defines the x coordinate of the rectangle where pixels must be read
  99434. * @param y defines the y coordinate of the rectangle where pixels must be read
  99435. * @param width defines the width of the rectangle where pixels must be read
  99436. * @param height defines the height of the rectangle where pixels must be read
  99437. * @returns a Uint8Array containing RGBA colors
  99438. */
  99439. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99440. /**
  99441. * Sets a depth stencil texture from a render target to the according uniform.
  99442. * @param channel The texture channel
  99443. * @param uniform The uniform to set
  99444. * @param texture The render target texture containing the depth stencil texture to apply
  99445. */
  99446. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99447. /**
  99448. * Sets a texture to the webGL context from a postprocess
  99449. * @param channel defines the channel to use
  99450. * @param postProcess defines the source postprocess
  99451. */
  99452. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99453. /**
  99454. * Binds the output of the passed in post process to the texture channel specified
  99455. * @param channel The channel the texture should be bound to
  99456. * @param postProcess The post process which's output should be bound
  99457. */
  99458. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99459. /** @hidden */
  99460. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99461. protected _rebuildBuffers(): void;
  99462. _renderLoop(): void;
  99463. /**
  99464. * Toggle full screen mode
  99465. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99466. */
  99467. switchFullscreen(requestPointerLock: boolean): void;
  99468. /**
  99469. * Enters full screen mode
  99470. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99471. */
  99472. enterFullscreen(requestPointerLock: boolean): void;
  99473. /**
  99474. * Exits full screen mode
  99475. */
  99476. exitFullscreen(): void;
  99477. /**
  99478. * Enters Pointerlock mode
  99479. */
  99480. enterPointerlock(): void;
  99481. /**
  99482. * Exits Pointerlock mode
  99483. */
  99484. exitPointerlock(): void;
  99485. /**
  99486. * Begin a new frame
  99487. */
  99488. beginFrame(): void;
  99489. /**
  99490. * Enf the current frame
  99491. */
  99492. endFrame(): void;
  99493. resize(): void;
  99494. /**
  99495. * Set the compressed texture format to use, based on the formats you have, and the formats
  99496. * supported by the hardware / browser.
  99497. *
  99498. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  99499. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  99500. * to API arguments needed to compressed textures. This puts the burden on the container
  99501. * generator to house the arcane code for determining these for current & future formats.
  99502. *
  99503. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99504. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99505. *
  99506. * Note: The result of this call is not taken into account when a texture is base64.
  99507. *
  99508. * @param formatsAvailable defines the list of those format families you have created
  99509. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  99510. *
  99511. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  99512. * @returns The extension selected.
  99513. */
  99514. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  99515. /**
  99516. * Force a specific size of the canvas
  99517. * @param width defines the new canvas' width
  99518. * @param height defines the new canvas' height
  99519. */
  99520. setSize(width: number, height: number): void;
  99521. /**
  99522. * Updates a dynamic vertex buffer.
  99523. * @param vertexBuffer the vertex buffer to update
  99524. * @param data the data used to update the vertex buffer
  99525. * @param byteOffset the byte offset of the data
  99526. * @param byteLength the byte length of the data
  99527. */
  99528. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  99529. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  99530. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99531. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99532. _releaseTexture(texture: InternalTexture): void;
  99533. /**
  99534. * @hidden
  99535. * Rescales a texture
  99536. * @param source input texutre
  99537. * @param destination destination texture
  99538. * @param scene scene to use to render the resize
  99539. * @param internalFormat format to use when resizing
  99540. * @param onComplete callback to be called when resize has completed
  99541. */
  99542. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  99543. /**
  99544. * Gets the current framerate
  99545. * @returns a number representing the framerate
  99546. */
  99547. getFps(): number;
  99548. /**
  99549. * Gets the time spent between current and previous frame
  99550. * @returns a number representing the delta time in ms
  99551. */
  99552. getDeltaTime(): number;
  99553. private _measureFps;
  99554. /** @hidden */
  99555. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  99556. /**
  99557. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  99558. * @param renderTarget The render target to set the frame buffer for
  99559. */
  99560. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  99561. /**
  99562. * Update a dynamic index buffer
  99563. * @param indexBuffer defines the target index buffer
  99564. * @param indices defines the data to update
  99565. * @param offset defines the offset in the target index buffer where update should start
  99566. */
  99567. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  99568. /**
  99569. * Updates the sample count of a render target texture
  99570. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  99571. * @param texture defines the texture to update
  99572. * @param samples defines the sample count to set
  99573. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  99574. */
  99575. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  99576. /**
  99577. * Updates a depth texture Comparison Mode and Function.
  99578. * If the comparison Function is equal to 0, the mode will be set to none.
  99579. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  99580. * @param texture The texture to set the comparison function for
  99581. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  99582. */
  99583. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  99584. /**
  99585. * Creates a webGL buffer to use with instanciation
  99586. * @param capacity defines the size of the buffer
  99587. * @returns the webGL buffer
  99588. */
  99589. createInstancesBuffer(capacity: number): DataBuffer;
  99590. /**
  99591. * Delete a webGL buffer used with instanciation
  99592. * @param buffer defines the webGL buffer to delete
  99593. */
  99594. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  99595. /** @hidden */
  99596. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  99597. dispose(): void;
  99598. private _disableTouchAction;
  99599. /**
  99600. * Display the loading screen
  99601. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99602. */
  99603. displayLoadingUI(): void;
  99604. /**
  99605. * Hide the loading screen
  99606. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99607. */
  99608. hideLoadingUI(): void;
  99609. /**
  99610. * Gets the current loading screen object
  99611. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99612. */
  99613. /**
  99614. * Sets the current loading screen object
  99615. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99616. */
  99617. loadingScreen: ILoadingScreen;
  99618. /**
  99619. * Sets the current loading screen text
  99620. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99621. */
  99622. loadingUIText: string;
  99623. /**
  99624. * Sets the current loading screen background color
  99625. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99626. */
  99627. loadingUIBackgroundColor: string;
  99628. /** Pointerlock and fullscreen */
  99629. /**
  99630. * Ask the browser to promote the current element to pointerlock mode
  99631. * @param element defines the DOM element to promote
  99632. */
  99633. static _RequestPointerlock(element: HTMLElement): void;
  99634. /**
  99635. * Asks the browser to exit pointerlock mode
  99636. */
  99637. static _ExitPointerlock(): void;
  99638. /**
  99639. * Ask the browser to promote the current element to fullscreen rendering mode
  99640. * @param element defines the DOM element to promote
  99641. */
  99642. static _RequestFullscreen(element: HTMLElement): void;
  99643. /**
  99644. * Asks the browser to exit fullscreen mode
  99645. */
  99646. static _ExitFullscreen(): void;
  99647. }
  99648. }
  99649. declare module BABYLON {
  99650. /**
  99651. * The engine store class is responsible to hold all the instances of Engine and Scene created
  99652. * during the life time of the application.
  99653. */
  99654. export class EngineStore {
  99655. /** Gets the list of created engines */
  99656. static Instances: Engine[];
  99657. /** @hidden */
  99658. static _LastCreatedScene: Nullable<Scene>;
  99659. /**
  99660. * Gets the latest created engine
  99661. */
  99662. static readonly LastCreatedEngine: Nullable<Engine>;
  99663. /**
  99664. * Gets the latest created scene
  99665. */
  99666. static readonly LastCreatedScene: Nullable<Scene>;
  99667. /**
  99668. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99669. * @ignorenaming
  99670. */
  99671. static UseFallbackTexture: boolean;
  99672. /**
  99673. * Texture content used if a texture cannot loaded
  99674. * @ignorenaming
  99675. */
  99676. static FallbackTexture: string;
  99677. }
  99678. }
  99679. declare module BABYLON {
  99680. /**
  99681. * Helper class that provides a small promise polyfill
  99682. */
  99683. export class PromisePolyfill {
  99684. /**
  99685. * Static function used to check if the polyfill is required
  99686. * If this is the case then the function will inject the polyfill to window.Promise
  99687. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  99688. */
  99689. static Apply(force?: boolean): void;
  99690. }
  99691. }
  99692. declare module BABYLON {
  99693. /**
  99694. * Interface for screenshot methods with describe argument called `size` as object with options
  99695. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  99696. */
  99697. export interface IScreenshotSize {
  99698. /**
  99699. * number in pixels for canvas height
  99700. */
  99701. height?: number;
  99702. /**
  99703. * multiplier allowing render at a higher or lower resolution
  99704. * If value is defined then height and width will be ignored and taken from camera
  99705. */
  99706. precision?: number;
  99707. /**
  99708. * number in pixels for canvas width
  99709. */
  99710. width?: number;
  99711. }
  99712. }
  99713. declare module BABYLON {
  99714. interface IColor4Like {
  99715. r: float;
  99716. g: float;
  99717. b: float;
  99718. a: float;
  99719. }
  99720. /**
  99721. * Class containing a set of static utilities functions
  99722. */
  99723. export class Tools {
  99724. /**
  99725. * Gets or sets the base URL to use to load assets
  99726. */
  99727. static BaseUrl: string;
  99728. /**
  99729. * Enable/Disable Custom HTTP Request Headers globally.
  99730. * default = false
  99731. * @see CustomRequestHeaders
  99732. */
  99733. static UseCustomRequestHeaders: boolean;
  99734. /**
  99735. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  99736. * i.e. when loading files, where the server/service expects an Authorization header
  99737. */
  99738. static CustomRequestHeaders: {
  99739. [key: string]: string;
  99740. };
  99741. /**
  99742. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  99743. */
  99744. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  99745. /**
  99746. * Default behaviour for cors in the application.
  99747. * It can be a string if the expected behavior is identical in the entire app.
  99748. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  99749. */
  99750. static CorsBehavior: string | ((url: string | string[]) => string);
  99751. /**
  99752. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99753. * @ignorenaming
  99754. */
  99755. static UseFallbackTexture: boolean;
  99756. /**
  99757. * Use this object to register external classes like custom textures or material
  99758. * to allow the laoders to instantiate them
  99759. */
  99760. static RegisteredExternalClasses: {
  99761. [key: string]: Object;
  99762. };
  99763. /**
  99764. * Texture content used if a texture cannot loaded
  99765. * @ignorenaming
  99766. */
  99767. static fallbackTexture: string;
  99768. /**
  99769. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  99770. * @param u defines the coordinate on X axis
  99771. * @param v defines the coordinate on Y axis
  99772. * @param width defines the width of the source data
  99773. * @param height defines the height of the source data
  99774. * @param pixels defines the source byte array
  99775. * @param color defines the output color
  99776. */
  99777. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  99778. /**
  99779. * Interpolates between a and b via alpha
  99780. * @param a The lower value (returned when alpha = 0)
  99781. * @param b The upper value (returned when alpha = 1)
  99782. * @param alpha The interpolation-factor
  99783. * @return The mixed value
  99784. */
  99785. static Mix(a: number, b: number, alpha: number): number;
  99786. /**
  99787. * Tries to instantiate a new object from a given class name
  99788. * @param className defines the class name to instantiate
  99789. * @returns the new object or null if the system was not able to do the instantiation
  99790. */
  99791. static Instantiate(className: string): any;
  99792. /**
  99793. * Provides a slice function that will work even on IE
  99794. * @param data defines the array to slice
  99795. * @param start defines the start of the data (optional)
  99796. * @param end defines the end of the data (optional)
  99797. * @returns the new sliced array
  99798. */
  99799. static Slice<T>(data: T, start?: number, end?: number): T;
  99800. /**
  99801. * Polyfill for setImmediate
  99802. * @param action defines the action to execute after the current execution block
  99803. */
  99804. static SetImmediate(action: () => void): void;
  99805. /**
  99806. * Function indicating if a number is an exponent of 2
  99807. * @param value defines the value to test
  99808. * @returns true if the value is an exponent of 2
  99809. */
  99810. static IsExponentOfTwo(value: number): boolean;
  99811. private static _tmpFloatArray;
  99812. /**
  99813. * Returns the nearest 32-bit single precision float representation of a Number
  99814. * @param value A Number. If the parameter is of a different type, it will get converted
  99815. * to a number or to NaN if it cannot be converted
  99816. * @returns number
  99817. */
  99818. static FloatRound(value: number): number;
  99819. /**
  99820. * Extracts the filename from a path
  99821. * @param path defines the path to use
  99822. * @returns the filename
  99823. */
  99824. static GetFilename(path: string): string;
  99825. /**
  99826. * Extracts the "folder" part of a path (everything before the filename).
  99827. * @param uri The URI to extract the info from
  99828. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  99829. * @returns The "folder" part of the path
  99830. */
  99831. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  99832. /**
  99833. * Extracts text content from a DOM element hierarchy
  99834. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  99835. */
  99836. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  99837. /**
  99838. * Convert an angle in radians to degrees
  99839. * @param angle defines the angle to convert
  99840. * @returns the angle in degrees
  99841. */
  99842. static ToDegrees(angle: number): number;
  99843. /**
  99844. * Convert an angle in degrees to radians
  99845. * @param angle defines the angle to convert
  99846. * @returns the angle in radians
  99847. */
  99848. static ToRadians(angle: number): number;
  99849. /**
  99850. * Returns an array if obj is not an array
  99851. * @param obj defines the object to evaluate as an array
  99852. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  99853. * @returns either obj directly if obj is an array or a new array containing obj
  99854. */
  99855. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  99856. /**
  99857. * Gets the pointer prefix to use
  99858. * @returns "pointer" if touch is enabled. Else returns "mouse"
  99859. */
  99860. static GetPointerPrefix(): string;
  99861. /**
  99862. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  99863. * @param url define the url we are trying
  99864. * @param element define the dom element where to configure the cors policy
  99865. */
  99866. static SetCorsBehavior(url: string | string[], element: {
  99867. crossOrigin: string | null;
  99868. }): void;
  99869. /**
  99870. * Removes unwanted characters from an url
  99871. * @param url defines the url to clean
  99872. * @returns the cleaned url
  99873. */
  99874. static CleanUrl(url: string): string;
  99875. /**
  99876. * Gets or sets a function used to pre-process url before using them to load assets
  99877. */
  99878. static PreprocessUrl: (url: string) => string;
  99879. /**
  99880. * Loads an image as an HTMLImageElement.
  99881. * @param input url string, ArrayBuffer, or Blob to load
  99882. * @param onLoad callback called when the image successfully loads
  99883. * @param onError callback called when the image fails to load
  99884. * @param offlineProvider offline provider for caching
  99885. * @param mimeType optional mime type
  99886. * @returns the HTMLImageElement of the loaded image
  99887. */
  99888. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  99889. /**
  99890. * Loads a file from a url
  99891. * @param url url string, ArrayBuffer, or Blob to load
  99892. * @param onSuccess callback called when the file successfully loads
  99893. * @param onProgress callback called while file is loading (if the server supports this mode)
  99894. * @param offlineProvider defines the offline provider for caching
  99895. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  99896. * @param onError callback called when the file fails to load
  99897. * @returns a file request object
  99898. */
  99899. 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;
  99900. /**
  99901. * Loads a file from a url
  99902. * @param url the file url to load
  99903. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  99904. */
  99905. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  99906. /**
  99907. * Load a script (identified by an url). When the url returns, the
  99908. * content of this file is added into a new script element, attached to the DOM (body element)
  99909. * @param scriptUrl defines the url of the script to laod
  99910. * @param onSuccess defines the callback called when the script is loaded
  99911. * @param onError defines the callback to call if an error occurs
  99912. * @param scriptId defines the id of the script element
  99913. */
  99914. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  99915. /**
  99916. * Load an asynchronous script (identified by an url). When the url returns, the
  99917. * content of this file is added into a new script element, attached to the DOM (body element)
  99918. * @param scriptUrl defines the url of the script to laod
  99919. * @param scriptId defines the id of the script element
  99920. * @returns a promise request object
  99921. */
  99922. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  99923. /**
  99924. * Loads a file from a blob
  99925. * @param fileToLoad defines the blob to use
  99926. * @param callback defines the callback to call when data is loaded
  99927. * @param progressCallback defines the callback to call during loading process
  99928. * @returns a file request object
  99929. */
  99930. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  99931. /**
  99932. * Reads a file from a File object
  99933. * @param file defines the file to load
  99934. * @param onSuccess defines the callback to call when data is loaded
  99935. * @param onProgress defines the callback to call during loading process
  99936. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  99937. * @param onError defines the callback to call when an error occurs
  99938. * @returns a file request object
  99939. */
  99940. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  99941. /**
  99942. * Creates a data url from a given string content
  99943. * @param content defines the content to convert
  99944. * @returns the new data url link
  99945. */
  99946. static FileAsURL(content: string): string;
  99947. /**
  99948. * Format the given number to a specific decimal format
  99949. * @param value defines the number to format
  99950. * @param decimals defines the number of decimals to use
  99951. * @returns the formatted string
  99952. */
  99953. static Format(value: number, decimals?: number): string;
  99954. /**
  99955. * Tries to copy an object by duplicating every property
  99956. * @param source defines the source object
  99957. * @param destination defines the target object
  99958. * @param doNotCopyList defines a list of properties to avoid
  99959. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  99960. */
  99961. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  99962. /**
  99963. * Gets a boolean indicating if the given object has no own property
  99964. * @param obj defines the object to test
  99965. * @returns true if object has no own property
  99966. */
  99967. static IsEmpty(obj: any): boolean;
  99968. /**
  99969. * Function used to register events at window level
  99970. * @param windowElement defines the Window object to use
  99971. * @param events defines the events to register
  99972. */
  99973. static RegisterTopRootEvents(windowElement: Window, events: {
  99974. name: string;
  99975. handler: Nullable<(e: FocusEvent) => any>;
  99976. }[]): void;
  99977. /**
  99978. * Function used to unregister events from window level
  99979. * @param windowElement defines the Window object to use
  99980. * @param events defines the events to unregister
  99981. */
  99982. static UnregisterTopRootEvents(windowElement: Window, events: {
  99983. name: string;
  99984. handler: Nullable<(e: FocusEvent) => any>;
  99985. }[]): void;
  99986. /**
  99987. * @ignore
  99988. */
  99989. static _ScreenshotCanvas: HTMLCanvasElement;
  99990. /**
  99991. * Dumps the current bound framebuffer
  99992. * @param width defines the rendering width
  99993. * @param height defines the rendering height
  99994. * @param engine defines the hosting engine
  99995. * @param successCallback defines the callback triggered once the data are available
  99996. * @param mimeType defines the mime type of the result
  99997. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  99998. */
  99999. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100000. /**
  100001. * Converts the canvas data to blob.
  100002. * This acts as a polyfill for browsers not supporting the to blob function.
  100003. * @param canvas Defines the canvas to extract the data from
  100004. * @param successCallback Defines the callback triggered once the data are available
  100005. * @param mimeType Defines the mime type of the result
  100006. */
  100007. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  100008. /**
  100009. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  100010. * @param successCallback defines the callback triggered once the data are available
  100011. * @param mimeType defines the mime type of the result
  100012. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  100013. */
  100014. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100015. /**
  100016. * Downloads a blob in the browser
  100017. * @param blob defines the blob to download
  100018. * @param fileName defines the name of the downloaded file
  100019. */
  100020. static Download(blob: Blob, fileName: string): void;
  100021. /**
  100022. * Captures a screenshot of the current rendering
  100023. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100024. * @param engine defines the rendering engine
  100025. * @param camera defines the source camera
  100026. * @param size This parameter can be set to a single number or to an object with the
  100027. * following (optional) properties: precision, width, height. If a single number is passed,
  100028. * it will be used for both width and height. If an object is passed, the screenshot size
  100029. * will be derived from the parameters. The precision property is a multiplier allowing
  100030. * rendering at a higher or lower resolution
  100031. * @param successCallback defines the callback receives a single parameter which contains the
  100032. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100033. * src parameter of an <img> to display it
  100034. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100035. * Check your browser for supported MIME types
  100036. */
  100037. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100038. /**
  100039. * Captures a screenshot of the current rendering
  100040. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100041. * @param engine defines the rendering engine
  100042. * @param camera defines the source camera
  100043. * @param size This parameter can be set to a single number or to an object with the
  100044. * following (optional) properties: precision, width, height. If a single number is passed,
  100045. * it will be used for both width and height. If an object is passed, the screenshot size
  100046. * will be derived from the parameters. The precision property is a multiplier allowing
  100047. * rendering at a higher or lower resolution
  100048. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100049. * Check your browser for supported MIME types
  100050. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100051. * to the src parameter of an <img> to display it
  100052. */
  100053. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100054. /**
  100055. * Generates an image screenshot from the specified camera.
  100056. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100057. * @param engine The engine to use for rendering
  100058. * @param camera The camera to use for rendering
  100059. * @param size This parameter can be set to a single number or to an object with the
  100060. * following (optional) properties: precision, width, height. If a single number is passed,
  100061. * it will be used for both width and height. If an object is passed, the screenshot size
  100062. * will be derived from the parameters. The precision property is a multiplier allowing
  100063. * rendering at a higher or lower resolution
  100064. * @param successCallback The callback receives a single parameter which contains the
  100065. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100066. * src parameter of an <img> to display it
  100067. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100068. * Check your browser for supported MIME types
  100069. * @param samples Texture samples (default: 1)
  100070. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100071. * @param fileName A name for for the downloaded file.
  100072. */
  100073. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100074. /**
  100075. * Generates an image screenshot from the specified camera.
  100076. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100077. * @param engine The engine to use for rendering
  100078. * @param camera The camera to use for rendering
  100079. * @param size This parameter can be set to a single number or to an object with the
  100080. * following (optional) properties: precision, width, height. If a single number is passed,
  100081. * it will be used for both width and height. If an object is passed, the screenshot size
  100082. * will be derived from the parameters. The precision property is a multiplier allowing
  100083. * rendering at a higher or lower resolution
  100084. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100085. * Check your browser for supported MIME types
  100086. * @param samples Texture samples (default: 1)
  100087. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100088. * @param fileName A name for for the downloaded file.
  100089. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100090. * to the src parameter of an <img> to display it
  100091. */
  100092. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100093. /**
  100094. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100095. * Be aware Math.random() could cause collisions, but:
  100096. * "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"
  100097. * @returns a pseudo random id
  100098. */
  100099. static RandomId(): string;
  100100. /**
  100101. * Test if the given uri is a base64 string
  100102. * @param uri The uri to test
  100103. * @return True if the uri is a base64 string or false otherwise
  100104. */
  100105. static IsBase64(uri: string): boolean;
  100106. /**
  100107. * Decode the given base64 uri.
  100108. * @param uri The uri to decode
  100109. * @return The decoded base64 data.
  100110. */
  100111. static DecodeBase64(uri: string): ArrayBuffer;
  100112. /**
  100113. * Gets the absolute url.
  100114. * @param url the input url
  100115. * @return the absolute url
  100116. */
  100117. static GetAbsoluteUrl(url: string): string;
  100118. /**
  100119. * No log
  100120. */
  100121. static readonly NoneLogLevel: number;
  100122. /**
  100123. * Only message logs
  100124. */
  100125. static readonly MessageLogLevel: number;
  100126. /**
  100127. * Only warning logs
  100128. */
  100129. static readonly WarningLogLevel: number;
  100130. /**
  100131. * Only error logs
  100132. */
  100133. static readonly ErrorLogLevel: number;
  100134. /**
  100135. * All logs
  100136. */
  100137. static readonly AllLogLevel: number;
  100138. /**
  100139. * Gets a value indicating the number of loading errors
  100140. * @ignorenaming
  100141. */
  100142. static readonly errorsCount: number;
  100143. /**
  100144. * Callback called when a new log is added
  100145. */
  100146. static OnNewCacheEntry: (entry: string) => void;
  100147. /**
  100148. * Log a message to the console
  100149. * @param message defines the message to log
  100150. */
  100151. static Log(message: string): void;
  100152. /**
  100153. * Write a warning message to the console
  100154. * @param message defines the message to log
  100155. */
  100156. static Warn(message: string): void;
  100157. /**
  100158. * Write an error message to the console
  100159. * @param message defines the message to log
  100160. */
  100161. static Error(message: string): void;
  100162. /**
  100163. * Gets current log cache (list of logs)
  100164. */
  100165. static readonly LogCache: string;
  100166. /**
  100167. * Clears the log cache
  100168. */
  100169. static ClearLogCache(): void;
  100170. /**
  100171. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  100172. */
  100173. static LogLevels: number;
  100174. /**
  100175. * Checks if the window object exists
  100176. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  100177. */
  100178. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  100179. /**
  100180. * No performance log
  100181. */
  100182. static readonly PerformanceNoneLogLevel: number;
  100183. /**
  100184. * Use user marks to log performance
  100185. */
  100186. static readonly PerformanceUserMarkLogLevel: number;
  100187. /**
  100188. * Log performance to the console
  100189. */
  100190. static readonly PerformanceConsoleLogLevel: number;
  100191. private static _performance;
  100192. /**
  100193. * Sets the current performance log level
  100194. */
  100195. static PerformanceLogLevel: number;
  100196. private static _StartPerformanceCounterDisabled;
  100197. private static _EndPerformanceCounterDisabled;
  100198. private static _StartUserMark;
  100199. private static _EndUserMark;
  100200. private static _StartPerformanceConsole;
  100201. private static _EndPerformanceConsole;
  100202. /**
  100203. * Starts a performance counter
  100204. */
  100205. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100206. /**
  100207. * Ends a specific performance coutner
  100208. */
  100209. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100210. /**
  100211. * Gets either window.performance.now() if supported or Date.now() else
  100212. */
  100213. static readonly Now: number;
  100214. /**
  100215. * This method will return the name of the class used to create the instance of the given object.
  100216. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  100217. * @param object the object to get the class name from
  100218. * @param isType defines if the object is actually a type
  100219. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  100220. */
  100221. static GetClassName(object: any, isType?: boolean): string;
  100222. /**
  100223. * Gets the first element of an array satisfying a given predicate
  100224. * @param array defines the array to browse
  100225. * @param predicate defines the predicate to use
  100226. * @returns null if not found or the element
  100227. */
  100228. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  100229. /**
  100230. * This method will return the name of the full name of the class, including its owning module (if any).
  100231. * 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).
  100232. * @param object the object to get the class name from
  100233. * @param isType defines if the object is actually a type
  100234. * @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.
  100235. * @ignorenaming
  100236. */
  100237. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  100238. /**
  100239. * Returns a promise that resolves after the given amount of time.
  100240. * @param delay Number of milliseconds to delay
  100241. * @returns Promise that resolves after the given amount of time
  100242. */
  100243. static DelayAsync(delay: number): Promise<void>;
  100244. }
  100245. /**
  100246. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  100247. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  100248. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  100249. * @param name The name of the class, case should be preserved
  100250. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  100251. */
  100252. export function className(name: string, module?: string): (target: Object) => void;
  100253. /**
  100254. * An implementation of a loop for asynchronous functions.
  100255. */
  100256. export class AsyncLoop {
  100257. /**
  100258. * Defines the number of iterations for the loop
  100259. */
  100260. iterations: number;
  100261. /**
  100262. * Defines the current index of the loop.
  100263. */
  100264. index: number;
  100265. private _done;
  100266. private _fn;
  100267. private _successCallback;
  100268. /**
  100269. * Constructor.
  100270. * @param iterations the number of iterations.
  100271. * @param func the function to run each iteration
  100272. * @param successCallback the callback that will be called upon succesful execution
  100273. * @param offset starting offset.
  100274. */
  100275. constructor(
  100276. /**
  100277. * Defines the number of iterations for the loop
  100278. */
  100279. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  100280. /**
  100281. * Execute the next iteration. Must be called after the last iteration was finished.
  100282. */
  100283. executeNext(): void;
  100284. /**
  100285. * Break the loop and run the success callback.
  100286. */
  100287. breakLoop(): void;
  100288. /**
  100289. * Create and run an async loop.
  100290. * @param iterations the number of iterations.
  100291. * @param fn the function to run each iteration
  100292. * @param successCallback the callback that will be called upon succesful execution
  100293. * @param offset starting offset.
  100294. * @returns the created async loop object
  100295. */
  100296. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  100297. /**
  100298. * A for-loop that will run a given number of iterations synchronous and the rest async.
  100299. * @param iterations total number of iterations
  100300. * @param syncedIterations number of synchronous iterations in each async iteration.
  100301. * @param fn the function to call each iteration.
  100302. * @param callback a success call back that will be called when iterating stops.
  100303. * @param breakFunction a break condition (optional)
  100304. * @param timeout timeout settings for the setTimeout function. default - 0.
  100305. * @returns the created async loop object
  100306. */
  100307. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100308. }
  100309. }
  100310. declare module BABYLON {
  100311. /**
  100312. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100313. * The underlying implementation relies on an associative array to ensure the best performances.
  100314. * The value can be anything including 'null' but except 'undefined'
  100315. */
  100316. export class StringDictionary<T> {
  100317. /**
  100318. * This will clear this dictionary and copy the content from the 'source' one.
  100319. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100320. * @param source the dictionary to take the content from and copy to this dictionary
  100321. */
  100322. copyFrom(source: StringDictionary<T>): void;
  100323. /**
  100324. * Get a value based from its key
  100325. * @param key the given key to get the matching value from
  100326. * @return the value if found, otherwise undefined is returned
  100327. */
  100328. get(key: string): T | undefined;
  100329. /**
  100330. * Get a value from its key or add it if it doesn't exist.
  100331. * This method will ensure you that a given key/data will be present in the dictionary.
  100332. * @param key the given key to get the matching value from
  100333. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100334. * The factory will only be invoked if there's no data for the given key.
  100335. * @return the value corresponding to the key.
  100336. */
  100337. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100338. /**
  100339. * Get a value from its key if present in the dictionary otherwise add it
  100340. * @param key the key to get the value from
  100341. * @param val if there's no such key/value pair in the dictionary add it with this value
  100342. * @return the value corresponding to the key
  100343. */
  100344. getOrAdd(key: string, val: T): T;
  100345. /**
  100346. * Check if there's a given key in the dictionary
  100347. * @param key the key to check for
  100348. * @return true if the key is present, false otherwise
  100349. */
  100350. contains(key: string): boolean;
  100351. /**
  100352. * Add a new key and its corresponding value
  100353. * @param key the key to add
  100354. * @param value the value corresponding to the key
  100355. * @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
  100356. */
  100357. add(key: string, value: T): boolean;
  100358. /**
  100359. * Update a specific value associated to a key
  100360. * @param key defines the key to use
  100361. * @param value defines the value to store
  100362. * @returns true if the value was updated (or false if the key was not found)
  100363. */
  100364. set(key: string, value: T): boolean;
  100365. /**
  100366. * Get the element of the given key and remove it from the dictionary
  100367. * @param key defines the key to search
  100368. * @returns the value associated with the key or null if not found
  100369. */
  100370. getAndRemove(key: string): Nullable<T>;
  100371. /**
  100372. * Remove a key/value from the dictionary.
  100373. * @param key the key to remove
  100374. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100375. */
  100376. remove(key: string): boolean;
  100377. /**
  100378. * Clear the whole content of the dictionary
  100379. */
  100380. clear(): void;
  100381. /**
  100382. * Gets the current count
  100383. */
  100384. readonly count: number;
  100385. /**
  100386. * Execute a callback on each key/val of the dictionary.
  100387. * Note that you can remove any element in this dictionary in the callback implementation
  100388. * @param callback the callback to execute on a given key/value pair
  100389. */
  100390. forEach(callback: (key: string, val: T) => void): void;
  100391. /**
  100392. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100393. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100394. * Note that you can remove any element in this dictionary in the callback implementation
  100395. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100396. * @returns the first item
  100397. */
  100398. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100399. private _count;
  100400. private _data;
  100401. }
  100402. }
  100403. declare module BABYLON {
  100404. /** @hidden */
  100405. export interface ICollisionCoordinator {
  100406. createCollider(): Collider;
  100407. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100408. init(scene: Scene): void;
  100409. }
  100410. /** @hidden */
  100411. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100412. private _scene;
  100413. private _scaledPosition;
  100414. private _scaledVelocity;
  100415. private _finalPosition;
  100416. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100417. createCollider(): Collider;
  100418. init(scene: Scene): void;
  100419. private _collideWithWorld;
  100420. }
  100421. }
  100422. declare module BABYLON {
  100423. /**
  100424. * Class used to manage all inputs for the scene.
  100425. */
  100426. export class InputManager {
  100427. /** The distance in pixel that you have to move to prevent some events */
  100428. static DragMovementThreshold: number;
  100429. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100430. static LongPressDelay: number;
  100431. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100432. static DoubleClickDelay: number;
  100433. /** If you need to check double click without raising a single click at first click, enable this flag */
  100434. static ExclusiveDoubleClickMode: boolean;
  100435. private _wheelEventName;
  100436. private _onPointerMove;
  100437. private _onPointerDown;
  100438. private _onPointerUp;
  100439. private _initClickEvent;
  100440. private _initActionManager;
  100441. private _delayedSimpleClick;
  100442. private _delayedSimpleClickTimeout;
  100443. private _previousDelayedSimpleClickTimeout;
  100444. private _meshPickProceed;
  100445. private _previousButtonPressed;
  100446. private _currentPickResult;
  100447. private _previousPickResult;
  100448. private _totalPointersPressed;
  100449. private _doubleClickOccured;
  100450. private _pointerOverMesh;
  100451. private _pickedDownMesh;
  100452. private _pickedUpMesh;
  100453. private _pointerX;
  100454. private _pointerY;
  100455. private _unTranslatedPointerX;
  100456. private _unTranslatedPointerY;
  100457. private _startingPointerPosition;
  100458. private _previousStartingPointerPosition;
  100459. private _startingPointerTime;
  100460. private _previousStartingPointerTime;
  100461. private _pointerCaptures;
  100462. private _onKeyDown;
  100463. private _onKeyUp;
  100464. private _onCanvasFocusObserver;
  100465. private _onCanvasBlurObserver;
  100466. private _scene;
  100467. /**
  100468. * Creates a new InputManager
  100469. * @param scene defines the hosting scene
  100470. */
  100471. constructor(scene: Scene);
  100472. /**
  100473. * Gets the mesh that is currently under the pointer
  100474. */
  100475. readonly meshUnderPointer: Nullable<AbstractMesh>;
  100476. /**
  100477. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  100478. */
  100479. readonly unTranslatedPointer: Vector2;
  100480. /**
  100481. * Gets or sets the current on-screen X position of the pointer
  100482. */
  100483. pointerX: number;
  100484. /**
  100485. * Gets or sets the current on-screen Y position of the pointer
  100486. */
  100487. pointerY: number;
  100488. private _updatePointerPosition;
  100489. private _processPointerMove;
  100490. private _setRayOnPointerInfo;
  100491. private _checkPrePointerObservable;
  100492. /**
  100493. * Use this method to simulate a pointer move on a mesh
  100494. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100495. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100496. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100497. */
  100498. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100499. /**
  100500. * Use this method to simulate a pointer down on a mesh
  100501. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100502. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100503. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100504. */
  100505. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100506. private _processPointerDown;
  100507. /** @hidden */
  100508. _isPointerSwiping(): boolean;
  100509. /**
  100510. * Use this method to simulate a pointer up on a mesh
  100511. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100512. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100513. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100514. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  100515. */
  100516. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  100517. private _processPointerUp;
  100518. /**
  100519. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  100520. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  100521. * @returns true if the pointer was captured
  100522. */
  100523. isPointerCaptured(pointerId?: number): boolean;
  100524. /**
  100525. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  100526. * @param attachUp defines if you want to attach events to pointerup
  100527. * @param attachDown defines if you want to attach events to pointerdown
  100528. * @param attachMove defines if you want to attach events to pointermove
  100529. */
  100530. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  100531. /**
  100532. * Detaches all event handlers
  100533. */
  100534. detachControl(): void;
  100535. /**
  100536. * Force the value of meshUnderPointer
  100537. * @param mesh defines the mesh to use
  100538. */
  100539. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100540. /**
  100541. * Gets the mesh under the pointer
  100542. * @returns a Mesh or null if no mesh is under the pointer
  100543. */
  100544. getPointerOverMesh(): Nullable<AbstractMesh>;
  100545. }
  100546. }
  100547. declare module BABYLON {
  100548. /**
  100549. * Helper class used to generate session unique ID
  100550. */
  100551. export class UniqueIdGenerator {
  100552. private static _UniqueIdCounter;
  100553. /**
  100554. * Gets an unique (relatively to the current scene) Id
  100555. */
  100556. static readonly UniqueId: number;
  100557. }
  100558. }
  100559. declare module BABYLON {
  100560. /**
  100561. * This class defines the direct association between an animation and a target
  100562. */
  100563. export class TargetedAnimation {
  100564. /**
  100565. * Animation to perform
  100566. */
  100567. animation: Animation;
  100568. /**
  100569. * Target to animate
  100570. */
  100571. target: any;
  100572. /**
  100573. * Serialize the object
  100574. * @returns the JSON object representing the current entity
  100575. */
  100576. serialize(): any;
  100577. }
  100578. /**
  100579. * Use this class to create coordinated animations on multiple targets
  100580. */
  100581. export class AnimationGroup implements IDisposable {
  100582. /** The name of the animation group */
  100583. name: string;
  100584. private _scene;
  100585. private _targetedAnimations;
  100586. private _animatables;
  100587. private _from;
  100588. private _to;
  100589. private _isStarted;
  100590. private _isPaused;
  100591. private _speedRatio;
  100592. private _loopAnimation;
  100593. /**
  100594. * Gets or sets the unique id of the node
  100595. */
  100596. uniqueId: number;
  100597. /**
  100598. * This observable will notify when one animation have ended
  100599. */
  100600. onAnimationEndObservable: Observable<TargetedAnimation>;
  100601. /**
  100602. * Observer raised when one animation loops
  100603. */
  100604. onAnimationLoopObservable: Observable<TargetedAnimation>;
  100605. /**
  100606. * Observer raised when all animations have looped
  100607. */
  100608. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  100609. /**
  100610. * This observable will notify when all animations have ended.
  100611. */
  100612. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  100613. /**
  100614. * This observable will notify when all animations have paused.
  100615. */
  100616. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  100617. /**
  100618. * This observable will notify when all animations are playing.
  100619. */
  100620. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  100621. /**
  100622. * Gets the first frame
  100623. */
  100624. readonly from: number;
  100625. /**
  100626. * Gets the last frame
  100627. */
  100628. readonly to: number;
  100629. /**
  100630. * Define if the animations are started
  100631. */
  100632. readonly isStarted: boolean;
  100633. /**
  100634. * Gets a value indicating that the current group is playing
  100635. */
  100636. readonly isPlaying: boolean;
  100637. /**
  100638. * Gets or sets the speed ratio to use for all animations
  100639. */
  100640. /**
  100641. * Gets or sets the speed ratio to use for all animations
  100642. */
  100643. speedRatio: number;
  100644. /**
  100645. * Gets or sets if all animations should loop or not
  100646. */
  100647. loopAnimation: boolean;
  100648. /**
  100649. * Gets the targeted animations for this animation group
  100650. */
  100651. readonly targetedAnimations: Array<TargetedAnimation>;
  100652. /**
  100653. * returning the list of animatables controlled by this animation group.
  100654. */
  100655. readonly animatables: Array<Animatable>;
  100656. /**
  100657. * Instantiates a new Animation Group.
  100658. * This helps managing several animations at once.
  100659. * @see http://doc.babylonjs.com/how_to/group
  100660. * @param name Defines the name of the group
  100661. * @param scene Defines the scene the group belongs to
  100662. */
  100663. constructor(
  100664. /** The name of the animation group */
  100665. name: string, scene?: Nullable<Scene>);
  100666. /**
  100667. * Add an animation (with its target) in the group
  100668. * @param animation defines the animation we want to add
  100669. * @param target defines the target of the animation
  100670. * @returns the TargetedAnimation object
  100671. */
  100672. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  100673. /**
  100674. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  100675. * It can add constant keys at begin or end
  100676. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  100677. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  100678. * @returns the animation group
  100679. */
  100680. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  100681. private _animationLoopCount;
  100682. private _animationLoopFlags;
  100683. private _processLoop;
  100684. /**
  100685. * Start all animations on given targets
  100686. * @param loop defines if animations must loop
  100687. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  100688. * @param from defines the from key (optional)
  100689. * @param to defines the to key (optional)
  100690. * @returns the current animation group
  100691. */
  100692. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  100693. /**
  100694. * Pause all animations
  100695. * @returns the animation group
  100696. */
  100697. pause(): AnimationGroup;
  100698. /**
  100699. * Play all animations to initial state
  100700. * This function will start() the animations if they were not started or will restart() them if they were paused
  100701. * @param loop defines if animations must loop
  100702. * @returns the animation group
  100703. */
  100704. play(loop?: boolean): AnimationGroup;
  100705. /**
  100706. * Reset all animations to initial state
  100707. * @returns the animation group
  100708. */
  100709. reset(): AnimationGroup;
  100710. /**
  100711. * Restart animations from key 0
  100712. * @returns the animation group
  100713. */
  100714. restart(): AnimationGroup;
  100715. /**
  100716. * Stop all animations
  100717. * @returns the animation group
  100718. */
  100719. stop(): AnimationGroup;
  100720. /**
  100721. * Set animation weight for all animatables
  100722. * @param weight defines the weight to use
  100723. * @return the animationGroup
  100724. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100725. */
  100726. setWeightForAllAnimatables(weight: number): AnimationGroup;
  100727. /**
  100728. * Synchronize and normalize all animatables with a source animatable
  100729. * @param root defines the root animatable to synchronize with
  100730. * @return the animationGroup
  100731. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100732. */
  100733. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  100734. /**
  100735. * Goes to a specific frame in this animation group
  100736. * @param frame the frame number to go to
  100737. * @return the animationGroup
  100738. */
  100739. goToFrame(frame: number): AnimationGroup;
  100740. /**
  100741. * Dispose all associated resources
  100742. */
  100743. dispose(): void;
  100744. private _checkAnimationGroupEnded;
  100745. /**
  100746. * Clone the current animation group and returns a copy
  100747. * @param newName defines the name of the new group
  100748. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  100749. * @returns the new aniamtion group
  100750. */
  100751. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  100752. /**
  100753. * Serializes the animationGroup to an object
  100754. * @returns Serialized object
  100755. */
  100756. serialize(): any;
  100757. /**
  100758. * Returns a new AnimationGroup object parsed from the source provided.
  100759. * @param parsedAnimationGroup defines the source
  100760. * @param scene defines the scene that will receive the animationGroup
  100761. * @returns a new AnimationGroup
  100762. */
  100763. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  100764. /**
  100765. * Returns the string "AnimationGroup"
  100766. * @returns "AnimationGroup"
  100767. */
  100768. getClassName(): string;
  100769. /**
  100770. * Creates a detailled string about the object
  100771. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  100772. * @returns a string representing the object
  100773. */
  100774. toString(fullDetails?: boolean): string;
  100775. }
  100776. }
  100777. declare module BABYLON {
  100778. /**
  100779. * Define an interface for all classes that will hold resources
  100780. */
  100781. export interface IDisposable {
  100782. /**
  100783. * Releases all held resources
  100784. */
  100785. dispose(): void;
  100786. }
  100787. /** Interface defining initialization parameters for Scene class */
  100788. export interface SceneOptions {
  100789. /**
  100790. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  100791. * It will improve performance when the number of geometries becomes important.
  100792. */
  100793. useGeometryUniqueIdsMap?: boolean;
  100794. /**
  100795. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  100796. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100797. */
  100798. useMaterialMeshMap?: boolean;
  100799. /**
  100800. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  100801. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100802. */
  100803. useClonedMeshhMap?: boolean;
  100804. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  100805. virtual?: boolean;
  100806. }
  100807. /**
  100808. * Represents a scene to be rendered by the engine.
  100809. * @see http://doc.babylonjs.com/features/scene
  100810. */
  100811. export class Scene extends AbstractScene implements IAnimatable {
  100812. /** The fog is deactivated */
  100813. static readonly FOGMODE_NONE: number;
  100814. /** The fog density is following an exponential function */
  100815. static readonly FOGMODE_EXP: number;
  100816. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  100817. static readonly FOGMODE_EXP2: number;
  100818. /** The fog density is following a linear function. */
  100819. static readonly FOGMODE_LINEAR: number;
  100820. /**
  100821. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  100822. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100823. */
  100824. static MinDeltaTime: number;
  100825. /**
  100826. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  100827. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100828. */
  100829. static MaxDeltaTime: number;
  100830. /**
  100831. * Factory used to create the default material.
  100832. * @param name The name of the material to create
  100833. * @param scene The scene to create the material for
  100834. * @returns The default material
  100835. */
  100836. static DefaultMaterialFactory(scene: Scene): Material;
  100837. /**
  100838. * Factory used to create the a collision coordinator.
  100839. * @returns The collision coordinator
  100840. */
  100841. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  100842. /** @hidden */
  100843. _inputManager: InputManager;
  100844. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  100845. cameraToUseForPointers: Nullable<Camera>;
  100846. /** @hidden */
  100847. readonly _isScene: boolean;
  100848. /**
  100849. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  100850. */
  100851. autoClear: boolean;
  100852. /**
  100853. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  100854. */
  100855. autoClearDepthAndStencil: boolean;
  100856. /**
  100857. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  100858. */
  100859. clearColor: Color4;
  100860. /**
  100861. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  100862. */
  100863. ambientColor: Color3;
  100864. /**
  100865. * This is use to store the default BRDF lookup for PBR materials in your scene.
  100866. * It should only be one of the following (if not the default embedded one):
  100867. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  100868. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  100869. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  100870. * The material properties need to be setup according to the type of texture in use.
  100871. */
  100872. environmentBRDFTexture: BaseTexture;
  100873. /** @hidden */
  100874. protected _environmentTexture: Nullable<BaseTexture>;
  100875. /**
  100876. * Texture used in all pbr material as the reflection texture.
  100877. * As in the majority of the scene they are the same (exception for multi room and so on),
  100878. * this is easier to reference from here than from all the materials.
  100879. */
  100880. /**
  100881. * Texture used in all pbr material as the reflection texture.
  100882. * As in the majority of the scene they are the same (exception for multi room and so on),
  100883. * this is easier to set here than in all the materials.
  100884. */
  100885. environmentTexture: Nullable<BaseTexture>;
  100886. /** @hidden */
  100887. protected _environmentIntensity: number;
  100888. /**
  100889. * Intensity of the environment in all pbr material.
  100890. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100891. * As in the majority of the scene they are the same (exception for multi room and so on),
  100892. * this is easier to reference from here than from all the materials.
  100893. */
  100894. /**
  100895. * Intensity of the environment in all pbr material.
  100896. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100897. * As in the majority of the scene they are the same (exception for multi room and so on),
  100898. * this is easier to set here than in all the materials.
  100899. */
  100900. environmentIntensity: number;
  100901. /** @hidden */
  100902. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  100903. /**
  100904. * Default image processing configuration used either in the rendering
  100905. * Forward main pass or through the imageProcessingPostProcess if present.
  100906. * As in the majority of the scene they are the same (exception for multi camera),
  100907. * this is easier to reference from here than from all the materials and post process.
  100908. *
  100909. * No setter as we it is a shared configuration, you can set the values instead.
  100910. */
  100911. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  100912. private _forceWireframe;
  100913. /**
  100914. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  100915. */
  100916. forceWireframe: boolean;
  100917. private _forcePointsCloud;
  100918. /**
  100919. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  100920. */
  100921. forcePointsCloud: boolean;
  100922. /**
  100923. * Gets or sets the active clipplane 1
  100924. */
  100925. clipPlane: Nullable<Plane>;
  100926. /**
  100927. * Gets or sets the active clipplane 2
  100928. */
  100929. clipPlane2: Nullable<Plane>;
  100930. /**
  100931. * Gets or sets the active clipplane 3
  100932. */
  100933. clipPlane3: Nullable<Plane>;
  100934. /**
  100935. * Gets or sets the active clipplane 4
  100936. */
  100937. clipPlane4: Nullable<Plane>;
  100938. /**
  100939. * Gets or sets a boolean indicating if animations are enabled
  100940. */
  100941. animationsEnabled: boolean;
  100942. private _animationPropertiesOverride;
  100943. /**
  100944. * Gets or sets the animation properties override
  100945. */
  100946. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  100947. /**
  100948. * Gets or sets a boolean indicating if a constant deltatime has to be used
  100949. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  100950. */
  100951. useConstantAnimationDeltaTime: boolean;
  100952. /**
  100953. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  100954. * Please note that it requires to run a ray cast through the scene on every frame
  100955. */
  100956. constantlyUpdateMeshUnderPointer: boolean;
  100957. /**
  100958. * Defines the HTML cursor to use when hovering over interactive elements
  100959. */
  100960. hoverCursor: string;
  100961. /**
  100962. * Defines the HTML default cursor to use (empty by default)
  100963. */
  100964. defaultCursor: string;
  100965. /**
  100966. * Defines wether cursors are handled by the scene.
  100967. */
  100968. doNotHandleCursors: boolean;
  100969. /**
  100970. * This is used to call preventDefault() on pointer down
  100971. * in order to block unwanted artifacts like system double clicks
  100972. */
  100973. preventDefaultOnPointerDown: boolean;
  100974. /**
  100975. * This is used to call preventDefault() on pointer up
  100976. * in order to block unwanted artifacts like system double clicks
  100977. */
  100978. preventDefaultOnPointerUp: boolean;
  100979. /**
  100980. * Gets or sets user defined metadata
  100981. */
  100982. metadata: any;
  100983. /**
  100984. * For internal use only. Please do not use.
  100985. */
  100986. reservedDataStore: any;
  100987. /**
  100988. * Gets the name of the plugin used to load this scene (null by default)
  100989. */
  100990. loadingPluginName: string;
  100991. /**
  100992. * Use this array to add regular expressions used to disable offline support for specific urls
  100993. */
  100994. disableOfflineSupportExceptionRules: RegExp[];
  100995. /**
  100996. * An event triggered when the scene is disposed.
  100997. */
  100998. onDisposeObservable: Observable<Scene>;
  100999. private _onDisposeObserver;
  101000. /** Sets a function to be executed when this scene is disposed. */
  101001. onDispose: () => void;
  101002. /**
  101003. * An event triggered before rendering the scene (right after animations and physics)
  101004. */
  101005. onBeforeRenderObservable: Observable<Scene>;
  101006. private _onBeforeRenderObserver;
  101007. /** Sets a function to be executed before rendering this scene */
  101008. beforeRender: Nullable<() => void>;
  101009. /**
  101010. * An event triggered after rendering the scene
  101011. */
  101012. onAfterRenderObservable: Observable<Scene>;
  101013. /**
  101014. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  101015. */
  101016. onAfterRenderCameraObservable: Observable<Camera>;
  101017. private _onAfterRenderObserver;
  101018. /** Sets a function to be executed after rendering this scene */
  101019. afterRender: Nullable<() => void>;
  101020. /**
  101021. * An event triggered before animating the scene
  101022. */
  101023. onBeforeAnimationsObservable: Observable<Scene>;
  101024. /**
  101025. * An event triggered after animations processing
  101026. */
  101027. onAfterAnimationsObservable: Observable<Scene>;
  101028. /**
  101029. * An event triggered before draw calls are ready to be sent
  101030. */
  101031. onBeforeDrawPhaseObservable: Observable<Scene>;
  101032. /**
  101033. * An event triggered after draw calls have been sent
  101034. */
  101035. onAfterDrawPhaseObservable: Observable<Scene>;
  101036. /**
  101037. * An event triggered when the scene is ready
  101038. */
  101039. onReadyObservable: Observable<Scene>;
  101040. /**
  101041. * An event triggered before rendering a camera
  101042. */
  101043. onBeforeCameraRenderObservable: Observable<Camera>;
  101044. private _onBeforeCameraRenderObserver;
  101045. /** Sets a function to be executed before rendering a camera*/
  101046. beforeCameraRender: () => void;
  101047. /**
  101048. * An event triggered after rendering a camera
  101049. */
  101050. onAfterCameraRenderObservable: Observable<Camera>;
  101051. private _onAfterCameraRenderObserver;
  101052. /** Sets a function to be executed after rendering a camera*/
  101053. afterCameraRender: () => void;
  101054. /**
  101055. * An event triggered when active meshes evaluation is about to start
  101056. */
  101057. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101058. /**
  101059. * An event triggered when active meshes evaluation is done
  101060. */
  101061. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101062. /**
  101063. * An event triggered when particles rendering is about to start
  101064. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101065. */
  101066. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101067. /**
  101068. * An event triggered when particles rendering is done
  101069. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101070. */
  101071. onAfterParticlesRenderingObservable: Observable<Scene>;
  101072. /**
  101073. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101074. */
  101075. onDataLoadedObservable: Observable<Scene>;
  101076. /**
  101077. * An event triggered when a camera is created
  101078. */
  101079. onNewCameraAddedObservable: Observable<Camera>;
  101080. /**
  101081. * An event triggered when a camera is removed
  101082. */
  101083. onCameraRemovedObservable: Observable<Camera>;
  101084. /**
  101085. * An event triggered when a light is created
  101086. */
  101087. onNewLightAddedObservable: Observable<Light>;
  101088. /**
  101089. * An event triggered when a light is removed
  101090. */
  101091. onLightRemovedObservable: Observable<Light>;
  101092. /**
  101093. * An event triggered when a geometry is created
  101094. */
  101095. onNewGeometryAddedObservable: Observable<Geometry>;
  101096. /**
  101097. * An event triggered when a geometry is removed
  101098. */
  101099. onGeometryRemovedObservable: Observable<Geometry>;
  101100. /**
  101101. * An event triggered when a transform node is created
  101102. */
  101103. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101104. /**
  101105. * An event triggered when a transform node is removed
  101106. */
  101107. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101108. /**
  101109. * An event triggered when a mesh is created
  101110. */
  101111. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101112. /**
  101113. * An event triggered when a mesh is removed
  101114. */
  101115. onMeshRemovedObservable: Observable<AbstractMesh>;
  101116. /**
  101117. * An event triggered when a skeleton is created
  101118. */
  101119. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101120. /**
  101121. * An event triggered when a skeleton is removed
  101122. */
  101123. onSkeletonRemovedObservable: Observable<Skeleton>;
  101124. /**
  101125. * An event triggered when a material is created
  101126. */
  101127. onNewMaterialAddedObservable: Observable<Material>;
  101128. /**
  101129. * An event triggered when a material is removed
  101130. */
  101131. onMaterialRemovedObservable: Observable<Material>;
  101132. /**
  101133. * An event triggered when a texture is created
  101134. */
  101135. onNewTextureAddedObservable: Observable<BaseTexture>;
  101136. /**
  101137. * An event triggered when a texture is removed
  101138. */
  101139. onTextureRemovedObservable: Observable<BaseTexture>;
  101140. /**
  101141. * An event triggered when render targets are about to be rendered
  101142. * Can happen multiple times per frame.
  101143. */
  101144. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  101145. /**
  101146. * An event triggered when render targets were rendered.
  101147. * Can happen multiple times per frame.
  101148. */
  101149. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  101150. /**
  101151. * An event triggered before calculating deterministic simulation step
  101152. */
  101153. onBeforeStepObservable: Observable<Scene>;
  101154. /**
  101155. * An event triggered after calculating deterministic simulation step
  101156. */
  101157. onAfterStepObservable: Observable<Scene>;
  101158. /**
  101159. * An event triggered when the activeCamera property is updated
  101160. */
  101161. onActiveCameraChanged: Observable<Scene>;
  101162. /**
  101163. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  101164. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101165. * 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)
  101166. */
  101167. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101168. /**
  101169. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  101170. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101171. * 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)
  101172. */
  101173. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101174. /**
  101175. * This Observable will when a mesh has been imported into the scene.
  101176. */
  101177. onMeshImportedObservable: Observable<AbstractMesh>;
  101178. /**
  101179. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  101180. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  101181. */
  101182. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  101183. /** @hidden */
  101184. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  101185. /**
  101186. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  101187. */
  101188. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  101189. /**
  101190. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  101191. */
  101192. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  101193. /**
  101194. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  101195. */
  101196. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  101197. /** Callback called when a pointer move is detected */
  101198. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101199. /** Callback called when a pointer down is detected */
  101200. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101201. /** Callback called when a pointer up is detected */
  101202. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  101203. /** Callback called when a pointer pick is detected */
  101204. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  101205. /**
  101206. * 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).
  101207. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  101208. */
  101209. onPrePointerObservable: Observable<PointerInfoPre>;
  101210. /**
  101211. * Observable event triggered each time an input event is received from the rendering canvas
  101212. */
  101213. onPointerObservable: Observable<PointerInfo>;
  101214. /**
  101215. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  101216. */
  101217. readonly unTranslatedPointer: Vector2;
  101218. /**
  101219. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  101220. */
  101221. static DragMovementThreshold: number;
  101222. /**
  101223. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  101224. */
  101225. static LongPressDelay: number;
  101226. /**
  101227. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  101228. */
  101229. static DoubleClickDelay: number;
  101230. /** If you need to check double click without raising a single click at first click, enable this flag */
  101231. static ExclusiveDoubleClickMode: boolean;
  101232. /** @hidden */
  101233. _mirroredCameraPosition: Nullable<Vector3>;
  101234. /**
  101235. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  101236. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  101237. */
  101238. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  101239. /**
  101240. * Observable event triggered each time an keyboard event is received from the hosting window
  101241. */
  101242. onKeyboardObservable: Observable<KeyboardInfo>;
  101243. private _useRightHandedSystem;
  101244. /**
  101245. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  101246. */
  101247. useRightHandedSystem: boolean;
  101248. private _timeAccumulator;
  101249. private _currentStepId;
  101250. private _currentInternalStep;
  101251. /**
  101252. * Sets the step Id used by deterministic lock step
  101253. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101254. * @param newStepId defines the step Id
  101255. */
  101256. setStepId(newStepId: number): void;
  101257. /**
  101258. * Gets the step Id used by deterministic lock step
  101259. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101260. * @returns the step Id
  101261. */
  101262. getStepId(): number;
  101263. /**
  101264. * Gets the internal step used by deterministic lock step
  101265. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101266. * @returns the internal step
  101267. */
  101268. getInternalStep(): number;
  101269. private _fogEnabled;
  101270. /**
  101271. * Gets or sets a boolean indicating if fog is enabled on this scene
  101272. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101273. * (Default is true)
  101274. */
  101275. fogEnabled: boolean;
  101276. private _fogMode;
  101277. /**
  101278. * Gets or sets the fog mode to use
  101279. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101280. * | mode | value |
  101281. * | --- | --- |
  101282. * | FOGMODE_NONE | 0 |
  101283. * | FOGMODE_EXP | 1 |
  101284. * | FOGMODE_EXP2 | 2 |
  101285. * | FOGMODE_LINEAR | 3 |
  101286. */
  101287. fogMode: number;
  101288. /**
  101289. * Gets or sets the fog color to use
  101290. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101291. * (Default is Color3(0.2, 0.2, 0.3))
  101292. */
  101293. fogColor: Color3;
  101294. /**
  101295. * Gets or sets the fog density to use
  101296. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101297. * (Default is 0.1)
  101298. */
  101299. fogDensity: number;
  101300. /**
  101301. * Gets or sets the fog start distance to use
  101302. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101303. * (Default is 0)
  101304. */
  101305. fogStart: number;
  101306. /**
  101307. * Gets or sets the fog end distance to use
  101308. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101309. * (Default is 1000)
  101310. */
  101311. fogEnd: number;
  101312. private _shadowsEnabled;
  101313. /**
  101314. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101315. */
  101316. shadowsEnabled: boolean;
  101317. private _lightsEnabled;
  101318. /**
  101319. * Gets or sets a boolean indicating if lights are enabled on this scene
  101320. */
  101321. lightsEnabled: boolean;
  101322. /** All of the active cameras added to this scene. */
  101323. activeCameras: Camera[];
  101324. /** @hidden */
  101325. _activeCamera: Nullable<Camera>;
  101326. /** Gets or sets the current active camera */
  101327. activeCamera: Nullable<Camera>;
  101328. private _defaultMaterial;
  101329. /** The default material used on meshes when no material is affected */
  101330. /** The default material used on meshes when no material is affected */
  101331. defaultMaterial: Material;
  101332. private _texturesEnabled;
  101333. /**
  101334. * Gets or sets a boolean indicating if textures are enabled on this scene
  101335. */
  101336. texturesEnabled: boolean;
  101337. /**
  101338. * Gets or sets a boolean indicating if particles are enabled on this scene
  101339. */
  101340. particlesEnabled: boolean;
  101341. /**
  101342. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101343. */
  101344. spritesEnabled: boolean;
  101345. private _skeletonsEnabled;
  101346. /**
  101347. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101348. */
  101349. skeletonsEnabled: boolean;
  101350. /**
  101351. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101352. */
  101353. lensFlaresEnabled: boolean;
  101354. /**
  101355. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101356. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101357. */
  101358. collisionsEnabled: boolean;
  101359. private _collisionCoordinator;
  101360. /** @hidden */
  101361. readonly collisionCoordinator: ICollisionCoordinator;
  101362. /**
  101363. * Defines the gravity applied to this scene (used only for collisions)
  101364. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101365. */
  101366. gravity: Vector3;
  101367. /**
  101368. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101369. */
  101370. postProcessesEnabled: boolean;
  101371. /**
  101372. * The list of postprocesses added to the scene
  101373. */
  101374. postProcesses: PostProcess[];
  101375. /**
  101376. * Gets the current postprocess manager
  101377. */
  101378. postProcessManager: PostProcessManager;
  101379. /**
  101380. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101381. */
  101382. renderTargetsEnabled: boolean;
  101383. /**
  101384. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101385. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101386. */
  101387. dumpNextRenderTargets: boolean;
  101388. /**
  101389. * The list of user defined render targets added to the scene
  101390. */
  101391. customRenderTargets: RenderTargetTexture[];
  101392. /**
  101393. * Defines if texture loading must be delayed
  101394. * If true, textures will only be loaded when they need to be rendered
  101395. */
  101396. useDelayedTextureLoading: boolean;
  101397. /**
  101398. * Gets the list of meshes imported to the scene through SceneLoader
  101399. */
  101400. importedMeshesFiles: String[];
  101401. /**
  101402. * Gets or sets a boolean indicating if probes are enabled on this scene
  101403. */
  101404. probesEnabled: boolean;
  101405. /**
  101406. * Gets or sets the current offline provider to use to store scene data
  101407. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101408. */
  101409. offlineProvider: IOfflineProvider;
  101410. /**
  101411. * Gets or sets the action manager associated with the scene
  101412. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101413. */
  101414. actionManager: AbstractActionManager;
  101415. private _meshesForIntersections;
  101416. /**
  101417. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101418. */
  101419. proceduralTexturesEnabled: boolean;
  101420. private _engine;
  101421. private _totalVertices;
  101422. /** @hidden */
  101423. _activeIndices: PerfCounter;
  101424. /** @hidden */
  101425. _activeParticles: PerfCounter;
  101426. /** @hidden */
  101427. _activeBones: PerfCounter;
  101428. private _animationRatio;
  101429. /** @hidden */
  101430. _animationTimeLast: number;
  101431. /** @hidden */
  101432. _animationTime: number;
  101433. /**
  101434. * Gets or sets a general scale for animation speed
  101435. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101436. */
  101437. animationTimeScale: number;
  101438. /** @hidden */
  101439. _cachedMaterial: Nullable<Material>;
  101440. /** @hidden */
  101441. _cachedEffect: Nullable<Effect>;
  101442. /** @hidden */
  101443. _cachedVisibility: Nullable<number>;
  101444. private _renderId;
  101445. private _frameId;
  101446. private _executeWhenReadyTimeoutId;
  101447. private _intermediateRendering;
  101448. private _viewUpdateFlag;
  101449. private _projectionUpdateFlag;
  101450. /** @hidden */
  101451. _toBeDisposed: Nullable<IDisposable>[];
  101452. private _activeRequests;
  101453. /** @hidden */
  101454. _pendingData: any[];
  101455. private _isDisposed;
  101456. /**
  101457. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101458. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101459. */
  101460. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101461. private _activeMeshes;
  101462. private _processedMaterials;
  101463. private _renderTargets;
  101464. /** @hidden */
  101465. _activeParticleSystems: SmartArray<IParticleSystem>;
  101466. private _activeSkeletons;
  101467. private _softwareSkinnedMeshes;
  101468. private _renderingManager;
  101469. /** @hidden */
  101470. _activeAnimatables: Animatable[];
  101471. private _transformMatrix;
  101472. private _sceneUbo;
  101473. /** @hidden */
  101474. _viewMatrix: Matrix;
  101475. private _projectionMatrix;
  101476. /** @hidden */
  101477. _forcedViewPosition: Nullable<Vector3>;
  101478. /** @hidden */
  101479. _frustumPlanes: Plane[];
  101480. /**
  101481. * Gets the list of frustum planes (built from the active camera)
  101482. */
  101483. readonly frustumPlanes: Plane[];
  101484. /**
  101485. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  101486. * This is useful if there are more lights that the maximum simulteanous authorized
  101487. */
  101488. requireLightSorting: boolean;
  101489. /** @hidden */
  101490. readonly useMaterialMeshMap: boolean;
  101491. /** @hidden */
  101492. readonly useClonedMeshhMap: boolean;
  101493. private _externalData;
  101494. private _uid;
  101495. /**
  101496. * @hidden
  101497. * Backing store of defined scene components.
  101498. */
  101499. _components: ISceneComponent[];
  101500. /**
  101501. * @hidden
  101502. * Backing store of defined scene components.
  101503. */
  101504. _serializableComponents: ISceneSerializableComponent[];
  101505. /**
  101506. * List of components to register on the next registration step.
  101507. */
  101508. private _transientComponents;
  101509. /**
  101510. * Registers the transient components if needed.
  101511. */
  101512. private _registerTransientComponents;
  101513. /**
  101514. * @hidden
  101515. * Add a component to the scene.
  101516. * Note that the ccomponent could be registered on th next frame if this is called after
  101517. * the register component stage.
  101518. * @param component Defines the component to add to the scene
  101519. */
  101520. _addComponent(component: ISceneComponent): void;
  101521. /**
  101522. * @hidden
  101523. * Gets a component from the scene.
  101524. * @param name defines the name of the component to retrieve
  101525. * @returns the component or null if not present
  101526. */
  101527. _getComponent(name: string): Nullable<ISceneComponent>;
  101528. /**
  101529. * @hidden
  101530. * Defines the actions happening before camera updates.
  101531. */
  101532. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  101533. /**
  101534. * @hidden
  101535. * Defines the actions happening before clear the canvas.
  101536. */
  101537. _beforeClearStage: Stage<SimpleStageAction>;
  101538. /**
  101539. * @hidden
  101540. * Defines the actions when collecting render targets for the frame.
  101541. */
  101542. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101543. /**
  101544. * @hidden
  101545. * Defines the actions happening for one camera in the frame.
  101546. */
  101547. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101548. /**
  101549. * @hidden
  101550. * Defines the actions happening during the per mesh ready checks.
  101551. */
  101552. _isReadyForMeshStage: Stage<MeshStageAction>;
  101553. /**
  101554. * @hidden
  101555. * Defines the actions happening before evaluate active mesh checks.
  101556. */
  101557. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  101558. /**
  101559. * @hidden
  101560. * Defines the actions happening during the evaluate sub mesh checks.
  101561. */
  101562. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  101563. /**
  101564. * @hidden
  101565. * Defines the actions happening during the active mesh stage.
  101566. */
  101567. _activeMeshStage: Stage<ActiveMeshStageAction>;
  101568. /**
  101569. * @hidden
  101570. * Defines the actions happening during the per camera render target step.
  101571. */
  101572. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  101573. /**
  101574. * @hidden
  101575. * Defines the actions happening just before the active camera is drawing.
  101576. */
  101577. _beforeCameraDrawStage: Stage<CameraStageAction>;
  101578. /**
  101579. * @hidden
  101580. * Defines the actions happening just before a render target is drawing.
  101581. */
  101582. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101583. /**
  101584. * @hidden
  101585. * Defines the actions happening just before a rendering group is drawing.
  101586. */
  101587. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101588. /**
  101589. * @hidden
  101590. * Defines the actions happening just before a mesh is drawing.
  101591. */
  101592. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101593. /**
  101594. * @hidden
  101595. * Defines the actions happening just after a mesh has been drawn.
  101596. */
  101597. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101598. /**
  101599. * @hidden
  101600. * Defines the actions happening just after a rendering group has been drawn.
  101601. */
  101602. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101603. /**
  101604. * @hidden
  101605. * Defines the actions happening just after the active camera has been drawn.
  101606. */
  101607. _afterCameraDrawStage: Stage<CameraStageAction>;
  101608. /**
  101609. * @hidden
  101610. * Defines the actions happening just after a render target has been drawn.
  101611. */
  101612. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101613. /**
  101614. * @hidden
  101615. * Defines the actions happening just after rendering all cameras and computing intersections.
  101616. */
  101617. _afterRenderStage: Stage<SimpleStageAction>;
  101618. /**
  101619. * @hidden
  101620. * Defines the actions happening when a pointer move event happens.
  101621. */
  101622. _pointerMoveStage: Stage<PointerMoveStageAction>;
  101623. /**
  101624. * @hidden
  101625. * Defines the actions happening when a pointer down event happens.
  101626. */
  101627. _pointerDownStage: Stage<PointerUpDownStageAction>;
  101628. /**
  101629. * @hidden
  101630. * Defines the actions happening when a pointer up event happens.
  101631. */
  101632. _pointerUpStage: Stage<PointerUpDownStageAction>;
  101633. /**
  101634. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  101635. */
  101636. private geometriesByUniqueId;
  101637. /**
  101638. * Creates a new Scene
  101639. * @param engine defines the engine to use to render this scene
  101640. * @param options defines the scene options
  101641. */
  101642. constructor(engine: Engine, options?: SceneOptions);
  101643. /**
  101644. * Gets a string idenfifying the name of the class
  101645. * @returns "Scene" string
  101646. */
  101647. getClassName(): string;
  101648. private _defaultMeshCandidates;
  101649. /**
  101650. * @hidden
  101651. */
  101652. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  101653. private _defaultSubMeshCandidates;
  101654. /**
  101655. * @hidden
  101656. */
  101657. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  101658. /**
  101659. * Sets the default candidate providers for the scene.
  101660. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  101661. * and getCollidingSubMeshCandidates to their default function
  101662. */
  101663. setDefaultCandidateProviders(): void;
  101664. /**
  101665. * Gets the mesh that is currently under the pointer
  101666. */
  101667. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101668. /**
  101669. * Gets or sets the current on-screen X position of the pointer
  101670. */
  101671. pointerX: number;
  101672. /**
  101673. * Gets or sets the current on-screen Y position of the pointer
  101674. */
  101675. pointerY: number;
  101676. /**
  101677. * Gets the cached material (ie. the latest rendered one)
  101678. * @returns the cached material
  101679. */
  101680. getCachedMaterial(): Nullable<Material>;
  101681. /**
  101682. * Gets the cached effect (ie. the latest rendered one)
  101683. * @returns the cached effect
  101684. */
  101685. getCachedEffect(): Nullable<Effect>;
  101686. /**
  101687. * Gets the cached visibility state (ie. the latest rendered one)
  101688. * @returns the cached visibility state
  101689. */
  101690. getCachedVisibility(): Nullable<number>;
  101691. /**
  101692. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  101693. * @param material defines the current material
  101694. * @param effect defines the current effect
  101695. * @param visibility defines the current visibility state
  101696. * @returns true if one parameter is not cached
  101697. */
  101698. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  101699. /**
  101700. * Gets the engine associated with the scene
  101701. * @returns an Engine
  101702. */
  101703. getEngine(): Engine;
  101704. /**
  101705. * Gets the total number of vertices rendered per frame
  101706. * @returns the total number of vertices rendered per frame
  101707. */
  101708. getTotalVertices(): number;
  101709. /**
  101710. * Gets the performance counter for total vertices
  101711. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101712. */
  101713. readonly totalVerticesPerfCounter: PerfCounter;
  101714. /**
  101715. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  101716. * @returns the total number of active indices rendered per frame
  101717. */
  101718. getActiveIndices(): number;
  101719. /**
  101720. * Gets the performance counter for active indices
  101721. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101722. */
  101723. readonly totalActiveIndicesPerfCounter: PerfCounter;
  101724. /**
  101725. * Gets the total number of active particles rendered per frame
  101726. * @returns the total number of active particles rendered per frame
  101727. */
  101728. getActiveParticles(): number;
  101729. /**
  101730. * Gets the performance counter for active particles
  101731. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101732. */
  101733. readonly activeParticlesPerfCounter: PerfCounter;
  101734. /**
  101735. * Gets the total number of active bones rendered per frame
  101736. * @returns the total number of active bones rendered per frame
  101737. */
  101738. getActiveBones(): number;
  101739. /**
  101740. * Gets the performance counter for active bones
  101741. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101742. */
  101743. readonly activeBonesPerfCounter: PerfCounter;
  101744. /**
  101745. * Gets the array of active meshes
  101746. * @returns an array of AbstractMesh
  101747. */
  101748. getActiveMeshes(): SmartArray<AbstractMesh>;
  101749. /**
  101750. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  101751. * @returns a number
  101752. */
  101753. getAnimationRatio(): number;
  101754. /**
  101755. * Gets an unique Id for the current render phase
  101756. * @returns a number
  101757. */
  101758. getRenderId(): number;
  101759. /**
  101760. * Gets an unique Id for the current frame
  101761. * @returns a number
  101762. */
  101763. getFrameId(): number;
  101764. /** Call this function if you want to manually increment the render Id*/
  101765. incrementRenderId(): void;
  101766. private _createUbo;
  101767. /**
  101768. * Use this method to simulate a pointer move on a mesh
  101769. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101770. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101771. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101772. * @returns the current scene
  101773. */
  101774. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101775. /**
  101776. * Use this method to simulate a pointer down on a mesh
  101777. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101778. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101779. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101780. * @returns the current scene
  101781. */
  101782. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101783. /**
  101784. * Use this method to simulate a pointer up on a mesh
  101785. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101786. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101787. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101788. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101789. * @returns the current scene
  101790. */
  101791. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  101792. /**
  101793. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101794. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101795. * @returns true if the pointer was captured
  101796. */
  101797. isPointerCaptured(pointerId?: number): boolean;
  101798. /**
  101799. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101800. * @param attachUp defines if you want to attach events to pointerup
  101801. * @param attachDown defines if you want to attach events to pointerdown
  101802. * @param attachMove defines if you want to attach events to pointermove
  101803. */
  101804. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101805. /** Detaches all event handlers*/
  101806. detachControl(): void;
  101807. /**
  101808. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  101809. * Delay loaded resources are not taking in account
  101810. * @return true if all required resources are ready
  101811. */
  101812. isReady(): boolean;
  101813. /** Resets all cached information relative to material (including effect and visibility) */
  101814. resetCachedMaterial(): void;
  101815. /**
  101816. * Registers a function to be called before every frame render
  101817. * @param func defines the function to register
  101818. */
  101819. registerBeforeRender(func: () => void): void;
  101820. /**
  101821. * Unregisters a function called before every frame render
  101822. * @param func defines the function to unregister
  101823. */
  101824. unregisterBeforeRender(func: () => void): void;
  101825. /**
  101826. * Registers a function to be called after every frame render
  101827. * @param func defines the function to register
  101828. */
  101829. registerAfterRender(func: () => void): void;
  101830. /**
  101831. * Unregisters a function called after every frame render
  101832. * @param func defines the function to unregister
  101833. */
  101834. unregisterAfterRender(func: () => void): void;
  101835. private _executeOnceBeforeRender;
  101836. /**
  101837. * The provided function will run before render once and will be disposed afterwards.
  101838. * A timeout delay can be provided so that the function will be executed in N ms.
  101839. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  101840. * @param func The function to be executed.
  101841. * @param timeout optional delay in ms
  101842. */
  101843. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  101844. /** @hidden */
  101845. _addPendingData(data: any): void;
  101846. /** @hidden */
  101847. _removePendingData(data: any): void;
  101848. /**
  101849. * Returns the number of items waiting to be loaded
  101850. * @returns the number of items waiting to be loaded
  101851. */
  101852. getWaitingItemsCount(): number;
  101853. /**
  101854. * Returns a boolean indicating if the scene is still loading data
  101855. */
  101856. readonly isLoading: boolean;
  101857. /**
  101858. * Registers a function to be executed when the scene is ready
  101859. * @param {Function} func - the function to be executed
  101860. */
  101861. executeWhenReady(func: () => void): void;
  101862. /**
  101863. * Returns a promise that resolves when the scene is ready
  101864. * @returns A promise that resolves when the scene is ready
  101865. */
  101866. whenReadyAsync(): Promise<void>;
  101867. /** @hidden */
  101868. _checkIsReady(): void;
  101869. /**
  101870. * Gets all animatable attached to the scene
  101871. */
  101872. readonly animatables: Animatable[];
  101873. /**
  101874. * Resets the last animation time frame.
  101875. * Useful to override when animations start running when loading a scene for the first time.
  101876. */
  101877. resetLastAnimationTimeFrame(): void;
  101878. /**
  101879. * Gets the current view matrix
  101880. * @returns a Matrix
  101881. */
  101882. getViewMatrix(): Matrix;
  101883. /**
  101884. * Gets the current projection matrix
  101885. * @returns a Matrix
  101886. */
  101887. getProjectionMatrix(): Matrix;
  101888. /**
  101889. * Gets the current transform matrix
  101890. * @returns a Matrix made of View * Projection
  101891. */
  101892. getTransformMatrix(): Matrix;
  101893. /**
  101894. * Sets the current transform matrix
  101895. * @param viewL defines the View matrix to use
  101896. * @param projectionL defines the Projection matrix to use
  101897. * @param viewR defines the right View matrix to use (if provided)
  101898. * @param projectionR defines the right Projection matrix to use (if provided)
  101899. */
  101900. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  101901. /**
  101902. * Gets the uniform buffer used to store scene data
  101903. * @returns a UniformBuffer
  101904. */
  101905. getSceneUniformBuffer(): UniformBuffer;
  101906. /**
  101907. * Gets an unique (relatively to the current scene) Id
  101908. * @returns an unique number for the scene
  101909. */
  101910. getUniqueId(): number;
  101911. /**
  101912. * Add a mesh to the list of scene's meshes
  101913. * @param newMesh defines the mesh to add
  101914. * @param recursive if all child meshes should also be added to the scene
  101915. */
  101916. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  101917. /**
  101918. * Remove a mesh for the list of scene's meshes
  101919. * @param toRemove defines the mesh to remove
  101920. * @param recursive if all child meshes should also be removed from the scene
  101921. * @returns the index where the mesh was in the mesh list
  101922. */
  101923. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  101924. /**
  101925. * Add a transform node to the list of scene's transform nodes
  101926. * @param newTransformNode defines the transform node to add
  101927. */
  101928. addTransformNode(newTransformNode: TransformNode): void;
  101929. /**
  101930. * Remove a transform node for the list of scene's transform nodes
  101931. * @param toRemove defines the transform node to remove
  101932. * @returns the index where the transform node was in the transform node list
  101933. */
  101934. removeTransformNode(toRemove: TransformNode): number;
  101935. /**
  101936. * Remove a skeleton for the list of scene's skeletons
  101937. * @param toRemove defines the skeleton to remove
  101938. * @returns the index where the skeleton was in the skeleton list
  101939. */
  101940. removeSkeleton(toRemove: Skeleton): number;
  101941. /**
  101942. * Remove a morph target for the list of scene's morph targets
  101943. * @param toRemove defines the morph target to remove
  101944. * @returns the index where the morph target was in the morph target list
  101945. */
  101946. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  101947. /**
  101948. * Remove a light for the list of scene's lights
  101949. * @param toRemove defines the light to remove
  101950. * @returns the index where the light was in the light list
  101951. */
  101952. removeLight(toRemove: Light): number;
  101953. /**
  101954. * Remove a camera for the list of scene's cameras
  101955. * @param toRemove defines the camera to remove
  101956. * @returns the index where the camera was in the camera list
  101957. */
  101958. removeCamera(toRemove: Camera): number;
  101959. /**
  101960. * Remove a particle system for the list of scene's particle systems
  101961. * @param toRemove defines the particle system to remove
  101962. * @returns the index where the particle system was in the particle system list
  101963. */
  101964. removeParticleSystem(toRemove: IParticleSystem): number;
  101965. /**
  101966. * Remove a animation for the list of scene's animations
  101967. * @param toRemove defines the animation to remove
  101968. * @returns the index where the animation was in the animation list
  101969. */
  101970. removeAnimation(toRemove: Animation): number;
  101971. /**
  101972. * Will stop the animation of the given target
  101973. * @param target - the target
  101974. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  101975. * @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)
  101976. */
  101977. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  101978. /**
  101979. * Removes the given animation group from this scene.
  101980. * @param toRemove The animation group to remove
  101981. * @returns The index of the removed animation group
  101982. */
  101983. removeAnimationGroup(toRemove: AnimationGroup): number;
  101984. /**
  101985. * Removes the given multi-material from this scene.
  101986. * @param toRemove The multi-material to remove
  101987. * @returns The index of the removed multi-material
  101988. */
  101989. removeMultiMaterial(toRemove: MultiMaterial): number;
  101990. /**
  101991. * Removes the given material from this scene.
  101992. * @param toRemove The material to remove
  101993. * @returns The index of the removed material
  101994. */
  101995. removeMaterial(toRemove: Material): number;
  101996. /**
  101997. * Removes the given action manager from this scene.
  101998. * @param toRemove The action manager to remove
  101999. * @returns The index of the removed action manager
  102000. */
  102001. removeActionManager(toRemove: AbstractActionManager): number;
  102002. /**
  102003. * Removes the given texture from this scene.
  102004. * @param toRemove The texture to remove
  102005. * @returns The index of the removed texture
  102006. */
  102007. removeTexture(toRemove: BaseTexture): number;
  102008. /**
  102009. * Adds the given light to this scene
  102010. * @param newLight The light to add
  102011. */
  102012. addLight(newLight: Light): void;
  102013. /**
  102014. * Sorts the list list based on light priorities
  102015. */
  102016. sortLightsByPriority(): void;
  102017. /**
  102018. * Adds the given camera to this scene
  102019. * @param newCamera The camera to add
  102020. */
  102021. addCamera(newCamera: Camera): void;
  102022. /**
  102023. * Adds the given skeleton to this scene
  102024. * @param newSkeleton The skeleton to add
  102025. */
  102026. addSkeleton(newSkeleton: Skeleton): void;
  102027. /**
  102028. * Adds the given particle system to this scene
  102029. * @param newParticleSystem The particle system to add
  102030. */
  102031. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102032. /**
  102033. * Adds the given animation to this scene
  102034. * @param newAnimation The animation to add
  102035. */
  102036. addAnimation(newAnimation: Animation): void;
  102037. /**
  102038. * Adds the given animation group to this scene.
  102039. * @param newAnimationGroup The animation group to add
  102040. */
  102041. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102042. /**
  102043. * Adds the given multi-material to this scene
  102044. * @param newMultiMaterial The multi-material to add
  102045. */
  102046. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102047. /**
  102048. * Adds the given material to this scene
  102049. * @param newMaterial The material to add
  102050. */
  102051. addMaterial(newMaterial: Material): void;
  102052. /**
  102053. * Adds the given morph target to this scene
  102054. * @param newMorphTargetManager The morph target to add
  102055. */
  102056. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102057. /**
  102058. * Adds the given geometry to this scene
  102059. * @param newGeometry The geometry to add
  102060. */
  102061. addGeometry(newGeometry: Geometry): void;
  102062. /**
  102063. * Adds the given action manager to this scene
  102064. * @param newActionManager The action manager to add
  102065. */
  102066. addActionManager(newActionManager: AbstractActionManager): void;
  102067. /**
  102068. * Adds the given texture to this scene.
  102069. * @param newTexture The texture to add
  102070. */
  102071. addTexture(newTexture: BaseTexture): void;
  102072. /**
  102073. * Switch active camera
  102074. * @param newCamera defines the new active camera
  102075. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102076. */
  102077. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102078. /**
  102079. * sets the active camera of the scene using its ID
  102080. * @param id defines the camera's ID
  102081. * @return the new active camera or null if none found.
  102082. */
  102083. setActiveCameraByID(id: string): Nullable<Camera>;
  102084. /**
  102085. * sets the active camera of the scene using its name
  102086. * @param name defines the camera's name
  102087. * @returns the new active camera or null if none found.
  102088. */
  102089. setActiveCameraByName(name: string): Nullable<Camera>;
  102090. /**
  102091. * get an animation group using its name
  102092. * @param name defines the material's name
  102093. * @return the animation group or null if none found.
  102094. */
  102095. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102096. /**
  102097. * Get a material using its unique id
  102098. * @param uniqueId defines the material's unique id
  102099. * @return the material or null if none found.
  102100. */
  102101. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102102. /**
  102103. * get a material using its id
  102104. * @param id defines the material's ID
  102105. * @return the material or null if none found.
  102106. */
  102107. getMaterialByID(id: string): Nullable<Material>;
  102108. /**
  102109. * Gets a the last added material using a given id
  102110. * @param id defines the material's ID
  102111. * @return the last material with the given id or null if none found.
  102112. */
  102113. getLastMaterialByID(id: string): Nullable<Material>;
  102114. /**
  102115. * Gets a material using its name
  102116. * @param name defines the material's name
  102117. * @return the material or null if none found.
  102118. */
  102119. getMaterialByName(name: string): Nullable<Material>;
  102120. /**
  102121. * Get a texture using its unique id
  102122. * @param uniqueId defines the texture's unique id
  102123. * @return the texture or null if none found.
  102124. */
  102125. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102126. /**
  102127. * Gets a camera using its id
  102128. * @param id defines the id to look for
  102129. * @returns the camera or null if not found
  102130. */
  102131. getCameraByID(id: string): Nullable<Camera>;
  102132. /**
  102133. * Gets a camera using its unique id
  102134. * @param uniqueId defines the unique id to look for
  102135. * @returns the camera or null if not found
  102136. */
  102137. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102138. /**
  102139. * Gets a camera using its name
  102140. * @param name defines the camera's name
  102141. * @return the camera or null if none found.
  102142. */
  102143. getCameraByName(name: string): Nullable<Camera>;
  102144. /**
  102145. * Gets a bone using its id
  102146. * @param id defines the bone's id
  102147. * @return the bone or null if not found
  102148. */
  102149. getBoneByID(id: string): Nullable<Bone>;
  102150. /**
  102151. * Gets a bone using its id
  102152. * @param name defines the bone's name
  102153. * @return the bone or null if not found
  102154. */
  102155. getBoneByName(name: string): Nullable<Bone>;
  102156. /**
  102157. * Gets a light node using its name
  102158. * @param name defines the the light's name
  102159. * @return the light or null if none found.
  102160. */
  102161. getLightByName(name: string): Nullable<Light>;
  102162. /**
  102163. * Gets a light node using its id
  102164. * @param id defines the light's id
  102165. * @return the light or null if none found.
  102166. */
  102167. getLightByID(id: string): Nullable<Light>;
  102168. /**
  102169. * Gets a light node using its scene-generated unique ID
  102170. * @param uniqueId defines the light's unique id
  102171. * @return the light or null if none found.
  102172. */
  102173. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  102174. /**
  102175. * Gets a particle system by id
  102176. * @param id defines the particle system id
  102177. * @return the corresponding system or null if none found
  102178. */
  102179. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  102180. /**
  102181. * Gets a geometry using its ID
  102182. * @param id defines the geometry's id
  102183. * @return the geometry or null if none found.
  102184. */
  102185. getGeometryByID(id: string): Nullable<Geometry>;
  102186. private _getGeometryByUniqueID;
  102187. /**
  102188. * Add a new geometry to this scene
  102189. * @param geometry defines the geometry to be added to the scene.
  102190. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  102191. * @return a boolean defining if the geometry was added or not
  102192. */
  102193. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  102194. /**
  102195. * Removes an existing geometry
  102196. * @param geometry defines the geometry to be removed from the scene
  102197. * @return a boolean defining if the geometry was removed or not
  102198. */
  102199. removeGeometry(geometry: Geometry): boolean;
  102200. /**
  102201. * Gets the list of geometries attached to the scene
  102202. * @returns an array of Geometry
  102203. */
  102204. getGeometries(): Geometry[];
  102205. /**
  102206. * Gets the first added mesh found of a given ID
  102207. * @param id defines the id to search for
  102208. * @return the mesh found or null if not found at all
  102209. */
  102210. getMeshByID(id: string): Nullable<AbstractMesh>;
  102211. /**
  102212. * Gets a list of meshes using their id
  102213. * @param id defines the id to search for
  102214. * @returns a list of meshes
  102215. */
  102216. getMeshesByID(id: string): Array<AbstractMesh>;
  102217. /**
  102218. * Gets the first added transform node found of a given ID
  102219. * @param id defines the id to search for
  102220. * @return the found transform node or null if not found at all.
  102221. */
  102222. getTransformNodeByID(id: string): Nullable<TransformNode>;
  102223. /**
  102224. * Gets a transform node with its auto-generated unique id
  102225. * @param uniqueId efines the unique id to search for
  102226. * @return the found transform node or null if not found at all.
  102227. */
  102228. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  102229. /**
  102230. * Gets a list of transform nodes using their id
  102231. * @param id defines the id to search for
  102232. * @returns a list of transform nodes
  102233. */
  102234. getTransformNodesByID(id: string): Array<TransformNode>;
  102235. /**
  102236. * Gets a mesh with its auto-generated unique id
  102237. * @param uniqueId defines the unique id to search for
  102238. * @return the found mesh or null if not found at all.
  102239. */
  102240. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  102241. /**
  102242. * Gets a the last added mesh using a given id
  102243. * @param id defines the id to search for
  102244. * @return the found mesh or null if not found at all.
  102245. */
  102246. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  102247. /**
  102248. * Gets a the last added node (Mesh, Camera, Light) using a given id
  102249. * @param id defines the id to search for
  102250. * @return the found node or null if not found at all
  102251. */
  102252. getLastEntryByID(id: string): Nullable<Node>;
  102253. /**
  102254. * Gets a node (Mesh, Camera, Light) using a given id
  102255. * @param id defines the id to search for
  102256. * @return the found node or null if not found at all
  102257. */
  102258. getNodeByID(id: string): Nullable<Node>;
  102259. /**
  102260. * Gets a node (Mesh, Camera, Light) using a given name
  102261. * @param name defines the name to search for
  102262. * @return the found node or null if not found at all.
  102263. */
  102264. getNodeByName(name: string): Nullable<Node>;
  102265. /**
  102266. * Gets a mesh using a given name
  102267. * @param name defines the name to search for
  102268. * @return the found mesh or null if not found at all.
  102269. */
  102270. getMeshByName(name: string): Nullable<AbstractMesh>;
  102271. /**
  102272. * Gets a transform node using a given name
  102273. * @param name defines the name to search for
  102274. * @return the found transform node or null if not found at all.
  102275. */
  102276. getTransformNodeByName(name: string): Nullable<TransformNode>;
  102277. /**
  102278. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  102279. * @param id defines the id to search for
  102280. * @return the found skeleton or null if not found at all.
  102281. */
  102282. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  102283. /**
  102284. * Gets a skeleton using a given auto generated unique id
  102285. * @param uniqueId defines the unique id to search for
  102286. * @return the found skeleton or null if not found at all.
  102287. */
  102288. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  102289. /**
  102290. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  102291. * @param id defines the id to search for
  102292. * @return the found skeleton or null if not found at all.
  102293. */
  102294. getSkeletonById(id: string): Nullable<Skeleton>;
  102295. /**
  102296. * Gets a skeleton using a given name
  102297. * @param name defines the name to search for
  102298. * @return the found skeleton or null if not found at all.
  102299. */
  102300. getSkeletonByName(name: string): Nullable<Skeleton>;
  102301. /**
  102302. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  102303. * @param id defines the id to search for
  102304. * @return the found morph target manager or null if not found at all.
  102305. */
  102306. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  102307. /**
  102308. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  102309. * @param id defines the id to search for
  102310. * @return the found morph target or null if not found at all.
  102311. */
  102312. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102313. /**
  102314. * Gets a boolean indicating if the given mesh is active
  102315. * @param mesh defines the mesh to look for
  102316. * @returns true if the mesh is in the active list
  102317. */
  102318. isActiveMesh(mesh: AbstractMesh): boolean;
  102319. /**
  102320. * Return a unique id as a string which can serve as an identifier for the scene
  102321. */
  102322. readonly uid: string;
  102323. /**
  102324. * Add an externaly attached data from its key.
  102325. * This method call will fail and return false, if such key already exists.
  102326. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102327. * @param key the unique key that identifies the data
  102328. * @param data the data object to associate to the key for this Engine instance
  102329. * @return true if no such key were already present and the data was added successfully, false otherwise
  102330. */
  102331. addExternalData<T>(key: string, data: T): boolean;
  102332. /**
  102333. * Get an externaly attached data from its key
  102334. * @param key the unique key that identifies the data
  102335. * @return the associated data, if present (can be null), or undefined if not present
  102336. */
  102337. getExternalData<T>(key: string): Nullable<T>;
  102338. /**
  102339. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102340. * @param key the unique key that identifies the data
  102341. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102342. * @return the associated data, can be null if the factory returned null.
  102343. */
  102344. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102345. /**
  102346. * Remove an externaly attached data from the Engine instance
  102347. * @param key the unique key that identifies the data
  102348. * @return true if the data was successfully removed, false if it doesn't exist
  102349. */
  102350. removeExternalData(key: string): boolean;
  102351. private _evaluateSubMesh;
  102352. /**
  102353. * Clear the processed materials smart array preventing retention point in material dispose.
  102354. */
  102355. freeProcessedMaterials(): void;
  102356. private _preventFreeActiveMeshesAndRenderingGroups;
  102357. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102358. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102359. * when disposing several meshes in a row or a hierarchy of meshes.
  102360. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102361. */
  102362. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102363. /**
  102364. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102365. */
  102366. freeActiveMeshes(): void;
  102367. /**
  102368. * Clear the info related to rendering groups preventing retention points during dispose.
  102369. */
  102370. freeRenderingGroups(): void;
  102371. /** @hidden */
  102372. _isInIntermediateRendering(): boolean;
  102373. /**
  102374. * Lambda returning the list of potentially active meshes.
  102375. */
  102376. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102377. /**
  102378. * Lambda returning the list of potentially active sub meshes.
  102379. */
  102380. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102381. /**
  102382. * Lambda returning the list of potentially intersecting sub meshes.
  102383. */
  102384. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102385. /**
  102386. * Lambda returning the list of potentially colliding sub meshes.
  102387. */
  102388. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102389. private _activeMeshesFrozen;
  102390. /**
  102391. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102392. * @returns the current scene
  102393. */
  102394. freezeActiveMeshes(): Scene;
  102395. /**
  102396. * Use this function to restart evaluating active meshes on every frame
  102397. * @returns the current scene
  102398. */
  102399. unfreezeActiveMeshes(): Scene;
  102400. private _evaluateActiveMeshes;
  102401. private _activeMesh;
  102402. /**
  102403. * Update the transform matrix to update from the current active camera
  102404. * @param force defines a boolean used to force the update even if cache is up to date
  102405. */
  102406. updateTransformMatrix(force?: boolean): void;
  102407. private _bindFrameBuffer;
  102408. /** @hidden */
  102409. _allowPostProcessClearColor: boolean;
  102410. /** @hidden */
  102411. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102412. private _processSubCameras;
  102413. private _checkIntersections;
  102414. /** @hidden */
  102415. _advancePhysicsEngineStep(step: number): void;
  102416. /**
  102417. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102418. */
  102419. getDeterministicFrameTime: () => number;
  102420. /** @hidden */
  102421. _animate(): void;
  102422. /** Execute all animations (for a frame) */
  102423. animate(): void;
  102424. /**
  102425. * Render the scene
  102426. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102427. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102428. */
  102429. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102430. /**
  102431. * Freeze all materials
  102432. * A frozen material will not be updatable but should be faster to render
  102433. */
  102434. freezeMaterials(): void;
  102435. /**
  102436. * Unfreeze all materials
  102437. * A frozen material will not be updatable but should be faster to render
  102438. */
  102439. unfreezeMaterials(): void;
  102440. /**
  102441. * Releases all held ressources
  102442. */
  102443. dispose(): void;
  102444. /**
  102445. * Gets if the scene is already disposed
  102446. */
  102447. readonly isDisposed: boolean;
  102448. /**
  102449. * Call this function to reduce memory footprint of the scene.
  102450. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102451. */
  102452. clearCachedVertexData(): void;
  102453. /**
  102454. * This function will remove the local cached buffer data from texture.
  102455. * It will save memory but will prevent the texture from being rebuilt
  102456. */
  102457. cleanCachedTextureBuffer(): void;
  102458. /**
  102459. * Get the world extend vectors with an optional filter
  102460. *
  102461. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102462. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102463. */
  102464. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102465. min: Vector3;
  102466. max: Vector3;
  102467. };
  102468. /**
  102469. * Creates a ray that can be used to pick in the scene
  102470. * @param x defines the x coordinate of the origin (on-screen)
  102471. * @param y defines the y coordinate of the origin (on-screen)
  102472. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102473. * @param camera defines the camera to use for the picking
  102474. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102475. * @returns a Ray
  102476. */
  102477. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  102478. /**
  102479. * Creates a ray that can be used to pick in the scene
  102480. * @param x defines the x coordinate of the origin (on-screen)
  102481. * @param y defines the y coordinate of the origin (on-screen)
  102482. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102483. * @param result defines the ray where to store the picking ray
  102484. * @param camera defines the camera to use for the picking
  102485. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102486. * @returns the current scene
  102487. */
  102488. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  102489. /**
  102490. * Creates a ray that can be used to pick in the scene
  102491. * @param x defines the x coordinate of the origin (on-screen)
  102492. * @param y defines the y coordinate of the origin (on-screen)
  102493. * @param camera defines the camera to use for the picking
  102494. * @returns a Ray
  102495. */
  102496. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  102497. /**
  102498. * Creates a ray that can be used to pick in the scene
  102499. * @param x defines the x coordinate of the origin (on-screen)
  102500. * @param y defines the y coordinate of the origin (on-screen)
  102501. * @param result defines the ray where to store the picking ray
  102502. * @param camera defines the camera to use for the picking
  102503. * @returns the current scene
  102504. */
  102505. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  102506. /** Launch a ray to try to pick a mesh in the scene
  102507. * @param x position on screen
  102508. * @param y position on screen
  102509. * @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
  102510. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  102511. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102512. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102513. * @returns a PickingInfo
  102514. */
  102515. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102516. /** Use the given ray to pick a mesh in the scene
  102517. * @param ray The ray to use to pick meshes
  102518. * @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
  102519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  102520. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102521. * @returns a PickingInfo
  102522. */
  102523. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102524. /**
  102525. * Launch a ray to try to pick a mesh in the scene
  102526. * @param x X position on screen
  102527. * @param y Y position on screen
  102528. * @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
  102529. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102530. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102531. * @returns an array of PickingInfo
  102532. */
  102533. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102534. /**
  102535. * Launch a ray to try to pick a mesh in the scene
  102536. * @param ray Ray to use
  102537. * @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
  102538. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102539. * @returns an array of PickingInfo
  102540. */
  102541. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102542. /**
  102543. * Force the value of meshUnderPointer
  102544. * @param mesh defines the mesh to use
  102545. */
  102546. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  102547. /**
  102548. * Gets the mesh under the pointer
  102549. * @returns a Mesh or null if no mesh is under the pointer
  102550. */
  102551. getPointerOverMesh(): Nullable<AbstractMesh>;
  102552. /** @hidden */
  102553. _rebuildGeometries(): void;
  102554. /** @hidden */
  102555. _rebuildTextures(): void;
  102556. private _getByTags;
  102557. /**
  102558. * Get a list of meshes by tags
  102559. * @param tagsQuery defines the tags query to use
  102560. * @param forEach defines a predicate used to filter results
  102561. * @returns an array of Mesh
  102562. */
  102563. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  102564. /**
  102565. * Get a list of cameras by tags
  102566. * @param tagsQuery defines the tags query to use
  102567. * @param forEach defines a predicate used to filter results
  102568. * @returns an array of Camera
  102569. */
  102570. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  102571. /**
  102572. * Get a list of lights by tags
  102573. * @param tagsQuery defines the tags query to use
  102574. * @param forEach defines a predicate used to filter results
  102575. * @returns an array of Light
  102576. */
  102577. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  102578. /**
  102579. * Get a list of materials by tags
  102580. * @param tagsQuery defines the tags query to use
  102581. * @param forEach defines a predicate used to filter results
  102582. * @returns an array of Material
  102583. */
  102584. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  102585. /**
  102586. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  102587. * This allowed control for front to back rendering or reversly depending of the special needs.
  102588. *
  102589. * @param renderingGroupId The rendering group id corresponding to its index
  102590. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  102591. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  102592. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  102593. */
  102594. 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;
  102595. /**
  102596. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  102597. *
  102598. * @param renderingGroupId The rendering group id corresponding to its index
  102599. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  102600. * @param depth Automatically clears depth between groups if true and autoClear is true.
  102601. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  102602. */
  102603. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  102604. /**
  102605. * Gets the current auto clear configuration for one rendering group of the rendering
  102606. * manager.
  102607. * @param index the rendering group index to get the information for
  102608. * @returns The auto clear setup for the requested rendering group
  102609. */
  102610. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  102611. private _blockMaterialDirtyMechanism;
  102612. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  102613. blockMaterialDirtyMechanism: boolean;
  102614. /**
  102615. * Will flag all materials as dirty to trigger new shader compilation
  102616. * @param flag defines the flag used to specify which material part must be marked as dirty
  102617. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  102618. */
  102619. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  102620. /** @hidden */
  102621. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  102622. /** @hidden */
  102623. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102624. /** @hidden */
  102625. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  102626. /** @hidden */
  102627. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  102628. /** @hidden */
  102629. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  102630. /** @hidden */
  102631. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102632. }
  102633. }
  102634. declare module BABYLON {
  102635. /**
  102636. * Set of assets to keep when moving a scene into an asset container.
  102637. */
  102638. export class KeepAssets extends AbstractScene {
  102639. }
  102640. /**
  102641. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  102642. */
  102643. export class InstantiatedEntries {
  102644. /**
  102645. * List of new root nodes (eg. nodes with no parent)
  102646. */
  102647. rootNodes: TransformNode[];
  102648. /**
  102649. * List of new skeletons
  102650. */
  102651. skeletons: Skeleton[];
  102652. /**
  102653. * List of new animation groups
  102654. */
  102655. animationGroups: AnimationGroup[];
  102656. }
  102657. /**
  102658. * Container with a set of assets that can be added or removed from a scene.
  102659. */
  102660. export class AssetContainer extends AbstractScene {
  102661. /**
  102662. * The scene the AssetContainer belongs to.
  102663. */
  102664. scene: Scene;
  102665. /**
  102666. * Instantiates an AssetContainer.
  102667. * @param scene The scene the AssetContainer belongs to.
  102668. */
  102669. constructor(scene: Scene);
  102670. /**
  102671. * Instantiate or clone all meshes and add the new ones to the scene.
  102672. * Skeletons and animation groups will all be cloned
  102673. * @param nameFunction defines an optional function used to get new names for clones
  102674. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  102675. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  102676. */
  102677. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  102678. /**
  102679. * Adds all the assets from the container to the scene.
  102680. */
  102681. addAllToScene(): void;
  102682. /**
  102683. * Removes all the assets in the container from the scene
  102684. */
  102685. removeAllFromScene(): void;
  102686. /**
  102687. * Disposes all the assets in the container
  102688. */
  102689. dispose(): void;
  102690. private _moveAssets;
  102691. /**
  102692. * Removes all the assets contained in the scene and adds them to the container.
  102693. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  102694. */
  102695. moveAllFromScene(keepAssets?: KeepAssets): void;
  102696. /**
  102697. * 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.
  102698. * @returns the root mesh
  102699. */
  102700. createRootMesh(): Mesh;
  102701. }
  102702. }
  102703. declare module BABYLON {
  102704. /**
  102705. * Defines how the parser contract is defined.
  102706. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  102707. */
  102708. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  102709. /**
  102710. * Defines how the individual parser contract is defined.
  102711. * These parser can parse an individual asset
  102712. */
  102713. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  102714. /**
  102715. * Base class of the scene acting as a container for the different elements composing a scene.
  102716. * This class is dynamically extended by the different components of the scene increasing
  102717. * flexibility and reducing coupling
  102718. */
  102719. export abstract class AbstractScene {
  102720. /**
  102721. * Stores the list of available parsers in the application.
  102722. */
  102723. private static _BabylonFileParsers;
  102724. /**
  102725. * Stores the list of available individual parsers in the application.
  102726. */
  102727. private static _IndividualBabylonFileParsers;
  102728. /**
  102729. * Adds a parser in the list of available ones
  102730. * @param name Defines the name of the parser
  102731. * @param parser Defines the parser to add
  102732. */
  102733. static AddParser(name: string, parser: BabylonFileParser): void;
  102734. /**
  102735. * Gets a general parser from the list of avaialble ones
  102736. * @param name Defines the name of the parser
  102737. * @returns the requested parser or null
  102738. */
  102739. static GetParser(name: string): Nullable<BabylonFileParser>;
  102740. /**
  102741. * Adds n individual parser in the list of available ones
  102742. * @param name Defines the name of the parser
  102743. * @param parser Defines the parser to add
  102744. */
  102745. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  102746. /**
  102747. * Gets an individual parser from the list of avaialble ones
  102748. * @param name Defines the name of the parser
  102749. * @returns the requested parser or null
  102750. */
  102751. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  102752. /**
  102753. * Parser json data and populate both a scene and its associated container object
  102754. * @param jsonData Defines the data to parse
  102755. * @param scene Defines the scene to parse the data for
  102756. * @param container Defines the container attached to the parsing sequence
  102757. * @param rootUrl Defines the root url of the data
  102758. */
  102759. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  102760. /**
  102761. * Gets the list of root nodes (ie. nodes with no parent)
  102762. */
  102763. rootNodes: Node[];
  102764. /** All of the cameras added to this scene
  102765. * @see http://doc.babylonjs.com/babylon101/cameras
  102766. */
  102767. cameras: Camera[];
  102768. /**
  102769. * All of the lights added to this scene
  102770. * @see http://doc.babylonjs.com/babylon101/lights
  102771. */
  102772. lights: Light[];
  102773. /**
  102774. * All of the (abstract) meshes added to this scene
  102775. */
  102776. meshes: AbstractMesh[];
  102777. /**
  102778. * The list of skeletons added to the scene
  102779. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  102780. */
  102781. skeletons: Skeleton[];
  102782. /**
  102783. * All of the particle systems added to this scene
  102784. * @see http://doc.babylonjs.com/babylon101/particles
  102785. */
  102786. particleSystems: IParticleSystem[];
  102787. /**
  102788. * Gets a list of Animations associated with the scene
  102789. */
  102790. animations: Animation[];
  102791. /**
  102792. * All of the animation groups added to this scene
  102793. * @see http://doc.babylonjs.com/how_to/group
  102794. */
  102795. animationGroups: AnimationGroup[];
  102796. /**
  102797. * All of the multi-materials added to this scene
  102798. * @see http://doc.babylonjs.com/how_to/multi_materials
  102799. */
  102800. multiMaterials: MultiMaterial[];
  102801. /**
  102802. * All of the materials added to this scene
  102803. * In the context of a Scene, it is not supposed to be modified manually.
  102804. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  102805. * Note also that the order of the Material within the array is not significant and might change.
  102806. * @see http://doc.babylonjs.com/babylon101/materials
  102807. */
  102808. materials: Material[];
  102809. /**
  102810. * The list of morph target managers added to the scene
  102811. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  102812. */
  102813. morphTargetManagers: MorphTargetManager[];
  102814. /**
  102815. * The list of geometries used in the scene.
  102816. */
  102817. geometries: Geometry[];
  102818. /**
  102819. * All of the tranform nodes added to this scene
  102820. * In the context of a Scene, it is not supposed to be modified manually.
  102821. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  102822. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  102823. * @see http://doc.babylonjs.com/how_to/transformnode
  102824. */
  102825. transformNodes: TransformNode[];
  102826. /**
  102827. * ActionManagers available on the scene.
  102828. */
  102829. actionManagers: AbstractActionManager[];
  102830. /**
  102831. * Textures to keep.
  102832. */
  102833. textures: BaseTexture[];
  102834. /**
  102835. * Environment texture for the scene
  102836. */
  102837. environmentTexture: Nullable<BaseTexture>;
  102838. }
  102839. }
  102840. declare module BABYLON {
  102841. /**
  102842. * Interface used to define options for Sound class
  102843. */
  102844. export interface ISoundOptions {
  102845. /**
  102846. * Does the sound autoplay once loaded.
  102847. */
  102848. autoplay?: boolean;
  102849. /**
  102850. * Does the sound loop after it finishes playing once.
  102851. */
  102852. loop?: boolean;
  102853. /**
  102854. * Sound's volume
  102855. */
  102856. volume?: number;
  102857. /**
  102858. * Is it a spatial sound?
  102859. */
  102860. spatialSound?: boolean;
  102861. /**
  102862. * Maximum distance to hear that sound
  102863. */
  102864. maxDistance?: number;
  102865. /**
  102866. * Uses user defined attenuation function
  102867. */
  102868. useCustomAttenuation?: boolean;
  102869. /**
  102870. * Define the roll off factor of spatial sounds.
  102871. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102872. */
  102873. rolloffFactor?: number;
  102874. /**
  102875. * Define the reference distance the sound should be heard perfectly.
  102876. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102877. */
  102878. refDistance?: number;
  102879. /**
  102880. * Define the distance attenuation model the sound will follow.
  102881. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102882. */
  102883. distanceModel?: string;
  102884. /**
  102885. * Defines the playback speed (1 by default)
  102886. */
  102887. playbackRate?: number;
  102888. /**
  102889. * Defines if the sound is from a streaming source
  102890. */
  102891. streaming?: boolean;
  102892. /**
  102893. * Defines an optional length (in seconds) inside the sound file
  102894. */
  102895. length?: number;
  102896. /**
  102897. * Defines an optional offset (in seconds) inside the sound file
  102898. */
  102899. offset?: number;
  102900. /**
  102901. * If true, URLs will not be required to state the audio file codec to use.
  102902. */
  102903. skipCodecCheck?: boolean;
  102904. }
  102905. /**
  102906. * Defines a sound that can be played in the application.
  102907. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  102908. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  102909. */
  102910. export class Sound {
  102911. /**
  102912. * The name of the sound in the scene.
  102913. */
  102914. name: string;
  102915. /**
  102916. * Does the sound autoplay once loaded.
  102917. */
  102918. autoplay: boolean;
  102919. /**
  102920. * Does the sound loop after it finishes playing once.
  102921. */
  102922. loop: boolean;
  102923. /**
  102924. * Does the sound use a custom attenuation curve to simulate the falloff
  102925. * happening when the source gets further away from the camera.
  102926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102927. */
  102928. useCustomAttenuation: boolean;
  102929. /**
  102930. * The sound track id this sound belongs to.
  102931. */
  102932. soundTrackId: number;
  102933. /**
  102934. * Is this sound currently played.
  102935. */
  102936. isPlaying: boolean;
  102937. /**
  102938. * Is this sound currently paused.
  102939. */
  102940. isPaused: boolean;
  102941. /**
  102942. * Does this sound enables spatial sound.
  102943. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102944. */
  102945. spatialSound: boolean;
  102946. /**
  102947. * Define the reference distance the sound should be heard perfectly.
  102948. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102949. */
  102950. refDistance: number;
  102951. /**
  102952. * Define the roll off factor of spatial sounds.
  102953. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102954. */
  102955. rolloffFactor: number;
  102956. /**
  102957. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  102958. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102959. */
  102960. maxDistance: number;
  102961. /**
  102962. * Define the distance attenuation model the sound will follow.
  102963. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102964. */
  102965. distanceModel: string;
  102966. /**
  102967. * @hidden
  102968. * Back Compat
  102969. **/
  102970. onended: () => any;
  102971. /**
  102972. * Observable event when the current playing sound finishes.
  102973. */
  102974. onEndedObservable: Observable<Sound>;
  102975. private _panningModel;
  102976. private _playbackRate;
  102977. private _streaming;
  102978. private _startTime;
  102979. private _startOffset;
  102980. private _position;
  102981. /** @hidden */
  102982. _positionInEmitterSpace: boolean;
  102983. private _localDirection;
  102984. private _volume;
  102985. private _isReadyToPlay;
  102986. private _isDirectional;
  102987. private _readyToPlayCallback;
  102988. private _audioBuffer;
  102989. private _soundSource;
  102990. private _streamingSource;
  102991. private _soundPanner;
  102992. private _soundGain;
  102993. private _inputAudioNode;
  102994. private _outputAudioNode;
  102995. private _coneInnerAngle;
  102996. private _coneOuterAngle;
  102997. private _coneOuterGain;
  102998. private _scene;
  102999. private _connectedTransformNode;
  103000. private _customAttenuationFunction;
  103001. private _registerFunc;
  103002. private _isOutputConnected;
  103003. private _htmlAudioElement;
  103004. private _urlType;
  103005. private _length?;
  103006. private _offset?;
  103007. /** @hidden */
  103008. static _SceneComponentInitialization: (scene: Scene) => void;
  103009. /**
  103010. * Create a sound and attach it to a scene
  103011. * @param name Name of your sound
  103012. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  103013. * @param scene defines the scene the sound belongs to
  103014. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  103015. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  103016. */
  103017. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  103018. /**
  103019. * Release the sound and its associated resources
  103020. */
  103021. dispose(): void;
  103022. /**
  103023. * Gets if the sounds is ready to be played or not.
  103024. * @returns true if ready, otherwise false
  103025. */
  103026. isReady(): boolean;
  103027. private _soundLoaded;
  103028. /**
  103029. * Sets the data of the sound from an audiobuffer
  103030. * @param audioBuffer The audioBuffer containing the data
  103031. */
  103032. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103033. /**
  103034. * Updates the current sounds options such as maxdistance, loop...
  103035. * @param options A JSON object containing values named as the object properties
  103036. */
  103037. updateOptions(options: ISoundOptions): void;
  103038. private _createSpatialParameters;
  103039. private _updateSpatialParameters;
  103040. /**
  103041. * Switch the panning model to HRTF:
  103042. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103043. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103044. */
  103045. switchPanningModelToHRTF(): void;
  103046. /**
  103047. * Switch the panning model to Equal Power:
  103048. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103049. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103050. */
  103051. switchPanningModelToEqualPower(): void;
  103052. private _switchPanningModel;
  103053. /**
  103054. * Connect this sound to a sound track audio node like gain...
  103055. * @param soundTrackAudioNode the sound track audio node to connect to
  103056. */
  103057. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103058. /**
  103059. * Transform this sound into a directional source
  103060. * @param coneInnerAngle Size of the inner cone in degree
  103061. * @param coneOuterAngle Size of the outer cone in degree
  103062. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103063. */
  103064. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103065. /**
  103066. * Gets or sets the inner angle for the directional cone.
  103067. */
  103068. /**
  103069. * Gets or sets the inner angle for the directional cone.
  103070. */
  103071. directionalConeInnerAngle: number;
  103072. /**
  103073. * Gets or sets the outer angle for the directional cone.
  103074. */
  103075. /**
  103076. * Gets or sets the outer angle for the directional cone.
  103077. */
  103078. directionalConeOuterAngle: number;
  103079. /**
  103080. * Sets the position of the emitter if spatial sound is enabled
  103081. * @param newPosition Defines the new posisiton
  103082. */
  103083. setPosition(newPosition: Vector3): void;
  103084. /**
  103085. * Sets the local direction of the emitter if spatial sound is enabled
  103086. * @param newLocalDirection Defines the new local direction
  103087. */
  103088. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103089. private _updateDirection;
  103090. /** @hidden */
  103091. updateDistanceFromListener(): void;
  103092. /**
  103093. * Sets a new custom attenuation function for the sound.
  103094. * @param callback Defines the function used for the attenuation
  103095. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103096. */
  103097. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103098. /**
  103099. * Play the sound
  103100. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103101. * @param offset (optional) Start the sound at a specific time in seconds
  103102. * @param length (optional) Sound duration (in seconds)
  103103. */
  103104. play(time?: number, offset?: number, length?: number): void;
  103105. private _onended;
  103106. /**
  103107. * Stop the sound
  103108. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103109. */
  103110. stop(time?: number): void;
  103111. /**
  103112. * Put the sound in pause
  103113. */
  103114. pause(): void;
  103115. /**
  103116. * Sets a dedicated volume for this sounds
  103117. * @param newVolume Define the new volume of the sound
  103118. * @param time Define time for gradual change to new volume
  103119. */
  103120. setVolume(newVolume: number, time?: number): void;
  103121. /**
  103122. * Set the sound play back rate
  103123. * @param newPlaybackRate Define the playback rate the sound should be played at
  103124. */
  103125. setPlaybackRate(newPlaybackRate: number): void;
  103126. /**
  103127. * Gets the volume of the sound.
  103128. * @returns the volume of the sound
  103129. */
  103130. getVolume(): number;
  103131. /**
  103132. * Attach the sound to a dedicated mesh
  103133. * @param transformNode The transform node to connect the sound with
  103134. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103135. */
  103136. attachToMesh(transformNode: TransformNode): void;
  103137. /**
  103138. * Detach the sound from the previously attached mesh
  103139. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103140. */
  103141. detachFromMesh(): void;
  103142. private _onRegisterAfterWorldMatrixUpdate;
  103143. /**
  103144. * Clone the current sound in the scene.
  103145. * @returns the new sound clone
  103146. */
  103147. clone(): Nullable<Sound>;
  103148. /**
  103149. * Gets the current underlying audio buffer containing the data
  103150. * @returns the audio buffer
  103151. */
  103152. getAudioBuffer(): Nullable<AudioBuffer>;
  103153. /**
  103154. * Serializes the Sound in a JSON representation
  103155. * @returns the JSON representation of the sound
  103156. */
  103157. serialize(): any;
  103158. /**
  103159. * Parse a JSON representation of a sound to innstantiate in a given scene
  103160. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  103161. * @param scene Define the scene the new parsed sound should be created in
  103162. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  103163. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  103164. * @returns the newly parsed sound
  103165. */
  103166. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  103167. }
  103168. }
  103169. declare module BABYLON {
  103170. /**
  103171. * This defines an action helpful to play a defined sound on a triggered action.
  103172. */
  103173. export class PlaySoundAction extends Action {
  103174. private _sound;
  103175. /**
  103176. * Instantiate the action
  103177. * @param triggerOptions defines the trigger options
  103178. * @param sound defines the sound to play
  103179. * @param condition defines the trigger related conditions
  103180. */
  103181. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103182. /** @hidden */
  103183. _prepare(): void;
  103184. /**
  103185. * Execute the action and play the sound.
  103186. */
  103187. execute(): void;
  103188. /**
  103189. * Serializes the actions and its related information.
  103190. * @param parent defines the object to serialize in
  103191. * @returns the serialized object
  103192. */
  103193. serialize(parent: any): any;
  103194. }
  103195. /**
  103196. * This defines an action helpful to stop a defined sound on a triggered action.
  103197. */
  103198. export class StopSoundAction extends Action {
  103199. private _sound;
  103200. /**
  103201. * Instantiate the action
  103202. * @param triggerOptions defines the trigger options
  103203. * @param sound defines the sound to stop
  103204. * @param condition defines the trigger related conditions
  103205. */
  103206. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103207. /** @hidden */
  103208. _prepare(): void;
  103209. /**
  103210. * Execute the action and stop the sound.
  103211. */
  103212. execute(): void;
  103213. /**
  103214. * Serializes the actions and its related information.
  103215. * @param parent defines the object to serialize in
  103216. * @returns the serialized object
  103217. */
  103218. serialize(parent: any): any;
  103219. }
  103220. }
  103221. declare module BABYLON {
  103222. /**
  103223. * This defines an action responsible to change the value of a property
  103224. * by interpolating between its current value and the newly set one once triggered.
  103225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  103226. */
  103227. export class InterpolateValueAction extends Action {
  103228. /**
  103229. * Defines the path of the property where the value should be interpolated
  103230. */
  103231. propertyPath: string;
  103232. /**
  103233. * Defines the target value at the end of the interpolation.
  103234. */
  103235. value: any;
  103236. /**
  103237. * Defines the time it will take for the property to interpolate to the value.
  103238. */
  103239. duration: number;
  103240. /**
  103241. * Defines if the other scene animations should be stopped when the action has been triggered
  103242. */
  103243. stopOtherAnimations?: boolean;
  103244. /**
  103245. * Defines a callback raised once the interpolation animation has been done.
  103246. */
  103247. onInterpolationDone?: () => void;
  103248. /**
  103249. * Observable triggered once the interpolation animation has been done.
  103250. */
  103251. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  103252. private _target;
  103253. private _effectiveTarget;
  103254. private _property;
  103255. /**
  103256. * Instantiate the action
  103257. * @param triggerOptions defines the trigger options
  103258. * @param target defines the object containing the value to interpolate
  103259. * @param propertyPath defines the path to the property in the target object
  103260. * @param value defines the target value at the end of the interpolation
  103261. * @param duration deines the time it will take for the property to interpolate to the value.
  103262. * @param condition defines the trigger related conditions
  103263. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  103264. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  103265. */
  103266. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  103267. /** @hidden */
  103268. _prepare(): void;
  103269. /**
  103270. * Execute the action starts the value interpolation.
  103271. */
  103272. execute(): void;
  103273. /**
  103274. * Serializes the actions and its related information.
  103275. * @param parent defines the object to serialize in
  103276. * @returns the serialized object
  103277. */
  103278. serialize(parent: any): any;
  103279. }
  103280. }
  103281. declare module BABYLON {
  103282. /**
  103283. * Options allowed during the creation of a sound track.
  103284. */
  103285. export interface ISoundTrackOptions {
  103286. /**
  103287. * The volume the sound track should take during creation
  103288. */
  103289. volume?: number;
  103290. /**
  103291. * Define if the sound track is the main sound track of the scene
  103292. */
  103293. mainTrack?: boolean;
  103294. }
  103295. /**
  103296. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  103297. * It will be also used in a future release to apply effects on a specific track.
  103298. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103299. */
  103300. export class SoundTrack {
  103301. /**
  103302. * The unique identifier of the sound track in the scene.
  103303. */
  103304. id: number;
  103305. /**
  103306. * The list of sounds included in the sound track.
  103307. */
  103308. soundCollection: Array<Sound>;
  103309. private _outputAudioNode;
  103310. private _scene;
  103311. private _isMainTrack;
  103312. private _connectedAnalyser;
  103313. private _options;
  103314. private _isInitialized;
  103315. /**
  103316. * Creates a new sound track.
  103317. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103318. * @param scene Define the scene the sound track belongs to
  103319. * @param options
  103320. */
  103321. constructor(scene: Scene, options?: ISoundTrackOptions);
  103322. private _initializeSoundTrackAudioGraph;
  103323. /**
  103324. * Release the sound track and its associated resources
  103325. */
  103326. dispose(): void;
  103327. /**
  103328. * Adds a sound to this sound track
  103329. * @param sound define the cound to add
  103330. * @ignoreNaming
  103331. */
  103332. AddSound(sound: Sound): void;
  103333. /**
  103334. * Removes a sound to this sound track
  103335. * @param sound define the cound to remove
  103336. * @ignoreNaming
  103337. */
  103338. RemoveSound(sound: Sound): void;
  103339. /**
  103340. * Set a global volume for the full sound track.
  103341. * @param newVolume Define the new volume of the sound track
  103342. */
  103343. setVolume(newVolume: number): void;
  103344. /**
  103345. * Switch the panning model to HRTF:
  103346. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103347. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103348. */
  103349. switchPanningModelToHRTF(): void;
  103350. /**
  103351. * Switch the panning model to Equal Power:
  103352. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103353. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103354. */
  103355. switchPanningModelToEqualPower(): void;
  103356. /**
  103357. * Connect the sound track to an audio analyser allowing some amazing
  103358. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103359. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103360. * @param analyser The analyser to connect to the engine
  103361. */
  103362. connectToAnalyser(analyser: Analyser): void;
  103363. }
  103364. }
  103365. declare module BABYLON {
  103366. interface AbstractScene {
  103367. /**
  103368. * The list of sounds used in the scene.
  103369. */
  103370. sounds: Nullable<Array<Sound>>;
  103371. }
  103372. interface Scene {
  103373. /**
  103374. * @hidden
  103375. * Backing field
  103376. */
  103377. _mainSoundTrack: SoundTrack;
  103378. /**
  103379. * The main sound track played by the scene.
  103380. * It cotains your primary collection of sounds.
  103381. */
  103382. mainSoundTrack: SoundTrack;
  103383. /**
  103384. * The list of sound tracks added to the scene
  103385. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103386. */
  103387. soundTracks: Nullable<Array<SoundTrack>>;
  103388. /**
  103389. * Gets a sound using a given name
  103390. * @param name defines the name to search for
  103391. * @return the found sound or null if not found at all.
  103392. */
  103393. getSoundByName(name: string): Nullable<Sound>;
  103394. /**
  103395. * Gets or sets if audio support is enabled
  103396. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103397. */
  103398. audioEnabled: boolean;
  103399. /**
  103400. * Gets or sets if audio will be output to headphones
  103401. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103402. */
  103403. headphone: boolean;
  103404. /**
  103405. * Gets or sets custom audio listener position provider
  103406. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103407. */
  103408. audioListenerPositionProvider: Nullable<() => Vector3>;
  103409. /**
  103410. * Gets or sets a refresh rate when using 3D audio positioning
  103411. */
  103412. audioPositioningRefreshRate: number;
  103413. }
  103414. /**
  103415. * Defines the sound scene component responsible to manage any sounds
  103416. * in a given scene.
  103417. */
  103418. export class AudioSceneComponent implements ISceneSerializableComponent {
  103419. /**
  103420. * The component name helpfull to identify the component in the list of scene components.
  103421. */
  103422. readonly name: string;
  103423. /**
  103424. * The scene the component belongs to.
  103425. */
  103426. scene: Scene;
  103427. private _audioEnabled;
  103428. /**
  103429. * Gets whether audio is enabled or not.
  103430. * Please use related enable/disable method to switch state.
  103431. */
  103432. readonly audioEnabled: boolean;
  103433. private _headphone;
  103434. /**
  103435. * Gets whether audio is outputing to headphone or not.
  103436. * Please use the according Switch methods to change output.
  103437. */
  103438. readonly headphone: boolean;
  103439. /**
  103440. * Gets or sets a refresh rate when using 3D audio positioning
  103441. */
  103442. audioPositioningRefreshRate: number;
  103443. private _audioListenerPositionProvider;
  103444. /**
  103445. * Gets the current audio listener position provider
  103446. */
  103447. /**
  103448. * Sets a custom listener position for all sounds in the scene
  103449. * By default, this is the position of the first active camera
  103450. */
  103451. audioListenerPositionProvider: Nullable<() => Vector3>;
  103452. /**
  103453. * Creates a new instance of the component for the given scene
  103454. * @param scene Defines the scene to register the component in
  103455. */
  103456. constructor(scene: Scene);
  103457. /**
  103458. * Registers the component in a given scene
  103459. */
  103460. register(): void;
  103461. /**
  103462. * Rebuilds the elements related to this component in case of
  103463. * context lost for instance.
  103464. */
  103465. rebuild(): void;
  103466. /**
  103467. * Serializes the component data to the specified json object
  103468. * @param serializationObject The object to serialize to
  103469. */
  103470. serialize(serializationObject: any): void;
  103471. /**
  103472. * Adds all the elements from the container to the scene
  103473. * @param container the container holding the elements
  103474. */
  103475. addFromContainer(container: AbstractScene): void;
  103476. /**
  103477. * Removes all the elements in the container from the scene
  103478. * @param container contains the elements to remove
  103479. * @param dispose if the removed element should be disposed (default: false)
  103480. */
  103481. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  103482. /**
  103483. * Disposes the component and the associated ressources.
  103484. */
  103485. dispose(): void;
  103486. /**
  103487. * Disables audio in the associated scene.
  103488. */
  103489. disableAudio(): void;
  103490. /**
  103491. * Enables audio in the associated scene.
  103492. */
  103493. enableAudio(): void;
  103494. /**
  103495. * Switch audio to headphone output.
  103496. */
  103497. switchAudioModeForHeadphones(): void;
  103498. /**
  103499. * Switch audio to normal speakers.
  103500. */
  103501. switchAudioModeForNormalSpeakers(): void;
  103502. private _cachedCameraDirection;
  103503. private _cachedCameraPosition;
  103504. private _lastCheck;
  103505. private _afterRender;
  103506. }
  103507. }
  103508. declare module BABYLON {
  103509. /**
  103510. * Wraps one or more Sound objects and selects one with random weight for playback.
  103511. */
  103512. export class WeightedSound {
  103513. /** When true a Sound will be selected and played when the current playing Sound completes. */
  103514. loop: boolean;
  103515. private _coneInnerAngle;
  103516. private _coneOuterAngle;
  103517. private _volume;
  103518. /** A Sound is currently playing. */
  103519. isPlaying: boolean;
  103520. /** A Sound is currently paused. */
  103521. isPaused: boolean;
  103522. private _sounds;
  103523. private _weights;
  103524. private _currentIndex?;
  103525. /**
  103526. * Creates a new WeightedSound from the list of sounds given.
  103527. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  103528. * @param sounds Array of Sounds that will be selected from.
  103529. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  103530. */
  103531. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  103532. /**
  103533. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  103534. */
  103535. /**
  103536. * The size of cone in degress for a directional sound in which there will be no attenuation.
  103537. */
  103538. directionalConeInnerAngle: number;
  103539. /**
  103540. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103541. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103542. */
  103543. /**
  103544. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103545. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103546. */
  103547. directionalConeOuterAngle: number;
  103548. /**
  103549. * Playback volume.
  103550. */
  103551. /**
  103552. * Playback volume.
  103553. */
  103554. volume: number;
  103555. private _onended;
  103556. /**
  103557. * Suspend playback
  103558. */
  103559. pause(): void;
  103560. /**
  103561. * Stop playback
  103562. */
  103563. stop(): void;
  103564. /**
  103565. * Start playback.
  103566. * @param startOffset Position the clip head at a specific time in seconds.
  103567. */
  103568. play(startOffset?: number): void;
  103569. }
  103570. }
  103571. declare module BABYLON {
  103572. /**
  103573. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  103574. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  103575. */
  103576. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  103577. /**
  103578. * Gets the name of the behavior.
  103579. */
  103580. readonly name: string;
  103581. /**
  103582. * The easing function used by animations
  103583. */
  103584. static EasingFunction: BackEase;
  103585. /**
  103586. * The easing mode used by animations
  103587. */
  103588. static EasingMode: number;
  103589. /**
  103590. * The duration of the animation, in milliseconds
  103591. */
  103592. transitionDuration: number;
  103593. /**
  103594. * Length of the distance animated by the transition when lower radius is reached
  103595. */
  103596. lowerRadiusTransitionRange: number;
  103597. /**
  103598. * Length of the distance animated by the transition when upper radius is reached
  103599. */
  103600. upperRadiusTransitionRange: number;
  103601. private _autoTransitionRange;
  103602. /**
  103603. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103604. */
  103605. /**
  103606. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103607. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  103608. */
  103609. autoTransitionRange: boolean;
  103610. private _attachedCamera;
  103611. private _onAfterCheckInputsObserver;
  103612. private _onMeshTargetChangedObserver;
  103613. /**
  103614. * Initializes the behavior.
  103615. */
  103616. init(): void;
  103617. /**
  103618. * Attaches the behavior to its arc rotate camera.
  103619. * @param camera Defines the camera to attach the behavior to
  103620. */
  103621. attach(camera: ArcRotateCamera): void;
  103622. /**
  103623. * Detaches the behavior from its current arc rotate camera.
  103624. */
  103625. detach(): void;
  103626. private _radiusIsAnimating;
  103627. private _radiusBounceTransition;
  103628. private _animatables;
  103629. private _cachedWheelPrecision;
  103630. /**
  103631. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  103632. * @param radiusLimit The limit to check against.
  103633. * @return Bool to indicate if at limit.
  103634. */
  103635. private _isRadiusAtLimit;
  103636. /**
  103637. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  103638. * @param radiusDelta The delta by which to animate to. Can be negative.
  103639. */
  103640. private _applyBoundRadiusAnimation;
  103641. /**
  103642. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  103643. */
  103644. protected _clearAnimationLocks(): void;
  103645. /**
  103646. * Stops and removes all animations that have been applied to the camera
  103647. */
  103648. stopAllAnimations(): void;
  103649. }
  103650. }
  103651. declare module BABYLON {
  103652. /**
  103653. * 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.
  103654. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  103655. */
  103656. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  103657. /**
  103658. * Gets the name of the behavior.
  103659. */
  103660. readonly name: string;
  103661. private _mode;
  103662. private _radiusScale;
  103663. private _positionScale;
  103664. private _defaultElevation;
  103665. private _elevationReturnTime;
  103666. private _elevationReturnWaitTime;
  103667. private _zoomStopsAnimation;
  103668. private _framingTime;
  103669. /**
  103670. * The easing function used by animations
  103671. */
  103672. static EasingFunction: ExponentialEase;
  103673. /**
  103674. * The easing mode used by animations
  103675. */
  103676. static EasingMode: number;
  103677. /**
  103678. * Sets the current mode used by the behavior
  103679. */
  103680. /**
  103681. * Gets current mode used by the behavior.
  103682. */
  103683. mode: number;
  103684. /**
  103685. * Sets the scale applied to the radius (1 by default)
  103686. */
  103687. /**
  103688. * Gets the scale applied to the radius
  103689. */
  103690. radiusScale: number;
  103691. /**
  103692. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103693. */
  103694. /**
  103695. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103696. */
  103697. positionScale: number;
  103698. /**
  103699. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103700. * behaviour is triggered, in radians.
  103701. */
  103702. /**
  103703. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103704. * behaviour is triggered, in radians.
  103705. */
  103706. defaultElevation: number;
  103707. /**
  103708. * Sets the time (in milliseconds) taken to return to the default beta position.
  103709. * Negative value indicates camera should not return to default.
  103710. */
  103711. /**
  103712. * Gets the time (in milliseconds) taken to return to the default beta position.
  103713. * Negative value indicates camera should not return to default.
  103714. */
  103715. elevationReturnTime: number;
  103716. /**
  103717. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103718. */
  103719. /**
  103720. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103721. */
  103722. elevationReturnWaitTime: number;
  103723. /**
  103724. * Sets the flag that indicates if user zooming should stop animation.
  103725. */
  103726. /**
  103727. * Gets the flag that indicates if user zooming should stop animation.
  103728. */
  103729. zoomStopsAnimation: boolean;
  103730. /**
  103731. * Sets the transition time when framing the mesh, in milliseconds
  103732. */
  103733. /**
  103734. * Gets the transition time when framing the mesh, in milliseconds
  103735. */
  103736. framingTime: number;
  103737. /**
  103738. * Define if the behavior should automatically change the configured
  103739. * camera limits and sensibilities.
  103740. */
  103741. autoCorrectCameraLimitsAndSensibility: boolean;
  103742. private _onPrePointerObservableObserver;
  103743. private _onAfterCheckInputsObserver;
  103744. private _onMeshTargetChangedObserver;
  103745. private _attachedCamera;
  103746. private _isPointerDown;
  103747. private _lastInteractionTime;
  103748. /**
  103749. * Initializes the behavior.
  103750. */
  103751. init(): void;
  103752. /**
  103753. * Attaches the behavior to its arc rotate camera.
  103754. * @param camera Defines the camera to attach the behavior to
  103755. */
  103756. attach(camera: ArcRotateCamera): void;
  103757. /**
  103758. * Detaches the behavior from its current arc rotate camera.
  103759. */
  103760. detach(): void;
  103761. private _animatables;
  103762. private _betaIsAnimating;
  103763. private _betaTransition;
  103764. private _radiusTransition;
  103765. private _vectorTransition;
  103766. /**
  103767. * Targets the given mesh and updates zoom level accordingly.
  103768. * @param mesh The mesh to target.
  103769. * @param radius Optional. If a cached radius position already exists, overrides default.
  103770. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103771. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103772. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103773. */
  103774. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103775. /**
  103776. * Targets the given mesh with its children and updates zoom level accordingly.
  103777. * @param mesh The mesh to target.
  103778. * @param radius Optional. If a cached radius position already exists, overrides default.
  103779. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103780. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103781. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103782. */
  103783. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103784. /**
  103785. * Targets the given meshes with their children and updates zoom level accordingly.
  103786. * @param meshes The mesh to target.
  103787. * @param radius Optional. If a cached radius position already exists, overrides default.
  103788. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103789. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103790. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103791. */
  103792. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103793. /**
  103794. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  103795. * @param minimumWorld Determines the smaller position of the bounding box extend
  103796. * @param maximumWorld Determines the bigger position of the bounding box extend
  103797. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103798. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103799. */
  103800. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103801. /**
  103802. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  103803. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  103804. * frustum width.
  103805. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  103806. * to fully enclose the mesh in the viewing frustum.
  103807. */
  103808. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  103809. /**
  103810. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  103811. * is automatically returned to its default position (expected to be above ground plane).
  103812. */
  103813. private _maintainCameraAboveGround;
  103814. /**
  103815. * Returns the frustum slope based on the canvas ratio and camera FOV
  103816. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  103817. */
  103818. private _getFrustumSlope;
  103819. /**
  103820. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  103821. */
  103822. private _clearAnimationLocks;
  103823. /**
  103824. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  103825. */
  103826. private _applyUserInteraction;
  103827. /**
  103828. * Stops and removes all animations that have been applied to the camera
  103829. */
  103830. stopAllAnimations(): void;
  103831. /**
  103832. * Gets a value indicating if the user is moving the camera
  103833. */
  103834. readonly isUserIsMoving: boolean;
  103835. /**
  103836. * The camera can move all the way towards the mesh.
  103837. */
  103838. static IgnoreBoundsSizeMode: number;
  103839. /**
  103840. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  103841. */
  103842. static FitFrustumSidesMode: number;
  103843. }
  103844. }
  103845. declare module BABYLON {
  103846. /**
  103847. * Base class for Camera Pointer Inputs.
  103848. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  103849. * for example usage.
  103850. */
  103851. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  103852. /**
  103853. * Defines the camera the input is attached to.
  103854. */
  103855. abstract camera: Camera;
  103856. /**
  103857. * Whether keyboard modifier keys are pressed at time of last mouse event.
  103858. */
  103859. protected _altKey: boolean;
  103860. protected _ctrlKey: boolean;
  103861. protected _metaKey: boolean;
  103862. protected _shiftKey: boolean;
  103863. /**
  103864. * Which mouse buttons were pressed at time of last mouse event.
  103865. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  103866. */
  103867. protected _buttonsPressed: number;
  103868. /**
  103869. * Defines the buttons associated with the input to handle camera move.
  103870. */
  103871. buttons: number[];
  103872. /**
  103873. * Attach the input controls to a specific dom element to get the input from.
  103874. * @param element Defines the element the controls should be listened from
  103875. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103876. */
  103877. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103878. /**
  103879. * Detach the current controls from the specified dom element.
  103880. * @param element Defines the element to stop listening the inputs from
  103881. */
  103882. detachControl(element: Nullable<HTMLElement>): void;
  103883. /**
  103884. * Gets the class name of the current input.
  103885. * @returns the class name
  103886. */
  103887. getClassName(): string;
  103888. /**
  103889. * Get the friendly name associated with the input class.
  103890. * @returns the input friendly name
  103891. */
  103892. getSimpleName(): string;
  103893. /**
  103894. * Called on pointer POINTERDOUBLETAP event.
  103895. * Override this method to provide functionality on POINTERDOUBLETAP event.
  103896. */
  103897. protected onDoubleTap(type: string): void;
  103898. /**
  103899. * Called on pointer POINTERMOVE event if only a single touch is active.
  103900. * Override this method to provide functionality.
  103901. */
  103902. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103903. /**
  103904. * Called on pointer POINTERMOVE event if multiple touches are active.
  103905. * Override this method to provide functionality.
  103906. */
  103907. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103908. /**
  103909. * Called on JS contextmenu event.
  103910. * Override this method to provide functionality.
  103911. */
  103912. protected onContextMenu(evt: PointerEvent): void;
  103913. /**
  103914. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103915. * press.
  103916. * Override this method to provide functionality.
  103917. */
  103918. protected onButtonDown(evt: PointerEvent): void;
  103919. /**
  103920. * Called each time a new POINTERUP event occurs. Ie, for each button
  103921. * release.
  103922. * Override this method to provide functionality.
  103923. */
  103924. protected onButtonUp(evt: PointerEvent): void;
  103925. /**
  103926. * Called when window becomes inactive.
  103927. * Override this method to provide functionality.
  103928. */
  103929. protected onLostFocus(): void;
  103930. private _pointerInput;
  103931. private _observer;
  103932. private _onLostFocus;
  103933. private pointA;
  103934. private pointB;
  103935. }
  103936. }
  103937. declare module BABYLON {
  103938. /**
  103939. * Manage the pointers inputs to control an arc rotate camera.
  103940. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103941. */
  103942. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  103943. /**
  103944. * Defines the camera the input is attached to.
  103945. */
  103946. camera: ArcRotateCamera;
  103947. /**
  103948. * Gets the class name of the current input.
  103949. * @returns the class name
  103950. */
  103951. getClassName(): string;
  103952. /**
  103953. * Defines the buttons associated with the input to handle camera move.
  103954. */
  103955. buttons: number[];
  103956. /**
  103957. * Defines the pointer angular sensibility along the X axis or how fast is
  103958. * the camera rotating.
  103959. */
  103960. angularSensibilityX: number;
  103961. /**
  103962. * Defines the pointer angular sensibility along the Y axis or how fast is
  103963. * the camera rotating.
  103964. */
  103965. angularSensibilityY: number;
  103966. /**
  103967. * Defines the pointer pinch precision or how fast is the camera zooming.
  103968. */
  103969. pinchPrecision: number;
  103970. /**
  103971. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103972. * from 0.
  103973. * It defines the percentage of current camera.radius to use as delta when
  103974. * pinch zoom is used.
  103975. */
  103976. pinchDeltaPercentage: number;
  103977. /**
  103978. * Defines the pointer panning sensibility or how fast is the camera moving.
  103979. */
  103980. panningSensibility: number;
  103981. /**
  103982. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  103983. */
  103984. multiTouchPanning: boolean;
  103985. /**
  103986. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  103987. * zoom (pinch) through multitouch.
  103988. */
  103989. multiTouchPanAndZoom: boolean;
  103990. /**
  103991. * Revers pinch action direction.
  103992. */
  103993. pinchInwards: boolean;
  103994. private _isPanClick;
  103995. private _twoFingerActivityCount;
  103996. private _isPinching;
  103997. /**
  103998. * Called on pointer POINTERMOVE event if only a single touch is active.
  103999. */
  104000. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104001. /**
  104002. * Called on pointer POINTERDOUBLETAP event.
  104003. */
  104004. protected onDoubleTap(type: string): void;
  104005. /**
  104006. * Called on pointer POINTERMOVE event if multiple touches are active.
  104007. */
  104008. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104009. /**
  104010. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104011. * press.
  104012. */
  104013. protected onButtonDown(evt: PointerEvent): void;
  104014. /**
  104015. * Called each time a new POINTERUP event occurs. Ie, for each button
  104016. * release.
  104017. */
  104018. protected onButtonUp(evt: PointerEvent): void;
  104019. /**
  104020. * Called when window becomes inactive.
  104021. */
  104022. protected onLostFocus(): void;
  104023. }
  104024. }
  104025. declare module BABYLON {
  104026. /**
  104027. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104028. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104029. */
  104030. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104031. /**
  104032. * Defines the camera the input is attached to.
  104033. */
  104034. camera: ArcRotateCamera;
  104035. /**
  104036. * Defines the list of key codes associated with the up action (increase alpha)
  104037. */
  104038. keysUp: number[];
  104039. /**
  104040. * Defines the list of key codes associated with the down action (decrease alpha)
  104041. */
  104042. keysDown: number[];
  104043. /**
  104044. * Defines the list of key codes associated with the left action (increase beta)
  104045. */
  104046. keysLeft: number[];
  104047. /**
  104048. * Defines the list of key codes associated with the right action (decrease beta)
  104049. */
  104050. keysRight: number[];
  104051. /**
  104052. * Defines the list of key codes associated with the reset action.
  104053. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104054. */
  104055. keysReset: number[];
  104056. /**
  104057. * Defines the panning sensibility of the inputs.
  104058. * (How fast is the camera paning)
  104059. */
  104060. panningSensibility: number;
  104061. /**
  104062. * Defines the zooming sensibility of the inputs.
  104063. * (How fast is the camera zooming)
  104064. */
  104065. zoomingSensibility: number;
  104066. /**
  104067. * Defines wether maintaining the alt key down switch the movement mode from
  104068. * orientation to zoom.
  104069. */
  104070. useAltToZoom: boolean;
  104071. /**
  104072. * Rotation speed of the camera
  104073. */
  104074. angularSpeed: number;
  104075. private _keys;
  104076. private _ctrlPressed;
  104077. private _altPressed;
  104078. private _onCanvasBlurObserver;
  104079. private _onKeyboardObserver;
  104080. private _engine;
  104081. private _scene;
  104082. /**
  104083. * Attach the input controls to a specific dom element to get the input from.
  104084. * @param element Defines the element the controls should be listened from
  104085. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104086. */
  104087. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104088. /**
  104089. * Detach the current controls from the specified dom element.
  104090. * @param element Defines the element to stop listening the inputs from
  104091. */
  104092. detachControl(element: Nullable<HTMLElement>): void;
  104093. /**
  104094. * Update the current camera state depending on the inputs that have been used this frame.
  104095. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104096. */
  104097. checkInputs(): void;
  104098. /**
  104099. * Gets the class name of the current intput.
  104100. * @returns the class name
  104101. */
  104102. getClassName(): string;
  104103. /**
  104104. * Get the friendly name associated with the input class.
  104105. * @returns the input friendly name
  104106. */
  104107. getSimpleName(): string;
  104108. }
  104109. }
  104110. declare module BABYLON {
  104111. /**
  104112. * Manage the mouse wheel inputs to control an arc rotate camera.
  104113. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104114. */
  104115. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104116. /**
  104117. * Defines the camera the input is attached to.
  104118. */
  104119. camera: ArcRotateCamera;
  104120. /**
  104121. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104122. */
  104123. wheelPrecision: number;
  104124. /**
  104125. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104126. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104127. */
  104128. wheelDeltaPercentage: number;
  104129. private _wheel;
  104130. private _observer;
  104131. private computeDeltaFromMouseWheelLegacyEvent;
  104132. /**
  104133. * Attach the input controls to a specific dom element to get the input from.
  104134. * @param element Defines the element the controls should be listened from
  104135. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104136. */
  104137. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104138. /**
  104139. * Detach the current controls from the specified dom element.
  104140. * @param element Defines the element to stop listening the inputs from
  104141. */
  104142. detachControl(element: Nullable<HTMLElement>): void;
  104143. /**
  104144. * Gets the class name of the current intput.
  104145. * @returns the class name
  104146. */
  104147. getClassName(): string;
  104148. /**
  104149. * Get the friendly name associated with the input class.
  104150. * @returns the input friendly name
  104151. */
  104152. getSimpleName(): string;
  104153. }
  104154. }
  104155. declare module BABYLON {
  104156. /**
  104157. * Default Inputs manager for the ArcRotateCamera.
  104158. * It groups all the default supported inputs for ease of use.
  104159. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104160. */
  104161. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  104162. /**
  104163. * Instantiates a new ArcRotateCameraInputsManager.
  104164. * @param camera Defines the camera the inputs belong to
  104165. */
  104166. constructor(camera: ArcRotateCamera);
  104167. /**
  104168. * Add mouse wheel input support to the input manager.
  104169. * @returns the current input manager
  104170. */
  104171. addMouseWheel(): ArcRotateCameraInputsManager;
  104172. /**
  104173. * Add pointers input support to the input manager.
  104174. * @returns the current input manager
  104175. */
  104176. addPointers(): ArcRotateCameraInputsManager;
  104177. /**
  104178. * Add keyboard input support to the input manager.
  104179. * @returns the current input manager
  104180. */
  104181. addKeyboard(): ArcRotateCameraInputsManager;
  104182. }
  104183. }
  104184. declare module BABYLON {
  104185. /**
  104186. * This represents an orbital type of camera.
  104187. *
  104188. * 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.
  104189. * 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.
  104190. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  104191. */
  104192. export class ArcRotateCamera extends TargetCamera {
  104193. /**
  104194. * Defines the rotation angle of the camera along the longitudinal axis.
  104195. */
  104196. alpha: number;
  104197. /**
  104198. * Defines the rotation angle of the camera along the latitudinal axis.
  104199. */
  104200. beta: number;
  104201. /**
  104202. * Defines the radius of the camera from it s target point.
  104203. */
  104204. radius: number;
  104205. protected _target: Vector3;
  104206. protected _targetHost: Nullable<AbstractMesh>;
  104207. /**
  104208. * Defines the target point of the camera.
  104209. * The camera looks towards it form the radius distance.
  104210. */
  104211. target: Vector3;
  104212. /**
  104213. * Define the current local position of the camera in the scene
  104214. */
  104215. position: Vector3;
  104216. protected _upVector: Vector3;
  104217. protected _upToYMatrix: Matrix;
  104218. protected _YToUpMatrix: Matrix;
  104219. /**
  104220. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  104221. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  104222. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  104223. */
  104224. upVector: Vector3;
  104225. /**
  104226. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  104227. */
  104228. setMatUp(): void;
  104229. /**
  104230. * Current inertia value on the longitudinal axis.
  104231. * The bigger this number the longer it will take for the camera to stop.
  104232. */
  104233. inertialAlphaOffset: number;
  104234. /**
  104235. * Current inertia value on the latitudinal axis.
  104236. * The bigger this number the longer it will take for the camera to stop.
  104237. */
  104238. inertialBetaOffset: number;
  104239. /**
  104240. * Current inertia value on the radius axis.
  104241. * The bigger this number the longer it will take for the camera to stop.
  104242. */
  104243. inertialRadiusOffset: number;
  104244. /**
  104245. * Minimum allowed angle on the longitudinal axis.
  104246. * This can help limiting how the Camera is able to move in the scene.
  104247. */
  104248. lowerAlphaLimit: Nullable<number>;
  104249. /**
  104250. * Maximum allowed angle on the longitudinal axis.
  104251. * This can help limiting how the Camera is able to move in the scene.
  104252. */
  104253. upperAlphaLimit: Nullable<number>;
  104254. /**
  104255. * Minimum allowed angle on the latitudinal axis.
  104256. * This can help limiting how the Camera is able to move in the scene.
  104257. */
  104258. lowerBetaLimit: number;
  104259. /**
  104260. * Maximum allowed angle on the latitudinal axis.
  104261. * This can help limiting how the Camera is able to move in the scene.
  104262. */
  104263. upperBetaLimit: number;
  104264. /**
  104265. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  104266. * This can help limiting how the Camera is able to move in the scene.
  104267. */
  104268. lowerRadiusLimit: Nullable<number>;
  104269. /**
  104270. * Maximum allowed distance of the camera to the target (The camera can not get further).
  104271. * This can help limiting how the Camera is able to move in the scene.
  104272. */
  104273. upperRadiusLimit: Nullable<number>;
  104274. /**
  104275. * Defines the current inertia value used during panning of the camera along the X axis.
  104276. */
  104277. inertialPanningX: number;
  104278. /**
  104279. * Defines the current inertia value used during panning of the camera along the Y axis.
  104280. */
  104281. inertialPanningY: number;
  104282. /**
  104283. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  104284. * Basically if your fingers moves away from more than this distance you will be considered
  104285. * in pinch mode.
  104286. */
  104287. pinchToPanMaxDistance: number;
  104288. /**
  104289. * Defines the maximum distance the camera can pan.
  104290. * This could help keeping the cammera always in your scene.
  104291. */
  104292. panningDistanceLimit: Nullable<number>;
  104293. /**
  104294. * Defines the target of the camera before paning.
  104295. */
  104296. panningOriginTarget: Vector3;
  104297. /**
  104298. * Defines the value of the inertia used during panning.
  104299. * 0 would mean stop inertia and one would mean no decelleration at all.
  104300. */
  104301. panningInertia: number;
  104302. /**
  104303. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  104304. */
  104305. angularSensibilityX: number;
  104306. /**
  104307. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  104308. */
  104309. angularSensibilityY: number;
  104310. /**
  104311. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  104312. */
  104313. pinchPrecision: number;
  104314. /**
  104315. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  104316. * It will be used instead of pinchDeltaPrecision if different from 0.
  104317. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104318. */
  104319. pinchDeltaPercentage: number;
  104320. /**
  104321. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  104322. */
  104323. panningSensibility: number;
  104324. /**
  104325. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  104326. */
  104327. keysUp: number[];
  104328. /**
  104329. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  104330. */
  104331. keysDown: number[];
  104332. /**
  104333. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  104334. */
  104335. keysLeft: number[];
  104336. /**
  104337. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  104338. */
  104339. keysRight: number[];
  104340. /**
  104341. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104342. */
  104343. wheelPrecision: number;
  104344. /**
  104345. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104346. * It will be used instead of pinchDeltaPrecision if different from 0.
  104347. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104348. */
  104349. wheelDeltaPercentage: number;
  104350. /**
  104351. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104352. */
  104353. zoomOnFactor: number;
  104354. /**
  104355. * Defines a screen offset for the camera position.
  104356. */
  104357. targetScreenOffset: Vector2;
  104358. /**
  104359. * Allows the camera to be completely reversed.
  104360. * If false the camera can not arrive upside down.
  104361. */
  104362. allowUpsideDown: boolean;
  104363. /**
  104364. * Define if double tap/click is used to restore the previously saved state of the camera.
  104365. */
  104366. useInputToRestoreState: boolean;
  104367. /** @hidden */
  104368. _viewMatrix: Matrix;
  104369. /** @hidden */
  104370. _useCtrlForPanning: boolean;
  104371. /** @hidden */
  104372. _panningMouseButton: number;
  104373. /**
  104374. * Defines the input associated to the camera.
  104375. */
  104376. inputs: ArcRotateCameraInputsManager;
  104377. /** @hidden */
  104378. _reset: () => void;
  104379. /**
  104380. * Defines the allowed panning axis.
  104381. */
  104382. panningAxis: Vector3;
  104383. protected _localDirection: Vector3;
  104384. protected _transformedDirection: Vector3;
  104385. private _bouncingBehavior;
  104386. /**
  104387. * Gets the bouncing behavior of the camera if it has been enabled.
  104388. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104389. */
  104390. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104391. /**
  104392. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104393. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104394. */
  104395. useBouncingBehavior: boolean;
  104396. private _framingBehavior;
  104397. /**
  104398. * Gets the framing behavior of the camera if it has been enabled.
  104399. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104400. */
  104401. readonly framingBehavior: Nullable<FramingBehavior>;
  104402. /**
  104403. * Defines if the framing behavior of the camera is enabled on the camera.
  104404. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104405. */
  104406. useFramingBehavior: boolean;
  104407. private _autoRotationBehavior;
  104408. /**
  104409. * Gets the auto rotation behavior of the camera if it has been enabled.
  104410. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104411. */
  104412. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104413. /**
  104414. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104415. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104416. */
  104417. useAutoRotationBehavior: boolean;
  104418. /**
  104419. * Observable triggered when the mesh target has been changed on the camera.
  104420. */
  104421. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104422. /**
  104423. * Event raised when the camera is colliding with a mesh.
  104424. */
  104425. onCollide: (collidedMesh: AbstractMesh) => void;
  104426. /**
  104427. * Defines whether the camera should check collision with the objects oh the scene.
  104428. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104429. */
  104430. checkCollisions: boolean;
  104431. /**
  104432. * Defines the collision radius of the camera.
  104433. * This simulates a sphere around the camera.
  104434. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104435. */
  104436. collisionRadius: Vector3;
  104437. protected _collider: Collider;
  104438. protected _previousPosition: Vector3;
  104439. protected _collisionVelocity: Vector3;
  104440. protected _newPosition: Vector3;
  104441. protected _previousAlpha: number;
  104442. protected _previousBeta: number;
  104443. protected _previousRadius: number;
  104444. protected _collisionTriggered: boolean;
  104445. protected _targetBoundingCenter: Nullable<Vector3>;
  104446. private _computationVector;
  104447. /**
  104448. * Instantiates a new ArcRotateCamera in a given scene
  104449. * @param name Defines the name of the camera
  104450. * @param alpha Defines the camera rotation along the logitudinal axis
  104451. * @param beta Defines the camera rotation along the latitudinal axis
  104452. * @param radius Defines the camera distance from its target
  104453. * @param target Defines the camera target
  104454. * @param scene Defines the scene the camera belongs to
  104455. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104456. */
  104457. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104458. /** @hidden */
  104459. _initCache(): void;
  104460. /** @hidden */
  104461. _updateCache(ignoreParentClass?: boolean): void;
  104462. protected _getTargetPosition(): Vector3;
  104463. private _storedAlpha;
  104464. private _storedBeta;
  104465. private _storedRadius;
  104466. private _storedTarget;
  104467. private _storedTargetScreenOffset;
  104468. /**
  104469. * Stores the current state of the camera (alpha, beta, radius and target)
  104470. * @returns the camera itself
  104471. */
  104472. storeState(): Camera;
  104473. /**
  104474. * @hidden
  104475. * Restored camera state. You must call storeState() first
  104476. */
  104477. _restoreStateValues(): boolean;
  104478. /** @hidden */
  104479. _isSynchronizedViewMatrix(): boolean;
  104480. /**
  104481. * Attached controls to the current camera.
  104482. * @param element Defines the element the controls should be listened from
  104483. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104484. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  104485. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  104486. */
  104487. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  104488. /**
  104489. * Detach the current controls from the camera.
  104490. * The camera will stop reacting to inputs.
  104491. * @param element Defines the element to stop listening the inputs from
  104492. */
  104493. detachControl(element: HTMLElement): void;
  104494. /** @hidden */
  104495. _checkInputs(): void;
  104496. protected _checkLimits(): void;
  104497. /**
  104498. * Rebuilds angles (alpha, beta) and radius from the give position and target
  104499. */
  104500. rebuildAnglesAndRadius(): void;
  104501. /**
  104502. * Use a position to define the current camera related information like alpha, beta and radius
  104503. * @param position Defines the position to set the camera at
  104504. */
  104505. setPosition(position: Vector3): void;
  104506. /**
  104507. * Defines the target the camera should look at.
  104508. * This will automatically adapt alpha beta and radius to fit within the new target.
  104509. * @param target Defines the new target as a Vector or a mesh
  104510. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  104511. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  104512. */
  104513. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  104514. /** @hidden */
  104515. _getViewMatrix(): Matrix;
  104516. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  104517. /**
  104518. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  104519. * @param meshes Defines the mesh to zoom on
  104520. * @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)
  104521. */
  104522. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  104523. /**
  104524. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  104525. * The target will be changed but the radius
  104526. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  104527. * @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)
  104528. */
  104529. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  104530. min: Vector3;
  104531. max: Vector3;
  104532. distance: number;
  104533. }, doNotUpdateMaxZ?: boolean): void;
  104534. /**
  104535. * @override
  104536. * Override Camera.createRigCamera
  104537. */
  104538. createRigCamera(name: string, cameraIndex: number): Camera;
  104539. /**
  104540. * @hidden
  104541. * @override
  104542. * Override Camera._updateRigCameras
  104543. */
  104544. _updateRigCameras(): void;
  104545. /**
  104546. * Destroy the camera and release the current resources hold by it.
  104547. */
  104548. dispose(): void;
  104549. /**
  104550. * Gets the current object class name.
  104551. * @return the class name
  104552. */
  104553. getClassName(): string;
  104554. }
  104555. }
  104556. declare module BABYLON {
  104557. /**
  104558. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  104559. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104560. */
  104561. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  104562. /**
  104563. * Gets the name of the behavior.
  104564. */
  104565. readonly name: string;
  104566. private _zoomStopsAnimation;
  104567. private _idleRotationSpeed;
  104568. private _idleRotationWaitTime;
  104569. private _idleRotationSpinupTime;
  104570. /**
  104571. * Sets the flag that indicates if user zooming should stop animation.
  104572. */
  104573. /**
  104574. * Gets the flag that indicates if user zooming should stop animation.
  104575. */
  104576. zoomStopsAnimation: boolean;
  104577. /**
  104578. * Sets the default speed at which the camera rotates around the model.
  104579. */
  104580. /**
  104581. * Gets the default speed at which the camera rotates around the model.
  104582. */
  104583. idleRotationSpeed: number;
  104584. /**
  104585. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  104586. */
  104587. /**
  104588. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  104589. */
  104590. idleRotationWaitTime: number;
  104591. /**
  104592. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104593. */
  104594. /**
  104595. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104596. */
  104597. idleRotationSpinupTime: number;
  104598. /**
  104599. * Gets a value indicating if the camera is currently rotating because of this behavior
  104600. */
  104601. readonly rotationInProgress: boolean;
  104602. private _onPrePointerObservableObserver;
  104603. private _onAfterCheckInputsObserver;
  104604. private _attachedCamera;
  104605. private _isPointerDown;
  104606. private _lastFrameTime;
  104607. private _lastInteractionTime;
  104608. private _cameraRotationSpeed;
  104609. /**
  104610. * Initializes the behavior.
  104611. */
  104612. init(): void;
  104613. /**
  104614. * Attaches the behavior to its arc rotate camera.
  104615. * @param camera Defines the camera to attach the behavior to
  104616. */
  104617. attach(camera: ArcRotateCamera): void;
  104618. /**
  104619. * Detaches the behavior from its current arc rotate camera.
  104620. */
  104621. detach(): void;
  104622. /**
  104623. * Returns true if user is scrolling.
  104624. * @return true if user is scrolling.
  104625. */
  104626. private _userIsZooming;
  104627. private _lastFrameRadius;
  104628. private _shouldAnimationStopForInteraction;
  104629. /**
  104630. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104631. */
  104632. private _applyUserInteraction;
  104633. private _userIsMoving;
  104634. }
  104635. }
  104636. declare module BABYLON {
  104637. /**
  104638. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  104639. */
  104640. export class AttachToBoxBehavior implements Behavior<Mesh> {
  104641. private ui;
  104642. /**
  104643. * The name of the behavior
  104644. */
  104645. name: string;
  104646. /**
  104647. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  104648. */
  104649. distanceAwayFromFace: number;
  104650. /**
  104651. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  104652. */
  104653. distanceAwayFromBottomOfFace: number;
  104654. private _faceVectors;
  104655. private _target;
  104656. private _scene;
  104657. private _onRenderObserver;
  104658. private _tmpMatrix;
  104659. private _tmpVector;
  104660. /**
  104661. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  104662. * @param ui The transform node that should be attched to the mesh
  104663. */
  104664. constructor(ui: TransformNode);
  104665. /**
  104666. * Initializes the behavior
  104667. */
  104668. init(): void;
  104669. private _closestFace;
  104670. private _zeroVector;
  104671. private _lookAtTmpMatrix;
  104672. private _lookAtToRef;
  104673. /**
  104674. * Attaches the AttachToBoxBehavior to the passed in mesh
  104675. * @param target The mesh that the specified node will be attached to
  104676. */
  104677. attach(target: Mesh): void;
  104678. /**
  104679. * Detaches the behavior from the mesh
  104680. */
  104681. detach(): void;
  104682. }
  104683. }
  104684. declare module BABYLON {
  104685. /**
  104686. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  104687. */
  104688. export class FadeInOutBehavior implements Behavior<Mesh> {
  104689. /**
  104690. * Time in milliseconds to delay before fading in (Default: 0)
  104691. */
  104692. delay: number;
  104693. /**
  104694. * Time in milliseconds for the mesh to fade in (Default: 300)
  104695. */
  104696. fadeInTime: number;
  104697. private _millisecondsPerFrame;
  104698. private _hovered;
  104699. private _hoverValue;
  104700. private _ownerNode;
  104701. /**
  104702. * Instatiates the FadeInOutBehavior
  104703. */
  104704. constructor();
  104705. /**
  104706. * The name of the behavior
  104707. */
  104708. readonly name: string;
  104709. /**
  104710. * Initializes the behavior
  104711. */
  104712. init(): void;
  104713. /**
  104714. * Attaches the fade behavior on the passed in mesh
  104715. * @param ownerNode The mesh that will be faded in/out once attached
  104716. */
  104717. attach(ownerNode: Mesh): void;
  104718. /**
  104719. * Detaches the behavior from the mesh
  104720. */
  104721. detach(): void;
  104722. /**
  104723. * Triggers the mesh to begin fading in or out
  104724. * @param value if the object should fade in or out (true to fade in)
  104725. */
  104726. fadeIn(value: boolean): void;
  104727. private _update;
  104728. private _setAllVisibility;
  104729. }
  104730. }
  104731. declare module BABYLON {
  104732. /**
  104733. * Class containing a set of static utilities functions for managing Pivots
  104734. * @hidden
  104735. */
  104736. export class PivotTools {
  104737. private static _PivotCached;
  104738. private static _OldPivotPoint;
  104739. private static _PivotTranslation;
  104740. private static _PivotTmpVector;
  104741. /** @hidden */
  104742. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  104743. /** @hidden */
  104744. static _RestorePivotPoint(mesh: AbstractMesh): void;
  104745. }
  104746. }
  104747. declare module BABYLON {
  104748. /**
  104749. * Class containing static functions to help procedurally build meshes
  104750. */
  104751. export class PlaneBuilder {
  104752. /**
  104753. * Creates a plane mesh
  104754. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  104755. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  104756. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  104757. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104758. * * If you create a double-sided mesh, you can choose what parts of 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
  104759. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104760. * @param name defines the name of the mesh
  104761. * @param options defines the options used to create the mesh
  104762. * @param scene defines the hosting scene
  104763. * @returns the plane mesh
  104764. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  104765. */
  104766. static CreatePlane(name: string, options: {
  104767. size?: number;
  104768. width?: number;
  104769. height?: number;
  104770. sideOrientation?: number;
  104771. frontUVs?: Vector4;
  104772. backUVs?: Vector4;
  104773. updatable?: boolean;
  104774. sourcePlane?: Plane;
  104775. }, scene?: Nullable<Scene>): Mesh;
  104776. }
  104777. }
  104778. declare module BABYLON {
  104779. /**
  104780. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  104781. */
  104782. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  104783. private static _AnyMouseID;
  104784. /**
  104785. * Abstract mesh the behavior is set on
  104786. */
  104787. attachedNode: AbstractMesh;
  104788. private _dragPlane;
  104789. private _scene;
  104790. private _pointerObserver;
  104791. private _beforeRenderObserver;
  104792. private static _planeScene;
  104793. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  104794. /**
  104795. * 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)
  104796. */
  104797. maxDragAngle: number;
  104798. /**
  104799. * @hidden
  104800. */
  104801. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  104802. /**
  104803. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104804. */
  104805. currentDraggingPointerID: number;
  104806. /**
  104807. * The last position where the pointer hit the drag plane in world space
  104808. */
  104809. lastDragPosition: Vector3;
  104810. /**
  104811. * If the behavior is currently in a dragging state
  104812. */
  104813. dragging: boolean;
  104814. /**
  104815. * 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)
  104816. */
  104817. dragDeltaRatio: number;
  104818. /**
  104819. * If the drag plane orientation should be updated during the dragging (Default: true)
  104820. */
  104821. updateDragPlane: boolean;
  104822. private _debugMode;
  104823. private _moving;
  104824. /**
  104825. * Fires each time the attached mesh is dragged with the pointer
  104826. * * delta between last drag position and current drag position in world space
  104827. * * dragDistance along the drag axis
  104828. * * dragPlaneNormal normal of the current drag plane used during the drag
  104829. * * dragPlanePoint in world space where the drag intersects the drag plane
  104830. */
  104831. onDragObservable: Observable<{
  104832. delta: Vector3;
  104833. dragPlanePoint: Vector3;
  104834. dragPlaneNormal: Vector3;
  104835. dragDistance: number;
  104836. pointerId: number;
  104837. }>;
  104838. /**
  104839. * Fires each time a drag begins (eg. mouse down on mesh)
  104840. */
  104841. onDragStartObservable: Observable<{
  104842. dragPlanePoint: Vector3;
  104843. pointerId: number;
  104844. }>;
  104845. /**
  104846. * Fires each time a drag ends (eg. mouse release after drag)
  104847. */
  104848. onDragEndObservable: Observable<{
  104849. dragPlanePoint: Vector3;
  104850. pointerId: number;
  104851. }>;
  104852. /**
  104853. * If the attached mesh should be moved when dragged
  104854. */
  104855. moveAttached: boolean;
  104856. /**
  104857. * If the drag behavior will react to drag events (Default: true)
  104858. */
  104859. enabled: boolean;
  104860. /**
  104861. * If pointer events should start and release the drag (Default: true)
  104862. */
  104863. startAndReleaseDragOnPointerEvents: boolean;
  104864. /**
  104865. * If camera controls should be detached during the drag
  104866. */
  104867. detachCameraControls: boolean;
  104868. /**
  104869. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  104870. */
  104871. useObjectOrienationForDragging: boolean;
  104872. private _options;
  104873. /**
  104874. * Creates a pointer drag behavior that can be attached to a mesh
  104875. * @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)
  104876. */
  104877. constructor(options?: {
  104878. dragAxis?: Vector3;
  104879. dragPlaneNormal?: Vector3;
  104880. });
  104881. /**
  104882. * Predicate to determine if it is valid to move the object to a new position when it is moved
  104883. */
  104884. validateDrag: (targetPosition: Vector3) => boolean;
  104885. /**
  104886. * The name of the behavior
  104887. */
  104888. readonly name: string;
  104889. /**
  104890. * Initializes the behavior
  104891. */
  104892. init(): void;
  104893. private _tmpVector;
  104894. private _alternatePickedPoint;
  104895. private _worldDragAxis;
  104896. private _targetPosition;
  104897. private _attachedElement;
  104898. /**
  104899. * Attaches the drag behavior the passed in mesh
  104900. * @param ownerNode The mesh that will be dragged around once attached
  104901. * @param predicate Predicate to use for pick filtering
  104902. */
  104903. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  104904. /**
  104905. * Force relase the drag action by code.
  104906. */
  104907. releaseDrag(): void;
  104908. private _startDragRay;
  104909. private _lastPointerRay;
  104910. /**
  104911. * Simulates the start of a pointer drag event on the behavior
  104912. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  104913. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  104914. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  104915. */
  104916. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  104917. private _startDrag;
  104918. private _dragDelta;
  104919. private _moveDrag;
  104920. private _pickWithRayOnDragPlane;
  104921. private _pointA;
  104922. private _pointB;
  104923. private _pointC;
  104924. private _lineA;
  104925. private _lineB;
  104926. private _localAxis;
  104927. private _lookAt;
  104928. private _updateDragPlanePosition;
  104929. /**
  104930. * Detaches the behavior from the mesh
  104931. */
  104932. detach(): void;
  104933. }
  104934. }
  104935. declare module BABYLON {
  104936. /**
  104937. * A behavior that when attached to a mesh will allow the mesh to be scaled
  104938. */
  104939. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  104940. private _dragBehaviorA;
  104941. private _dragBehaviorB;
  104942. private _startDistance;
  104943. private _initialScale;
  104944. private _targetScale;
  104945. private _ownerNode;
  104946. private _sceneRenderObserver;
  104947. /**
  104948. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  104949. */
  104950. constructor();
  104951. /**
  104952. * The name of the behavior
  104953. */
  104954. readonly name: string;
  104955. /**
  104956. * Initializes the behavior
  104957. */
  104958. init(): void;
  104959. private _getCurrentDistance;
  104960. /**
  104961. * Attaches the scale behavior the passed in mesh
  104962. * @param ownerNode The mesh that will be scaled around once attached
  104963. */
  104964. attach(ownerNode: Mesh): void;
  104965. /**
  104966. * Detaches the behavior from the mesh
  104967. */
  104968. detach(): void;
  104969. }
  104970. }
  104971. declare module BABYLON {
  104972. /**
  104973. * 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
  104974. */
  104975. export class SixDofDragBehavior implements Behavior<Mesh> {
  104976. private static _virtualScene;
  104977. private _ownerNode;
  104978. private _sceneRenderObserver;
  104979. private _scene;
  104980. private _targetPosition;
  104981. private _virtualOriginMesh;
  104982. private _virtualDragMesh;
  104983. private _pointerObserver;
  104984. private _moving;
  104985. private _startingOrientation;
  104986. /**
  104987. * 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)
  104988. */
  104989. private zDragFactor;
  104990. /**
  104991. * If the object should rotate to face the drag origin
  104992. */
  104993. rotateDraggedObject: boolean;
  104994. /**
  104995. * If the behavior is currently in a dragging state
  104996. */
  104997. dragging: boolean;
  104998. /**
  104999. * 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)
  105000. */
  105001. dragDeltaRatio: number;
  105002. /**
  105003. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105004. */
  105005. currentDraggingPointerID: number;
  105006. /**
  105007. * If camera controls should be detached during the drag
  105008. */
  105009. detachCameraControls: boolean;
  105010. /**
  105011. * Fires each time a drag starts
  105012. */
  105013. onDragStartObservable: Observable<{}>;
  105014. /**
  105015. * Fires each time a drag ends (eg. mouse release after drag)
  105016. */
  105017. onDragEndObservable: Observable<{}>;
  105018. /**
  105019. * 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
  105020. */
  105021. constructor();
  105022. /**
  105023. * The name of the behavior
  105024. */
  105025. readonly name: string;
  105026. /**
  105027. * Initializes the behavior
  105028. */
  105029. init(): void;
  105030. /**
  105031. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105032. */
  105033. private readonly _pointerCamera;
  105034. /**
  105035. * Attaches the scale behavior the passed in mesh
  105036. * @param ownerNode The mesh that will be scaled around once attached
  105037. */
  105038. attach(ownerNode: Mesh): void;
  105039. /**
  105040. * Detaches the behavior from the mesh
  105041. */
  105042. detach(): void;
  105043. }
  105044. }
  105045. declare module BABYLON {
  105046. /**
  105047. * Class used to apply inverse kinematics to bones
  105048. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105049. */
  105050. export class BoneIKController {
  105051. private static _tmpVecs;
  105052. private static _tmpQuat;
  105053. private static _tmpMats;
  105054. /**
  105055. * Gets or sets the target mesh
  105056. */
  105057. targetMesh: AbstractMesh;
  105058. /** Gets or sets the mesh used as pole */
  105059. poleTargetMesh: AbstractMesh;
  105060. /**
  105061. * Gets or sets the bone used as pole
  105062. */
  105063. poleTargetBone: Nullable<Bone>;
  105064. /**
  105065. * Gets or sets the target position
  105066. */
  105067. targetPosition: Vector3;
  105068. /**
  105069. * Gets or sets the pole target position
  105070. */
  105071. poleTargetPosition: Vector3;
  105072. /**
  105073. * Gets or sets the pole target local offset
  105074. */
  105075. poleTargetLocalOffset: Vector3;
  105076. /**
  105077. * Gets or sets the pole angle
  105078. */
  105079. poleAngle: number;
  105080. /**
  105081. * Gets or sets the mesh associated with the controller
  105082. */
  105083. mesh: AbstractMesh;
  105084. /**
  105085. * 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)
  105086. */
  105087. slerpAmount: number;
  105088. private _bone1Quat;
  105089. private _bone1Mat;
  105090. private _bone2Ang;
  105091. private _bone1;
  105092. private _bone2;
  105093. private _bone1Length;
  105094. private _bone2Length;
  105095. private _maxAngle;
  105096. private _maxReach;
  105097. private _rightHandedSystem;
  105098. private _bendAxis;
  105099. private _slerping;
  105100. private _adjustRoll;
  105101. /**
  105102. * Gets or sets maximum allowed angle
  105103. */
  105104. maxAngle: number;
  105105. /**
  105106. * Creates a new BoneIKController
  105107. * @param mesh defines the mesh to control
  105108. * @param bone defines the bone to control
  105109. * @param options defines options to set up the controller
  105110. */
  105111. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105112. targetMesh?: AbstractMesh;
  105113. poleTargetMesh?: AbstractMesh;
  105114. poleTargetBone?: Bone;
  105115. poleTargetLocalOffset?: Vector3;
  105116. poleAngle?: number;
  105117. bendAxis?: Vector3;
  105118. maxAngle?: number;
  105119. slerpAmount?: number;
  105120. });
  105121. private _setMaxAngle;
  105122. /**
  105123. * Force the controller to update the bones
  105124. */
  105125. update(): void;
  105126. }
  105127. }
  105128. declare module BABYLON {
  105129. /**
  105130. * Class used to make a bone look toward a point in space
  105131. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105132. */
  105133. export class BoneLookController {
  105134. private static _tmpVecs;
  105135. private static _tmpQuat;
  105136. private static _tmpMats;
  105137. /**
  105138. * The target Vector3 that the bone will look at
  105139. */
  105140. target: Vector3;
  105141. /**
  105142. * The mesh that the bone is attached to
  105143. */
  105144. mesh: AbstractMesh;
  105145. /**
  105146. * The bone that will be looking to the target
  105147. */
  105148. bone: Bone;
  105149. /**
  105150. * The up axis of the coordinate system that is used when the bone is rotated
  105151. */
  105152. upAxis: Vector3;
  105153. /**
  105154. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  105155. */
  105156. upAxisSpace: Space;
  105157. /**
  105158. * Used to make an adjustment to the yaw of the bone
  105159. */
  105160. adjustYaw: number;
  105161. /**
  105162. * Used to make an adjustment to the pitch of the bone
  105163. */
  105164. adjustPitch: number;
  105165. /**
  105166. * Used to make an adjustment to the roll of the bone
  105167. */
  105168. adjustRoll: number;
  105169. /**
  105170. * 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)
  105171. */
  105172. slerpAmount: number;
  105173. private _minYaw;
  105174. private _maxYaw;
  105175. private _minPitch;
  105176. private _maxPitch;
  105177. private _minYawSin;
  105178. private _minYawCos;
  105179. private _maxYawSin;
  105180. private _maxYawCos;
  105181. private _midYawConstraint;
  105182. private _minPitchTan;
  105183. private _maxPitchTan;
  105184. private _boneQuat;
  105185. private _slerping;
  105186. private _transformYawPitch;
  105187. private _transformYawPitchInv;
  105188. private _firstFrameSkipped;
  105189. private _yawRange;
  105190. private _fowardAxis;
  105191. /**
  105192. * Gets or sets the minimum yaw angle that the bone can look to
  105193. */
  105194. minYaw: number;
  105195. /**
  105196. * Gets or sets the maximum yaw angle that the bone can look to
  105197. */
  105198. maxYaw: number;
  105199. /**
  105200. * Gets or sets the minimum pitch angle that the bone can look to
  105201. */
  105202. minPitch: number;
  105203. /**
  105204. * Gets or sets the maximum pitch angle that the bone can look to
  105205. */
  105206. maxPitch: number;
  105207. /**
  105208. * Create a BoneLookController
  105209. * @param mesh the mesh that the bone belongs to
  105210. * @param bone the bone that will be looking to the target
  105211. * @param target the target Vector3 to look at
  105212. * @param options optional settings:
  105213. * * maxYaw: the maximum angle the bone will yaw to
  105214. * * minYaw: the minimum angle the bone will yaw to
  105215. * * maxPitch: the maximum angle the bone will pitch to
  105216. * * minPitch: the minimum angle the bone will yaw to
  105217. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  105218. * * upAxis: the up axis of the coordinate system
  105219. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  105220. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  105221. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  105222. * * adjustYaw: used to make an adjustment to the yaw of the bone
  105223. * * adjustPitch: used to make an adjustment to the pitch of the bone
  105224. * * adjustRoll: used to make an adjustment to the roll of the bone
  105225. **/
  105226. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  105227. maxYaw?: number;
  105228. minYaw?: number;
  105229. maxPitch?: number;
  105230. minPitch?: number;
  105231. slerpAmount?: number;
  105232. upAxis?: Vector3;
  105233. upAxisSpace?: Space;
  105234. yawAxis?: Vector3;
  105235. pitchAxis?: Vector3;
  105236. adjustYaw?: number;
  105237. adjustPitch?: number;
  105238. adjustRoll?: number;
  105239. });
  105240. /**
  105241. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  105242. */
  105243. update(): void;
  105244. private _getAngleDiff;
  105245. private _getAngleBetween;
  105246. private _isAngleBetween;
  105247. }
  105248. }
  105249. declare module BABYLON {
  105250. /**
  105251. * Manage the gamepad inputs to control an arc rotate camera.
  105252. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105253. */
  105254. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  105255. /**
  105256. * Defines the camera the input is attached to.
  105257. */
  105258. camera: ArcRotateCamera;
  105259. /**
  105260. * Defines the gamepad the input is gathering event from.
  105261. */
  105262. gamepad: Nullable<Gamepad>;
  105263. /**
  105264. * Defines the gamepad rotation sensiblity.
  105265. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105266. */
  105267. gamepadRotationSensibility: number;
  105268. /**
  105269. * Defines the gamepad move sensiblity.
  105270. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105271. */
  105272. gamepadMoveSensibility: number;
  105273. private _yAxisScale;
  105274. /**
  105275. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105276. */
  105277. invertYAxis: boolean;
  105278. private _onGamepadConnectedObserver;
  105279. private _onGamepadDisconnectedObserver;
  105280. /**
  105281. * Attach the input controls to a specific dom element to get the input from.
  105282. * @param element Defines the element the controls should be listened from
  105283. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105284. */
  105285. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105286. /**
  105287. * Detach the current controls from the specified dom element.
  105288. * @param element Defines the element to stop listening the inputs from
  105289. */
  105290. detachControl(element: Nullable<HTMLElement>): void;
  105291. /**
  105292. * Update the current camera state depending on the inputs that have been used this frame.
  105293. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105294. */
  105295. checkInputs(): void;
  105296. /**
  105297. * Gets the class name of the current intput.
  105298. * @returns the class name
  105299. */
  105300. getClassName(): string;
  105301. /**
  105302. * Get the friendly name associated with the input class.
  105303. * @returns the input friendly name
  105304. */
  105305. getSimpleName(): string;
  105306. }
  105307. }
  105308. declare module BABYLON {
  105309. interface ArcRotateCameraInputsManager {
  105310. /**
  105311. * Add orientation input support to the input manager.
  105312. * @returns the current input manager
  105313. */
  105314. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  105315. }
  105316. /**
  105317. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105318. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105319. */
  105320. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  105321. /**
  105322. * Defines the camera the input is attached to.
  105323. */
  105324. camera: ArcRotateCamera;
  105325. /**
  105326. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105327. */
  105328. alphaCorrection: number;
  105329. /**
  105330. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105331. */
  105332. gammaCorrection: number;
  105333. private _alpha;
  105334. private _gamma;
  105335. private _dirty;
  105336. private _deviceOrientationHandler;
  105337. /**
  105338. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105339. */
  105340. constructor();
  105341. /**
  105342. * Attach the input controls to a specific dom element to get the input from.
  105343. * @param element Defines the element the controls should be listened from
  105344. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105345. */
  105346. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105347. /** @hidden */
  105348. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105349. /**
  105350. * Update the current camera state depending on the inputs that have been used this frame.
  105351. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105352. */
  105353. checkInputs(): void;
  105354. /**
  105355. * Detach the current controls from the specified dom element.
  105356. * @param element Defines the element to stop listening the inputs from
  105357. */
  105358. detachControl(element: Nullable<HTMLElement>): void;
  105359. /**
  105360. * Gets the class name of the current intput.
  105361. * @returns the class name
  105362. */
  105363. getClassName(): string;
  105364. /**
  105365. * Get the friendly name associated with the input class.
  105366. * @returns the input friendly name
  105367. */
  105368. getSimpleName(): string;
  105369. }
  105370. }
  105371. declare module BABYLON {
  105372. /**
  105373. * Listen to mouse events to control the camera.
  105374. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105375. */
  105376. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105377. /**
  105378. * Defines the camera the input is attached to.
  105379. */
  105380. camera: FlyCamera;
  105381. /**
  105382. * Defines if touch is enabled. (Default is true.)
  105383. */
  105384. touchEnabled: boolean;
  105385. /**
  105386. * Defines the buttons associated with the input to handle camera rotation.
  105387. */
  105388. buttons: number[];
  105389. /**
  105390. * Assign buttons for Yaw control.
  105391. */
  105392. buttonsYaw: number[];
  105393. /**
  105394. * Assign buttons for Pitch control.
  105395. */
  105396. buttonsPitch: number[];
  105397. /**
  105398. * Assign buttons for Roll control.
  105399. */
  105400. buttonsRoll: number[];
  105401. /**
  105402. * Detect if any button is being pressed while mouse is moved.
  105403. * -1 = Mouse locked.
  105404. * 0 = Left button.
  105405. * 1 = Middle Button.
  105406. * 2 = Right Button.
  105407. */
  105408. activeButton: number;
  105409. /**
  105410. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105411. * Higher values reduce its sensitivity.
  105412. */
  105413. angularSensibility: number;
  105414. private _mousemoveCallback;
  105415. private _observer;
  105416. private _rollObserver;
  105417. private previousPosition;
  105418. private noPreventDefault;
  105419. private element;
  105420. /**
  105421. * Listen to mouse events to control the camera.
  105422. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105423. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105424. */
  105425. constructor(touchEnabled?: boolean);
  105426. /**
  105427. * Attach the mouse control to the HTML DOM element.
  105428. * @param element Defines the element that listens to the input events.
  105429. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105430. */
  105431. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105432. /**
  105433. * Detach the current controls from the specified dom element.
  105434. * @param element Defines the element to stop listening the inputs from
  105435. */
  105436. detachControl(element: Nullable<HTMLElement>): void;
  105437. /**
  105438. * Gets the class name of the current input.
  105439. * @returns the class name.
  105440. */
  105441. getClassName(): string;
  105442. /**
  105443. * Get the friendly name associated with the input class.
  105444. * @returns the input's friendly name.
  105445. */
  105446. getSimpleName(): string;
  105447. private _pointerInput;
  105448. private _onMouseMove;
  105449. /**
  105450. * Rotate camera by mouse offset.
  105451. */
  105452. private rotateCamera;
  105453. }
  105454. }
  105455. declare module BABYLON {
  105456. /**
  105457. * Default Inputs manager for the FlyCamera.
  105458. * It groups all the default supported inputs for ease of use.
  105459. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105460. */
  105461. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105462. /**
  105463. * Instantiates a new FlyCameraInputsManager.
  105464. * @param camera Defines the camera the inputs belong to.
  105465. */
  105466. constructor(camera: FlyCamera);
  105467. /**
  105468. * Add keyboard input support to the input manager.
  105469. * @returns the new FlyCameraKeyboardMoveInput().
  105470. */
  105471. addKeyboard(): FlyCameraInputsManager;
  105472. /**
  105473. * Add mouse input support to the input manager.
  105474. * @param touchEnabled Enable touch screen support.
  105475. * @returns the new FlyCameraMouseInput().
  105476. */
  105477. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  105478. }
  105479. }
  105480. declare module BABYLON {
  105481. /**
  105482. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105483. * such as in a 3D Space Shooter or a Flight Simulator.
  105484. */
  105485. export class FlyCamera extends TargetCamera {
  105486. /**
  105487. * Define the collision ellipsoid of the camera.
  105488. * This is helpful for simulating a camera body, like a player's body.
  105489. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105490. */
  105491. ellipsoid: Vector3;
  105492. /**
  105493. * Define an offset for the position of the ellipsoid around the camera.
  105494. * This can be helpful if the camera is attached away from the player's body center,
  105495. * such as at its head.
  105496. */
  105497. ellipsoidOffset: Vector3;
  105498. /**
  105499. * Enable or disable collisions of the camera with the rest of the scene objects.
  105500. */
  105501. checkCollisions: boolean;
  105502. /**
  105503. * Enable or disable gravity on the camera.
  105504. */
  105505. applyGravity: boolean;
  105506. /**
  105507. * Define the current direction the camera is moving to.
  105508. */
  105509. cameraDirection: Vector3;
  105510. /**
  105511. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  105512. * This overrides and empties cameraRotation.
  105513. */
  105514. rotationQuaternion: Quaternion;
  105515. /**
  105516. * Track Roll to maintain the wanted Rolling when looking around.
  105517. */
  105518. _trackRoll: number;
  105519. /**
  105520. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  105521. */
  105522. rollCorrect: number;
  105523. /**
  105524. * Mimic a banked turn, Rolling the camera when Yawing.
  105525. * It's recommended to use rollCorrect = 10 for faster banking correction.
  105526. */
  105527. bankedTurn: boolean;
  105528. /**
  105529. * Limit in radians for how much Roll banking will add. (Default: 90°)
  105530. */
  105531. bankedTurnLimit: number;
  105532. /**
  105533. * Value of 0 disables the banked Roll.
  105534. * Value of 1 is equal to the Yaw angle in radians.
  105535. */
  105536. bankedTurnMultiplier: number;
  105537. /**
  105538. * The inputs manager loads all the input sources, such as keyboard and mouse.
  105539. */
  105540. inputs: FlyCameraInputsManager;
  105541. /**
  105542. * Gets the input sensibility for mouse input.
  105543. * Higher values reduce sensitivity.
  105544. */
  105545. /**
  105546. * Sets the input sensibility for a mouse input.
  105547. * Higher values reduce sensitivity.
  105548. */
  105549. angularSensibility: number;
  105550. /**
  105551. * Get the keys for camera movement forward.
  105552. */
  105553. /**
  105554. * Set the keys for camera movement forward.
  105555. */
  105556. keysForward: number[];
  105557. /**
  105558. * Get the keys for camera movement backward.
  105559. */
  105560. keysBackward: number[];
  105561. /**
  105562. * Get the keys for camera movement up.
  105563. */
  105564. /**
  105565. * Set the keys for camera movement up.
  105566. */
  105567. keysUp: number[];
  105568. /**
  105569. * Get the keys for camera movement down.
  105570. */
  105571. /**
  105572. * Set the keys for camera movement down.
  105573. */
  105574. keysDown: number[];
  105575. /**
  105576. * Get the keys for camera movement left.
  105577. */
  105578. /**
  105579. * Set the keys for camera movement left.
  105580. */
  105581. keysLeft: number[];
  105582. /**
  105583. * Set the keys for camera movement right.
  105584. */
  105585. /**
  105586. * Set the keys for camera movement right.
  105587. */
  105588. keysRight: number[];
  105589. /**
  105590. * Event raised when the camera collides with a mesh in the scene.
  105591. */
  105592. onCollide: (collidedMesh: AbstractMesh) => void;
  105593. private _collider;
  105594. private _needMoveForGravity;
  105595. private _oldPosition;
  105596. private _diffPosition;
  105597. private _newPosition;
  105598. /** @hidden */
  105599. _localDirection: Vector3;
  105600. /** @hidden */
  105601. _transformedDirection: Vector3;
  105602. /**
  105603. * Instantiates a FlyCamera.
  105604. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105605. * such as in a 3D Space Shooter or a Flight Simulator.
  105606. * @param name Define the name of the camera in the scene.
  105607. * @param position Define the starting position of the camera in the scene.
  105608. * @param scene Define the scene the camera belongs to.
  105609. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  105610. */
  105611. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105612. /**
  105613. * Attach a control to the HTML DOM element.
  105614. * @param element Defines the element that listens to the input events.
  105615. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  105616. */
  105617. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105618. /**
  105619. * Detach a control from the HTML DOM element.
  105620. * The camera will stop reacting to that input.
  105621. * @param element Defines the element that listens to the input events.
  105622. */
  105623. detachControl(element: HTMLElement): void;
  105624. private _collisionMask;
  105625. /**
  105626. * Get the mask that the camera ignores in collision events.
  105627. */
  105628. /**
  105629. * Set the mask that the camera ignores in collision events.
  105630. */
  105631. collisionMask: number;
  105632. /** @hidden */
  105633. _collideWithWorld(displacement: Vector3): void;
  105634. /** @hidden */
  105635. private _onCollisionPositionChange;
  105636. /** @hidden */
  105637. _checkInputs(): void;
  105638. /** @hidden */
  105639. _decideIfNeedsToMove(): boolean;
  105640. /** @hidden */
  105641. _updatePosition(): void;
  105642. /**
  105643. * Restore the Roll to its target value at the rate specified.
  105644. * @param rate - Higher means slower restoring.
  105645. * @hidden
  105646. */
  105647. restoreRoll(rate: number): void;
  105648. /**
  105649. * Destroy the camera and release the current resources held by it.
  105650. */
  105651. dispose(): void;
  105652. /**
  105653. * Get the current object class name.
  105654. * @returns the class name.
  105655. */
  105656. getClassName(): string;
  105657. }
  105658. }
  105659. declare module BABYLON {
  105660. /**
  105661. * Listen to keyboard events to control the camera.
  105662. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105663. */
  105664. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  105665. /**
  105666. * Defines the camera the input is attached to.
  105667. */
  105668. camera: FlyCamera;
  105669. /**
  105670. * The list of keyboard keys used to control the forward move of the camera.
  105671. */
  105672. keysForward: number[];
  105673. /**
  105674. * The list of keyboard keys used to control the backward move of the camera.
  105675. */
  105676. keysBackward: number[];
  105677. /**
  105678. * The list of keyboard keys used to control the forward move of the camera.
  105679. */
  105680. keysUp: number[];
  105681. /**
  105682. * The list of keyboard keys used to control the backward move of the camera.
  105683. */
  105684. keysDown: number[];
  105685. /**
  105686. * The list of keyboard keys used to control the right strafe move of the camera.
  105687. */
  105688. keysRight: number[];
  105689. /**
  105690. * The list of keyboard keys used to control the left strafe move of the camera.
  105691. */
  105692. keysLeft: number[];
  105693. private _keys;
  105694. private _onCanvasBlurObserver;
  105695. private _onKeyboardObserver;
  105696. private _engine;
  105697. private _scene;
  105698. /**
  105699. * Attach the input controls to a specific dom element to get the input from.
  105700. * @param element Defines the element the controls should be listened from
  105701. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105702. */
  105703. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105704. /**
  105705. * Detach the current controls from the specified dom element.
  105706. * @param element Defines the element to stop listening the inputs from
  105707. */
  105708. detachControl(element: Nullable<HTMLElement>): void;
  105709. /**
  105710. * Gets the class name of the current intput.
  105711. * @returns the class name
  105712. */
  105713. getClassName(): string;
  105714. /** @hidden */
  105715. _onLostFocus(e: FocusEvent): void;
  105716. /**
  105717. * Get the friendly name associated with the input class.
  105718. * @returns the input friendly name
  105719. */
  105720. getSimpleName(): string;
  105721. /**
  105722. * Update the current camera state depending on the inputs that have been used this frame.
  105723. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105724. */
  105725. checkInputs(): void;
  105726. }
  105727. }
  105728. declare module BABYLON {
  105729. /**
  105730. * Manage the mouse wheel inputs to control a follow camera.
  105731. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105732. */
  105733. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  105734. /**
  105735. * Defines the camera the input is attached to.
  105736. */
  105737. camera: FollowCamera;
  105738. /**
  105739. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  105740. */
  105741. axisControlRadius: boolean;
  105742. /**
  105743. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  105744. */
  105745. axisControlHeight: boolean;
  105746. /**
  105747. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  105748. */
  105749. axisControlRotation: boolean;
  105750. /**
  105751. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  105752. * relation to mouseWheel events.
  105753. */
  105754. wheelPrecision: number;
  105755. /**
  105756. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105757. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105758. */
  105759. wheelDeltaPercentage: number;
  105760. private _wheel;
  105761. private _observer;
  105762. /**
  105763. * Attach the input controls to a specific dom element to get the input from.
  105764. * @param element Defines the element the controls should be listened from
  105765. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105766. */
  105767. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105768. /**
  105769. * Detach the current controls from the specified dom element.
  105770. * @param element Defines the element to stop listening the inputs from
  105771. */
  105772. detachControl(element: Nullable<HTMLElement>): void;
  105773. /**
  105774. * Gets the class name of the current intput.
  105775. * @returns the class name
  105776. */
  105777. getClassName(): string;
  105778. /**
  105779. * Get the friendly name associated with the input class.
  105780. * @returns the input friendly name
  105781. */
  105782. getSimpleName(): string;
  105783. }
  105784. }
  105785. declare module BABYLON {
  105786. /**
  105787. * Manage the pointers inputs to control an follow camera.
  105788. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105789. */
  105790. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  105791. /**
  105792. * Defines the camera the input is attached to.
  105793. */
  105794. camera: FollowCamera;
  105795. /**
  105796. * Gets the class name of the current input.
  105797. * @returns the class name
  105798. */
  105799. getClassName(): string;
  105800. /**
  105801. * Defines the pointer angular sensibility along the X axis or how fast is
  105802. * the camera rotating.
  105803. * A negative number will reverse the axis direction.
  105804. */
  105805. angularSensibilityX: number;
  105806. /**
  105807. * Defines the pointer angular sensibility along the Y axis or how fast is
  105808. * the camera rotating.
  105809. * A negative number will reverse the axis direction.
  105810. */
  105811. angularSensibilityY: number;
  105812. /**
  105813. * Defines the pointer pinch precision or how fast is the camera zooming.
  105814. * A negative number will reverse the axis direction.
  105815. */
  105816. pinchPrecision: number;
  105817. /**
  105818. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105819. * from 0.
  105820. * It defines the percentage of current camera.radius to use as delta when
  105821. * pinch zoom is used.
  105822. */
  105823. pinchDeltaPercentage: number;
  105824. /**
  105825. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  105826. */
  105827. axisXControlRadius: boolean;
  105828. /**
  105829. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  105830. */
  105831. axisXControlHeight: boolean;
  105832. /**
  105833. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  105834. */
  105835. axisXControlRotation: boolean;
  105836. /**
  105837. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  105838. */
  105839. axisYControlRadius: boolean;
  105840. /**
  105841. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  105842. */
  105843. axisYControlHeight: boolean;
  105844. /**
  105845. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  105846. */
  105847. axisYControlRotation: boolean;
  105848. /**
  105849. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  105850. */
  105851. axisPinchControlRadius: boolean;
  105852. /**
  105853. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  105854. */
  105855. axisPinchControlHeight: boolean;
  105856. /**
  105857. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  105858. */
  105859. axisPinchControlRotation: boolean;
  105860. /**
  105861. * Log error messages if basic misconfiguration has occurred.
  105862. */
  105863. warningEnable: boolean;
  105864. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105865. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105866. private _warningCounter;
  105867. private _warning;
  105868. }
  105869. }
  105870. declare module BABYLON {
  105871. /**
  105872. * Default Inputs manager for the FollowCamera.
  105873. * It groups all the default supported inputs for ease of use.
  105874. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105875. */
  105876. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  105877. /**
  105878. * Instantiates a new FollowCameraInputsManager.
  105879. * @param camera Defines the camera the inputs belong to
  105880. */
  105881. constructor(camera: FollowCamera);
  105882. /**
  105883. * Add keyboard input support to the input manager.
  105884. * @returns the current input manager
  105885. */
  105886. addKeyboard(): FollowCameraInputsManager;
  105887. /**
  105888. * Add mouse wheel input support to the input manager.
  105889. * @returns the current input manager
  105890. */
  105891. addMouseWheel(): FollowCameraInputsManager;
  105892. /**
  105893. * Add pointers input support to the input manager.
  105894. * @returns the current input manager
  105895. */
  105896. addPointers(): FollowCameraInputsManager;
  105897. /**
  105898. * Add orientation input support to the input manager.
  105899. * @returns the current input manager
  105900. */
  105901. addVRDeviceOrientation(): FollowCameraInputsManager;
  105902. }
  105903. }
  105904. declare module BABYLON {
  105905. /**
  105906. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  105907. * an arc rotate version arcFollowCamera are available.
  105908. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105909. */
  105910. export class FollowCamera extends TargetCamera {
  105911. /**
  105912. * Distance the follow camera should follow an object at
  105913. */
  105914. radius: number;
  105915. /**
  105916. * Minimum allowed distance of the camera to the axis of rotation
  105917. * (The camera can not get closer).
  105918. * This can help limiting how the Camera is able to move in the scene.
  105919. */
  105920. lowerRadiusLimit: Nullable<number>;
  105921. /**
  105922. * Maximum allowed distance of the camera to the axis of rotation
  105923. * (The camera can not get further).
  105924. * This can help limiting how the Camera is able to move in the scene.
  105925. */
  105926. upperRadiusLimit: Nullable<number>;
  105927. /**
  105928. * Define a rotation offset between the camera and the object it follows
  105929. */
  105930. rotationOffset: number;
  105931. /**
  105932. * Minimum allowed angle to camera position relative to target object.
  105933. * This can help limiting how the Camera is able to move in the scene.
  105934. */
  105935. lowerRotationOffsetLimit: Nullable<number>;
  105936. /**
  105937. * Maximum allowed angle to camera position relative to target object.
  105938. * This can help limiting how the Camera is able to move in the scene.
  105939. */
  105940. upperRotationOffsetLimit: Nullable<number>;
  105941. /**
  105942. * Define a height offset between the camera and the object it follows.
  105943. * It can help following an object from the top (like a car chaing a plane)
  105944. */
  105945. heightOffset: number;
  105946. /**
  105947. * Minimum allowed height of camera position relative to target object.
  105948. * This can help limiting how the Camera is able to move in the scene.
  105949. */
  105950. lowerHeightOffsetLimit: Nullable<number>;
  105951. /**
  105952. * Maximum allowed height of camera position relative to target object.
  105953. * This can help limiting how the Camera is able to move in the scene.
  105954. */
  105955. upperHeightOffsetLimit: Nullable<number>;
  105956. /**
  105957. * Define how fast the camera can accelerate to follow it s target.
  105958. */
  105959. cameraAcceleration: number;
  105960. /**
  105961. * Define the speed limit of the camera following an object.
  105962. */
  105963. maxCameraSpeed: number;
  105964. /**
  105965. * Define the target of the camera.
  105966. */
  105967. lockedTarget: Nullable<AbstractMesh>;
  105968. /**
  105969. * Defines the input associated with the camera.
  105970. */
  105971. inputs: FollowCameraInputsManager;
  105972. /**
  105973. * Instantiates the follow camera.
  105974. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105975. * @param name Define the name of the camera in the scene
  105976. * @param position Define the position of the camera
  105977. * @param scene Define the scene the camera belong to
  105978. * @param lockedTarget Define the target of the camera
  105979. */
  105980. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  105981. private _follow;
  105982. /**
  105983. * Attached controls to the current camera.
  105984. * @param element Defines the element the controls should be listened from
  105985. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105986. */
  105987. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105988. /**
  105989. * Detach the current controls from the camera.
  105990. * The camera will stop reacting to inputs.
  105991. * @param element Defines the element to stop listening the inputs from
  105992. */
  105993. detachControl(element: HTMLElement): void;
  105994. /** @hidden */
  105995. _checkInputs(): void;
  105996. private _checkLimits;
  105997. /**
  105998. * Gets the camera class name.
  105999. * @returns the class name
  106000. */
  106001. getClassName(): string;
  106002. }
  106003. /**
  106004. * Arc Rotate version of the follow camera.
  106005. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  106006. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106007. */
  106008. export class ArcFollowCamera extends TargetCamera {
  106009. /** The longitudinal angle of the camera */
  106010. alpha: number;
  106011. /** The latitudinal angle of the camera */
  106012. beta: number;
  106013. /** The radius of the camera from its target */
  106014. radius: number;
  106015. /** Define the camera target (the messh it should follow) */
  106016. target: Nullable<AbstractMesh>;
  106017. private _cartesianCoordinates;
  106018. /**
  106019. * Instantiates a new ArcFollowCamera
  106020. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106021. * @param name Define the name of the camera
  106022. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  106023. * @param beta Define the rotation angle of the camera around the elevation axis
  106024. * @param radius Define the radius of the camera from its target point
  106025. * @param target Define the target of the camera
  106026. * @param scene Define the scene the camera belongs to
  106027. */
  106028. constructor(name: string,
  106029. /** The longitudinal angle of the camera */
  106030. alpha: number,
  106031. /** The latitudinal angle of the camera */
  106032. beta: number,
  106033. /** The radius of the camera from its target */
  106034. radius: number,
  106035. /** Define the camera target (the messh it should follow) */
  106036. target: Nullable<AbstractMesh>, scene: Scene);
  106037. private _follow;
  106038. /** @hidden */
  106039. _checkInputs(): void;
  106040. /**
  106041. * Returns the class name of the object.
  106042. * It is mostly used internally for serialization purposes.
  106043. */
  106044. getClassName(): string;
  106045. }
  106046. }
  106047. declare module BABYLON {
  106048. /**
  106049. * Manage the keyboard inputs to control the movement of a follow camera.
  106050. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106051. */
  106052. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106053. /**
  106054. * Defines the camera the input is attached to.
  106055. */
  106056. camera: FollowCamera;
  106057. /**
  106058. * Defines the list of key codes associated with the up action (increase heightOffset)
  106059. */
  106060. keysHeightOffsetIncr: number[];
  106061. /**
  106062. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106063. */
  106064. keysHeightOffsetDecr: number[];
  106065. /**
  106066. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106067. */
  106068. keysHeightOffsetModifierAlt: boolean;
  106069. /**
  106070. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106071. */
  106072. keysHeightOffsetModifierCtrl: boolean;
  106073. /**
  106074. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106075. */
  106076. keysHeightOffsetModifierShift: boolean;
  106077. /**
  106078. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106079. */
  106080. keysRotationOffsetIncr: number[];
  106081. /**
  106082. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106083. */
  106084. keysRotationOffsetDecr: number[];
  106085. /**
  106086. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106087. */
  106088. keysRotationOffsetModifierAlt: boolean;
  106089. /**
  106090. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106091. */
  106092. keysRotationOffsetModifierCtrl: boolean;
  106093. /**
  106094. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106095. */
  106096. keysRotationOffsetModifierShift: boolean;
  106097. /**
  106098. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106099. */
  106100. keysRadiusIncr: number[];
  106101. /**
  106102. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106103. */
  106104. keysRadiusDecr: number[];
  106105. /**
  106106. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106107. */
  106108. keysRadiusModifierAlt: boolean;
  106109. /**
  106110. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106111. */
  106112. keysRadiusModifierCtrl: boolean;
  106113. /**
  106114. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106115. */
  106116. keysRadiusModifierShift: boolean;
  106117. /**
  106118. * Defines the rate of change of heightOffset.
  106119. */
  106120. heightSensibility: number;
  106121. /**
  106122. * Defines the rate of change of rotationOffset.
  106123. */
  106124. rotationSensibility: number;
  106125. /**
  106126. * Defines the rate of change of radius.
  106127. */
  106128. radiusSensibility: number;
  106129. private _keys;
  106130. private _ctrlPressed;
  106131. private _altPressed;
  106132. private _shiftPressed;
  106133. private _onCanvasBlurObserver;
  106134. private _onKeyboardObserver;
  106135. private _engine;
  106136. private _scene;
  106137. /**
  106138. * Attach the input controls to a specific dom element to get the input from.
  106139. * @param element Defines the element the controls should be listened from
  106140. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106141. */
  106142. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106143. /**
  106144. * Detach the current controls from the specified dom element.
  106145. * @param element Defines the element to stop listening the inputs from
  106146. */
  106147. detachControl(element: Nullable<HTMLElement>): void;
  106148. /**
  106149. * Update the current camera state depending on the inputs that have been used this frame.
  106150. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106151. */
  106152. checkInputs(): void;
  106153. /**
  106154. * Gets the class name of the current input.
  106155. * @returns the class name
  106156. */
  106157. getClassName(): string;
  106158. /**
  106159. * Get the friendly name associated with the input class.
  106160. * @returns the input friendly name
  106161. */
  106162. getSimpleName(): string;
  106163. /**
  106164. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106165. * allow modification of the heightOffset value.
  106166. */
  106167. private _modifierHeightOffset;
  106168. /**
  106169. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106170. * allow modification of the rotationOffset value.
  106171. */
  106172. private _modifierRotationOffset;
  106173. /**
  106174. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106175. * allow modification of the radius value.
  106176. */
  106177. private _modifierRadius;
  106178. }
  106179. }
  106180. declare module BABYLON {
  106181. interface FreeCameraInputsManager {
  106182. /**
  106183. * @hidden
  106184. */
  106185. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  106186. /**
  106187. * Add orientation input support to the input manager.
  106188. * @returns the current input manager
  106189. */
  106190. addDeviceOrientation(): FreeCameraInputsManager;
  106191. }
  106192. /**
  106193. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106194. * Screen rotation is taken into account.
  106195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106196. */
  106197. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  106198. private _camera;
  106199. private _screenOrientationAngle;
  106200. private _constantTranform;
  106201. private _screenQuaternion;
  106202. private _alpha;
  106203. private _beta;
  106204. private _gamma;
  106205. /**
  106206. * Can be used to detect if a device orientation sensor is availible on a device
  106207. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  106208. * @returns a promise that will resolve on orientation change
  106209. */
  106210. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  106211. /**
  106212. * @hidden
  106213. */
  106214. _onDeviceOrientationChangedObservable: Observable<void>;
  106215. /**
  106216. * Instantiates a new input
  106217. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106218. */
  106219. constructor();
  106220. /**
  106221. * Define the camera controlled by the input.
  106222. */
  106223. camera: FreeCamera;
  106224. /**
  106225. * Attach the input controls to a specific dom element to get the input from.
  106226. * @param element Defines the element the controls should be listened from
  106227. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106228. */
  106229. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106230. private _orientationChanged;
  106231. private _deviceOrientation;
  106232. /**
  106233. * Detach the current controls from the specified dom element.
  106234. * @param element Defines the element to stop listening the inputs from
  106235. */
  106236. detachControl(element: Nullable<HTMLElement>): void;
  106237. /**
  106238. * Update the current camera state depending on the inputs that have been used this frame.
  106239. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106240. */
  106241. checkInputs(): void;
  106242. /**
  106243. * Gets the class name of the current intput.
  106244. * @returns the class name
  106245. */
  106246. getClassName(): string;
  106247. /**
  106248. * Get the friendly name associated with the input class.
  106249. * @returns the input friendly name
  106250. */
  106251. getSimpleName(): string;
  106252. }
  106253. }
  106254. declare module BABYLON {
  106255. /**
  106256. * Manage the gamepad inputs to control a free camera.
  106257. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106258. */
  106259. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  106260. /**
  106261. * Define the camera the input is attached to.
  106262. */
  106263. camera: FreeCamera;
  106264. /**
  106265. * Define the Gamepad controlling the input
  106266. */
  106267. gamepad: Nullable<Gamepad>;
  106268. /**
  106269. * Defines the gamepad rotation sensiblity.
  106270. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106271. */
  106272. gamepadAngularSensibility: number;
  106273. /**
  106274. * Defines the gamepad move sensiblity.
  106275. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106276. */
  106277. gamepadMoveSensibility: number;
  106278. private _yAxisScale;
  106279. /**
  106280. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106281. */
  106282. invertYAxis: boolean;
  106283. private _onGamepadConnectedObserver;
  106284. private _onGamepadDisconnectedObserver;
  106285. private _cameraTransform;
  106286. private _deltaTransform;
  106287. private _vector3;
  106288. private _vector2;
  106289. /**
  106290. * Attach the input controls to a specific dom element to get the input from.
  106291. * @param element Defines the element the controls should be listened from
  106292. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106293. */
  106294. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106295. /**
  106296. * Detach the current controls from the specified dom element.
  106297. * @param element Defines the element to stop listening the inputs from
  106298. */
  106299. detachControl(element: Nullable<HTMLElement>): void;
  106300. /**
  106301. * Update the current camera state depending on the inputs that have been used this frame.
  106302. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106303. */
  106304. checkInputs(): void;
  106305. /**
  106306. * Gets the class name of the current intput.
  106307. * @returns the class name
  106308. */
  106309. getClassName(): string;
  106310. /**
  106311. * Get the friendly name associated with the input class.
  106312. * @returns the input friendly name
  106313. */
  106314. getSimpleName(): string;
  106315. }
  106316. }
  106317. declare module BABYLON {
  106318. /**
  106319. * Defines the potential axis of a Joystick
  106320. */
  106321. export enum JoystickAxis {
  106322. /** X axis */
  106323. X = 0,
  106324. /** Y axis */
  106325. Y = 1,
  106326. /** Z axis */
  106327. Z = 2
  106328. }
  106329. /**
  106330. * Class used to define virtual joystick (used in touch mode)
  106331. */
  106332. export class VirtualJoystick {
  106333. /**
  106334. * Gets or sets a boolean indicating that left and right values must be inverted
  106335. */
  106336. reverseLeftRight: boolean;
  106337. /**
  106338. * Gets or sets a boolean indicating that up and down values must be inverted
  106339. */
  106340. reverseUpDown: boolean;
  106341. /**
  106342. * Gets the offset value for the position (ie. the change of the position value)
  106343. */
  106344. deltaPosition: Vector3;
  106345. /**
  106346. * Gets a boolean indicating if the virtual joystick was pressed
  106347. */
  106348. pressed: boolean;
  106349. /**
  106350. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106351. */
  106352. static Canvas: Nullable<HTMLCanvasElement>;
  106353. private static _globalJoystickIndex;
  106354. private static vjCanvasContext;
  106355. private static vjCanvasWidth;
  106356. private static vjCanvasHeight;
  106357. private static halfWidth;
  106358. private _action;
  106359. private _axisTargetedByLeftAndRight;
  106360. private _axisTargetedByUpAndDown;
  106361. private _joystickSensibility;
  106362. private _inversedSensibility;
  106363. private _joystickPointerID;
  106364. private _joystickColor;
  106365. private _joystickPointerPos;
  106366. private _joystickPreviousPointerPos;
  106367. private _joystickPointerStartPos;
  106368. private _deltaJoystickVector;
  106369. private _leftJoystick;
  106370. private _touches;
  106371. private _onPointerDownHandlerRef;
  106372. private _onPointerMoveHandlerRef;
  106373. private _onPointerUpHandlerRef;
  106374. private _onResize;
  106375. /**
  106376. * Creates a new virtual joystick
  106377. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106378. */
  106379. constructor(leftJoystick?: boolean);
  106380. /**
  106381. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106382. * @param newJoystickSensibility defines the new sensibility
  106383. */
  106384. setJoystickSensibility(newJoystickSensibility: number): void;
  106385. private _onPointerDown;
  106386. private _onPointerMove;
  106387. private _onPointerUp;
  106388. /**
  106389. * Change the color of the virtual joystick
  106390. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106391. */
  106392. setJoystickColor(newColor: string): void;
  106393. /**
  106394. * Defines a callback to call when the joystick is touched
  106395. * @param action defines the callback
  106396. */
  106397. setActionOnTouch(action: () => any): void;
  106398. /**
  106399. * Defines which axis you'd like to control for left & right
  106400. * @param axis defines the axis to use
  106401. */
  106402. setAxisForLeftRight(axis: JoystickAxis): void;
  106403. /**
  106404. * Defines which axis you'd like to control for up & down
  106405. * @param axis defines the axis to use
  106406. */
  106407. setAxisForUpDown(axis: JoystickAxis): void;
  106408. private _drawVirtualJoystick;
  106409. /**
  106410. * Release internal HTML canvas
  106411. */
  106412. releaseCanvas(): void;
  106413. }
  106414. }
  106415. declare module BABYLON {
  106416. interface FreeCameraInputsManager {
  106417. /**
  106418. * Add virtual joystick input support to the input manager.
  106419. * @returns the current input manager
  106420. */
  106421. addVirtualJoystick(): FreeCameraInputsManager;
  106422. }
  106423. /**
  106424. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106425. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106426. */
  106427. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106428. /**
  106429. * Defines the camera the input is attached to.
  106430. */
  106431. camera: FreeCamera;
  106432. private _leftjoystick;
  106433. private _rightjoystick;
  106434. /**
  106435. * Gets the left stick of the virtual joystick.
  106436. * @returns The virtual Joystick
  106437. */
  106438. getLeftJoystick(): VirtualJoystick;
  106439. /**
  106440. * Gets the right stick of the virtual joystick.
  106441. * @returns The virtual Joystick
  106442. */
  106443. getRightJoystick(): VirtualJoystick;
  106444. /**
  106445. * Update the current camera state depending on the inputs that have been used this frame.
  106446. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106447. */
  106448. checkInputs(): void;
  106449. /**
  106450. * Attach the input controls to a specific dom element to get the input from.
  106451. * @param element Defines the element the controls should be listened from
  106452. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106453. */
  106454. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106455. /**
  106456. * Detach the current controls from the specified dom element.
  106457. * @param element Defines the element to stop listening the inputs from
  106458. */
  106459. detachControl(element: Nullable<HTMLElement>): void;
  106460. /**
  106461. * Gets the class name of the current intput.
  106462. * @returns the class name
  106463. */
  106464. getClassName(): string;
  106465. /**
  106466. * Get the friendly name associated with the input class.
  106467. * @returns the input friendly name
  106468. */
  106469. getSimpleName(): string;
  106470. }
  106471. }
  106472. declare module BABYLON {
  106473. /**
  106474. * This represents a FPS type of camera controlled by touch.
  106475. * This is like a universal camera minus the Gamepad controls.
  106476. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106477. */
  106478. export class TouchCamera extends FreeCamera {
  106479. /**
  106480. * Defines the touch sensibility for rotation.
  106481. * The higher the faster.
  106482. */
  106483. touchAngularSensibility: number;
  106484. /**
  106485. * Defines the touch sensibility for move.
  106486. * The higher the faster.
  106487. */
  106488. touchMoveSensibility: number;
  106489. /**
  106490. * Instantiates a new touch camera.
  106491. * This represents a FPS type of camera controlled by touch.
  106492. * This is like a universal camera minus the Gamepad controls.
  106493. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106494. * @param name Define the name of the camera in the scene
  106495. * @param position Define the start position of the camera in the scene
  106496. * @param scene Define the scene the camera belongs to
  106497. */
  106498. constructor(name: string, position: Vector3, scene: Scene);
  106499. /**
  106500. * Gets the current object class name.
  106501. * @return the class name
  106502. */
  106503. getClassName(): string;
  106504. /** @hidden */
  106505. _setupInputs(): void;
  106506. }
  106507. }
  106508. declare module BABYLON {
  106509. /**
  106510. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106511. * being tilted forward or back and left or right.
  106512. */
  106513. export class DeviceOrientationCamera extends FreeCamera {
  106514. private _initialQuaternion;
  106515. private _quaternionCache;
  106516. private _tmpDragQuaternion;
  106517. private _disablePointerInputWhenUsingDeviceOrientation;
  106518. /**
  106519. * Creates a new device orientation camera
  106520. * @param name The name of the camera
  106521. * @param position The start position camera
  106522. * @param scene The scene the camera belongs to
  106523. */
  106524. constructor(name: string, position: Vector3, scene: Scene);
  106525. /**
  106526. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  106527. */
  106528. disablePointerInputWhenUsingDeviceOrientation: boolean;
  106529. private _dragFactor;
  106530. /**
  106531. * Enabled turning on the y axis when the orientation sensor is active
  106532. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  106533. */
  106534. enableHorizontalDragging(dragFactor?: number): void;
  106535. /**
  106536. * Gets the current instance class name ("DeviceOrientationCamera").
  106537. * This helps avoiding instanceof at run time.
  106538. * @returns the class name
  106539. */
  106540. getClassName(): string;
  106541. /**
  106542. * @hidden
  106543. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106544. */
  106545. _checkInputs(): void;
  106546. /**
  106547. * Reset the camera to its default orientation on the specified axis only.
  106548. * @param axis The axis to reset
  106549. */
  106550. resetToCurrentRotation(axis?: Axis): void;
  106551. }
  106552. }
  106553. declare module BABYLON {
  106554. /**
  106555. * Defines supported buttons for XBox360 compatible gamepads
  106556. */
  106557. export enum Xbox360Button {
  106558. /** A */
  106559. A = 0,
  106560. /** B */
  106561. B = 1,
  106562. /** X */
  106563. X = 2,
  106564. /** Y */
  106565. Y = 3,
  106566. /** Start */
  106567. Start = 4,
  106568. /** Back */
  106569. Back = 5,
  106570. /** Left button */
  106571. LB = 6,
  106572. /** Right button */
  106573. RB = 7,
  106574. /** Left stick */
  106575. LeftStick = 8,
  106576. /** Right stick */
  106577. RightStick = 9
  106578. }
  106579. /** Defines values for XBox360 DPad */
  106580. export enum Xbox360Dpad {
  106581. /** Up */
  106582. Up = 0,
  106583. /** Down */
  106584. Down = 1,
  106585. /** Left */
  106586. Left = 2,
  106587. /** Right */
  106588. Right = 3
  106589. }
  106590. /**
  106591. * Defines a XBox360 gamepad
  106592. */
  106593. export class Xbox360Pad extends Gamepad {
  106594. private _leftTrigger;
  106595. private _rightTrigger;
  106596. private _onlefttriggerchanged;
  106597. private _onrighttriggerchanged;
  106598. private _onbuttondown;
  106599. private _onbuttonup;
  106600. private _ondpaddown;
  106601. private _ondpadup;
  106602. /** Observable raised when a button is pressed */
  106603. onButtonDownObservable: Observable<Xbox360Button>;
  106604. /** Observable raised when a button is released */
  106605. onButtonUpObservable: Observable<Xbox360Button>;
  106606. /** Observable raised when a pad is pressed */
  106607. onPadDownObservable: Observable<Xbox360Dpad>;
  106608. /** Observable raised when a pad is released */
  106609. onPadUpObservable: Observable<Xbox360Dpad>;
  106610. private _buttonA;
  106611. private _buttonB;
  106612. private _buttonX;
  106613. private _buttonY;
  106614. private _buttonBack;
  106615. private _buttonStart;
  106616. private _buttonLB;
  106617. private _buttonRB;
  106618. private _buttonLeftStick;
  106619. private _buttonRightStick;
  106620. private _dPadUp;
  106621. private _dPadDown;
  106622. private _dPadLeft;
  106623. private _dPadRight;
  106624. private _isXboxOnePad;
  106625. /**
  106626. * Creates a new XBox360 gamepad object
  106627. * @param id defines the id of this gamepad
  106628. * @param index defines its index
  106629. * @param gamepad defines the internal HTML gamepad object
  106630. * @param xboxOne defines if it is a XBox One gamepad
  106631. */
  106632. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  106633. /**
  106634. * Defines the callback to call when left trigger is pressed
  106635. * @param callback defines the callback to use
  106636. */
  106637. onlefttriggerchanged(callback: (value: number) => void): void;
  106638. /**
  106639. * Defines the callback to call when right trigger is pressed
  106640. * @param callback defines the callback to use
  106641. */
  106642. onrighttriggerchanged(callback: (value: number) => void): void;
  106643. /**
  106644. * Gets the left trigger value
  106645. */
  106646. /**
  106647. * Sets the left trigger value
  106648. */
  106649. leftTrigger: number;
  106650. /**
  106651. * Gets the right trigger value
  106652. */
  106653. /**
  106654. * Sets the right trigger value
  106655. */
  106656. rightTrigger: number;
  106657. /**
  106658. * Defines the callback to call when a button is pressed
  106659. * @param callback defines the callback to use
  106660. */
  106661. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  106662. /**
  106663. * Defines the callback to call when a button is released
  106664. * @param callback defines the callback to use
  106665. */
  106666. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  106667. /**
  106668. * Defines the callback to call when a pad is pressed
  106669. * @param callback defines the callback to use
  106670. */
  106671. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  106672. /**
  106673. * Defines the callback to call when a pad is released
  106674. * @param callback defines the callback to use
  106675. */
  106676. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  106677. private _setButtonValue;
  106678. private _setDPadValue;
  106679. /**
  106680. * Gets the value of the `A` button
  106681. */
  106682. /**
  106683. * Sets the value of the `A` button
  106684. */
  106685. buttonA: number;
  106686. /**
  106687. * Gets the value of the `B` button
  106688. */
  106689. /**
  106690. * Sets the value of the `B` button
  106691. */
  106692. buttonB: number;
  106693. /**
  106694. * Gets the value of the `X` button
  106695. */
  106696. /**
  106697. * Sets the value of the `X` button
  106698. */
  106699. buttonX: number;
  106700. /**
  106701. * Gets the value of the `Y` button
  106702. */
  106703. /**
  106704. * Sets the value of the `Y` button
  106705. */
  106706. buttonY: number;
  106707. /**
  106708. * Gets the value of the `Start` button
  106709. */
  106710. /**
  106711. * Sets the value of the `Start` button
  106712. */
  106713. buttonStart: number;
  106714. /**
  106715. * Gets the value of the `Back` button
  106716. */
  106717. /**
  106718. * Sets the value of the `Back` button
  106719. */
  106720. buttonBack: number;
  106721. /**
  106722. * Gets the value of the `Left` button
  106723. */
  106724. /**
  106725. * Sets the value of the `Left` button
  106726. */
  106727. buttonLB: number;
  106728. /**
  106729. * Gets the value of the `Right` button
  106730. */
  106731. /**
  106732. * Sets the value of the `Right` button
  106733. */
  106734. buttonRB: number;
  106735. /**
  106736. * Gets the value of the Left joystick
  106737. */
  106738. /**
  106739. * Sets the value of the Left joystick
  106740. */
  106741. buttonLeftStick: number;
  106742. /**
  106743. * Gets the value of the Right joystick
  106744. */
  106745. /**
  106746. * Sets the value of the Right joystick
  106747. */
  106748. buttonRightStick: number;
  106749. /**
  106750. * Gets the value of D-pad up
  106751. */
  106752. /**
  106753. * Sets the value of D-pad up
  106754. */
  106755. dPadUp: number;
  106756. /**
  106757. * Gets the value of D-pad down
  106758. */
  106759. /**
  106760. * Sets the value of D-pad down
  106761. */
  106762. dPadDown: number;
  106763. /**
  106764. * Gets the value of D-pad left
  106765. */
  106766. /**
  106767. * Sets the value of D-pad left
  106768. */
  106769. dPadLeft: number;
  106770. /**
  106771. * Gets the value of D-pad right
  106772. */
  106773. /**
  106774. * Sets the value of D-pad right
  106775. */
  106776. dPadRight: number;
  106777. /**
  106778. * Force the gamepad to synchronize with device values
  106779. */
  106780. update(): void;
  106781. /**
  106782. * Disposes the gamepad
  106783. */
  106784. dispose(): void;
  106785. }
  106786. }
  106787. declare module BABYLON {
  106788. /**
  106789. * Defines supported buttons for DualShock compatible gamepads
  106790. */
  106791. export enum DualShockButton {
  106792. /** Cross */
  106793. Cross = 0,
  106794. /** Circle */
  106795. Circle = 1,
  106796. /** Square */
  106797. Square = 2,
  106798. /** Triangle */
  106799. Triangle = 3,
  106800. /** Options */
  106801. Options = 4,
  106802. /** Share */
  106803. Share = 5,
  106804. /** L1 */
  106805. L1 = 6,
  106806. /** R1 */
  106807. R1 = 7,
  106808. /** Left stick */
  106809. LeftStick = 8,
  106810. /** Right stick */
  106811. RightStick = 9
  106812. }
  106813. /** Defines values for DualShock DPad */
  106814. export enum DualShockDpad {
  106815. /** Up */
  106816. Up = 0,
  106817. /** Down */
  106818. Down = 1,
  106819. /** Left */
  106820. Left = 2,
  106821. /** Right */
  106822. Right = 3
  106823. }
  106824. /**
  106825. * Defines a DualShock gamepad
  106826. */
  106827. export class DualShockPad extends Gamepad {
  106828. private _leftTrigger;
  106829. private _rightTrigger;
  106830. private _onlefttriggerchanged;
  106831. private _onrighttriggerchanged;
  106832. private _onbuttondown;
  106833. private _onbuttonup;
  106834. private _ondpaddown;
  106835. private _ondpadup;
  106836. /** Observable raised when a button is pressed */
  106837. onButtonDownObservable: Observable<DualShockButton>;
  106838. /** Observable raised when a button is released */
  106839. onButtonUpObservable: Observable<DualShockButton>;
  106840. /** Observable raised when a pad is pressed */
  106841. onPadDownObservable: Observable<DualShockDpad>;
  106842. /** Observable raised when a pad is released */
  106843. onPadUpObservable: Observable<DualShockDpad>;
  106844. private _buttonCross;
  106845. private _buttonCircle;
  106846. private _buttonSquare;
  106847. private _buttonTriangle;
  106848. private _buttonShare;
  106849. private _buttonOptions;
  106850. private _buttonL1;
  106851. private _buttonR1;
  106852. private _buttonLeftStick;
  106853. private _buttonRightStick;
  106854. private _dPadUp;
  106855. private _dPadDown;
  106856. private _dPadLeft;
  106857. private _dPadRight;
  106858. /**
  106859. * Creates a new DualShock gamepad object
  106860. * @param id defines the id of this gamepad
  106861. * @param index defines its index
  106862. * @param gamepad defines the internal HTML gamepad object
  106863. */
  106864. constructor(id: string, index: number, gamepad: any);
  106865. /**
  106866. * Defines the callback to call when left trigger is pressed
  106867. * @param callback defines the callback to use
  106868. */
  106869. onlefttriggerchanged(callback: (value: number) => void): void;
  106870. /**
  106871. * Defines the callback to call when right trigger is pressed
  106872. * @param callback defines the callback to use
  106873. */
  106874. onrighttriggerchanged(callback: (value: number) => void): void;
  106875. /**
  106876. * Gets the left trigger value
  106877. */
  106878. /**
  106879. * Sets the left trigger value
  106880. */
  106881. leftTrigger: number;
  106882. /**
  106883. * Gets the right trigger value
  106884. */
  106885. /**
  106886. * Sets the right trigger value
  106887. */
  106888. rightTrigger: number;
  106889. /**
  106890. * Defines the callback to call when a button is pressed
  106891. * @param callback defines the callback to use
  106892. */
  106893. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  106894. /**
  106895. * Defines the callback to call when a button is released
  106896. * @param callback defines the callback to use
  106897. */
  106898. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  106899. /**
  106900. * Defines the callback to call when a pad is pressed
  106901. * @param callback defines the callback to use
  106902. */
  106903. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  106904. /**
  106905. * Defines the callback to call when a pad is released
  106906. * @param callback defines the callback to use
  106907. */
  106908. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  106909. private _setButtonValue;
  106910. private _setDPadValue;
  106911. /**
  106912. * Gets the value of the `Cross` button
  106913. */
  106914. /**
  106915. * Sets the value of the `Cross` button
  106916. */
  106917. buttonCross: number;
  106918. /**
  106919. * Gets the value of the `Circle` button
  106920. */
  106921. /**
  106922. * Sets the value of the `Circle` button
  106923. */
  106924. buttonCircle: number;
  106925. /**
  106926. * Gets the value of the `Square` button
  106927. */
  106928. /**
  106929. * Sets the value of the `Square` button
  106930. */
  106931. buttonSquare: number;
  106932. /**
  106933. * Gets the value of the `Triangle` button
  106934. */
  106935. /**
  106936. * Sets the value of the `Triangle` button
  106937. */
  106938. buttonTriangle: number;
  106939. /**
  106940. * Gets the value of the `Options` button
  106941. */
  106942. /**
  106943. * Sets the value of the `Options` button
  106944. */
  106945. buttonOptions: number;
  106946. /**
  106947. * Gets the value of the `Share` button
  106948. */
  106949. /**
  106950. * Sets the value of the `Share` button
  106951. */
  106952. buttonShare: number;
  106953. /**
  106954. * Gets the value of the `L1` button
  106955. */
  106956. /**
  106957. * Sets the value of the `L1` button
  106958. */
  106959. buttonL1: number;
  106960. /**
  106961. * Gets the value of the `R1` button
  106962. */
  106963. /**
  106964. * Sets the value of the `R1` button
  106965. */
  106966. buttonR1: number;
  106967. /**
  106968. * Gets the value of the Left joystick
  106969. */
  106970. /**
  106971. * Sets the value of the Left joystick
  106972. */
  106973. buttonLeftStick: number;
  106974. /**
  106975. * Gets the value of the Right joystick
  106976. */
  106977. /**
  106978. * Sets the value of the Right joystick
  106979. */
  106980. buttonRightStick: number;
  106981. /**
  106982. * Gets the value of D-pad up
  106983. */
  106984. /**
  106985. * Sets the value of D-pad up
  106986. */
  106987. dPadUp: number;
  106988. /**
  106989. * Gets the value of D-pad down
  106990. */
  106991. /**
  106992. * Sets the value of D-pad down
  106993. */
  106994. dPadDown: number;
  106995. /**
  106996. * Gets the value of D-pad left
  106997. */
  106998. /**
  106999. * Sets the value of D-pad left
  107000. */
  107001. dPadLeft: number;
  107002. /**
  107003. * Gets the value of D-pad right
  107004. */
  107005. /**
  107006. * Sets the value of D-pad right
  107007. */
  107008. dPadRight: number;
  107009. /**
  107010. * Force the gamepad to synchronize with device values
  107011. */
  107012. update(): void;
  107013. /**
  107014. * Disposes the gamepad
  107015. */
  107016. dispose(): void;
  107017. }
  107018. }
  107019. declare module BABYLON {
  107020. /**
  107021. * Manager for handling gamepads
  107022. */
  107023. export class GamepadManager {
  107024. private _scene?;
  107025. private _babylonGamepads;
  107026. private _oneGamepadConnected;
  107027. /** @hidden */
  107028. _isMonitoring: boolean;
  107029. private _gamepadEventSupported;
  107030. private _gamepadSupport;
  107031. /**
  107032. * observable to be triggered when the gamepad controller has been connected
  107033. */
  107034. onGamepadConnectedObservable: Observable<Gamepad>;
  107035. /**
  107036. * observable to be triggered when the gamepad controller has been disconnected
  107037. */
  107038. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107039. private _onGamepadConnectedEvent;
  107040. private _onGamepadDisconnectedEvent;
  107041. /**
  107042. * Initializes the gamepad manager
  107043. * @param _scene BabylonJS scene
  107044. */
  107045. constructor(_scene?: Scene | undefined);
  107046. /**
  107047. * The gamepads in the game pad manager
  107048. */
  107049. readonly gamepads: Gamepad[];
  107050. /**
  107051. * Get the gamepad controllers based on type
  107052. * @param type The type of gamepad controller
  107053. * @returns Nullable gamepad
  107054. */
  107055. getGamepadByType(type?: number): Nullable<Gamepad>;
  107056. /**
  107057. * Disposes the gamepad manager
  107058. */
  107059. dispose(): void;
  107060. private _addNewGamepad;
  107061. private _startMonitoringGamepads;
  107062. private _stopMonitoringGamepads;
  107063. /** @hidden */
  107064. _checkGamepadsStatus(): void;
  107065. private _updateGamepadObjects;
  107066. }
  107067. }
  107068. declare module BABYLON {
  107069. interface Scene {
  107070. /** @hidden */
  107071. _gamepadManager: Nullable<GamepadManager>;
  107072. /**
  107073. * Gets the gamepad manager associated with the scene
  107074. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107075. */
  107076. gamepadManager: GamepadManager;
  107077. }
  107078. /**
  107079. * Interface representing a free camera inputs manager
  107080. */
  107081. interface FreeCameraInputsManager {
  107082. /**
  107083. * Adds gamepad input support to the FreeCameraInputsManager.
  107084. * @returns the FreeCameraInputsManager
  107085. */
  107086. addGamepad(): FreeCameraInputsManager;
  107087. }
  107088. /**
  107089. * Interface representing an arc rotate camera inputs manager
  107090. */
  107091. interface ArcRotateCameraInputsManager {
  107092. /**
  107093. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107094. * @returns the camera inputs manager
  107095. */
  107096. addGamepad(): ArcRotateCameraInputsManager;
  107097. }
  107098. /**
  107099. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107100. */
  107101. export class GamepadSystemSceneComponent implements ISceneComponent {
  107102. /**
  107103. * The component name helpfull to identify the component in the list of scene components.
  107104. */
  107105. readonly name: string;
  107106. /**
  107107. * The scene the component belongs to.
  107108. */
  107109. scene: Scene;
  107110. /**
  107111. * Creates a new instance of the component for the given scene
  107112. * @param scene Defines the scene to register the component in
  107113. */
  107114. constructor(scene: Scene);
  107115. /**
  107116. * Registers the component in a given scene
  107117. */
  107118. register(): void;
  107119. /**
  107120. * Rebuilds the elements related to this component in case of
  107121. * context lost for instance.
  107122. */
  107123. rebuild(): void;
  107124. /**
  107125. * Disposes the component and the associated ressources
  107126. */
  107127. dispose(): void;
  107128. private _beforeCameraUpdate;
  107129. }
  107130. }
  107131. declare module BABYLON {
  107132. /**
  107133. * 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,
  107134. * which still works and will still be found in many Playgrounds.
  107135. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107136. */
  107137. export class UniversalCamera extends TouchCamera {
  107138. /**
  107139. * Defines the gamepad rotation sensiblity.
  107140. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107141. */
  107142. gamepadAngularSensibility: number;
  107143. /**
  107144. * Defines the gamepad move sensiblity.
  107145. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107146. */
  107147. gamepadMoveSensibility: number;
  107148. /**
  107149. * 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,
  107150. * which still works and will still be found in many Playgrounds.
  107151. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107152. * @param name Define the name of the camera in the scene
  107153. * @param position Define the start position of the camera in the scene
  107154. * @param scene Define the scene the camera belongs to
  107155. */
  107156. constructor(name: string, position: Vector3, scene: Scene);
  107157. /**
  107158. * Gets the current object class name.
  107159. * @return the class name
  107160. */
  107161. getClassName(): string;
  107162. }
  107163. }
  107164. declare module BABYLON {
  107165. /**
  107166. * This represents a FPS type of camera. This is only here for back compat purpose.
  107167. * Please use the UniversalCamera instead as both are identical.
  107168. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107169. */
  107170. export class GamepadCamera extends UniversalCamera {
  107171. /**
  107172. * Instantiates a new Gamepad Camera
  107173. * This represents a FPS type of camera. This is only here for back compat purpose.
  107174. * Please use the UniversalCamera instead as both are identical.
  107175. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107176. * @param name Define the name of the camera in the scene
  107177. * @param position Define the start position of the camera in the scene
  107178. * @param scene Define the scene the camera belongs to
  107179. */
  107180. constructor(name: string, position: Vector3, scene: Scene);
  107181. /**
  107182. * Gets the current object class name.
  107183. * @return the class name
  107184. */
  107185. getClassName(): string;
  107186. }
  107187. }
  107188. declare module BABYLON {
  107189. /** @hidden */
  107190. export var passPixelShader: {
  107191. name: string;
  107192. shader: string;
  107193. };
  107194. }
  107195. declare module BABYLON {
  107196. /** @hidden */
  107197. export var passCubePixelShader: {
  107198. name: string;
  107199. shader: string;
  107200. };
  107201. }
  107202. declare module BABYLON {
  107203. /**
  107204. * PassPostProcess which produces an output the same as it's input
  107205. */
  107206. export class PassPostProcess extends PostProcess {
  107207. /**
  107208. * Creates the PassPostProcess
  107209. * @param name The name of the effect.
  107210. * @param options The required width/height ratio to downsize to before computing the render pass.
  107211. * @param camera The camera to apply the render pass to.
  107212. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107213. * @param engine The engine which the post process will be applied. (default: current engine)
  107214. * @param reusable If the post process can be reused on the same frame. (default: false)
  107215. * @param textureType The type of texture to be used when performing the post processing.
  107216. * @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)
  107217. */
  107218. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107219. }
  107220. /**
  107221. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  107222. */
  107223. export class PassCubePostProcess extends PostProcess {
  107224. private _face;
  107225. /**
  107226. * Gets or sets the cube face to display.
  107227. * * 0 is +X
  107228. * * 1 is -X
  107229. * * 2 is +Y
  107230. * * 3 is -Y
  107231. * * 4 is +Z
  107232. * * 5 is -Z
  107233. */
  107234. face: number;
  107235. /**
  107236. * Creates the PassCubePostProcess
  107237. * @param name The name of the effect.
  107238. * @param options The required width/height ratio to downsize to before computing the render pass.
  107239. * @param camera The camera to apply the render pass to.
  107240. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107241. * @param engine The engine which the post process will be applied. (default: current engine)
  107242. * @param reusable If the post process can be reused on the same frame. (default: false)
  107243. * @param textureType The type of texture to be used when performing the post processing.
  107244. * @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)
  107245. */
  107246. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107247. }
  107248. }
  107249. declare module BABYLON {
  107250. /** @hidden */
  107251. export var anaglyphPixelShader: {
  107252. name: string;
  107253. shader: string;
  107254. };
  107255. }
  107256. declare module BABYLON {
  107257. /**
  107258. * Postprocess used to generate anaglyphic rendering
  107259. */
  107260. export class AnaglyphPostProcess extends PostProcess {
  107261. private _passedProcess;
  107262. /**
  107263. * Creates a new AnaglyphPostProcess
  107264. * @param name defines postprocess name
  107265. * @param options defines creation options or target ratio scale
  107266. * @param rigCameras defines cameras using this postprocess
  107267. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  107268. * @param engine defines hosting engine
  107269. * @param reusable defines if the postprocess will be reused multiple times per frame
  107270. */
  107271. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  107272. }
  107273. }
  107274. declare module BABYLON {
  107275. /**
  107276. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  107277. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107278. */
  107279. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  107280. /**
  107281. * Creates a new AnaglyphArcRotateCamera
  107282. * @param name defines camera name
  107283. * @param alpha defines alpha angle (in radians)
  107284. * @param beta defines beta angle (in radians)
  107285. * @param radius defines radius
  107286. * @param target defines camera target
  107287. * @param interaxialDistance defines distance between each color axis
  107288. * @param scene defines the hosting scene
  107289. */
  107290. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  107291. /**
  107292. * Gets camera class name
  107293. * @returns AnaglyphArcRotateCamera
  107294. */
  107295. getClassName(): string;
  107296. }
  107297. }
  107298. declare module BABYLON {
  107299. /**
  107300. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  107301. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107302. */
  107303. export class AnaglyphFreeCamera extends FreeCamera {
  107304. /**
  107305. * Creates a new AnaglyphFreeCamera
  107306. * @param name defines camera name
  107307. * @param position defines initial position
  107308. * @param interaxialDistance defines distance between each color axis
  107309. * @param scene defines the hosting scene
  107310. */
  107311. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107312. /**
  107313. * Gets camera class name
  107314. * @returns AnaglyphFreeCamera
  107315. */
  107316. getClassName(): string;
  107317. }
  107318. }
  107319. declare module BABYLON {
  107320. /**
  107321. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  107322. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107323. */
  107324. export class AnaglyphGamepadCamera extends GamepadCamera {
  107325. /**
  107326. * Creates a new AnaglyphGamepadCamera
  107327. * @param name defines camera name
  107328. * @param position defines initial position
  107329. * @param interaxialDistance defines distance between each color axis
  107330. * @param scene defines the hosting scene
  107331. */
  107332. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107333. /**
  107334. * Gets camera class name
  107335. * @returns AnaglyphGamepadCamera
  107336. */
  107337. getClassName(): string;
  107338. }
  107339. }
  107340. declare module BABYLON {
  107341. /**
  107342. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  107343. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107344. */
  107345. export class AnaglyphUniversalCamera extends UniversalCamera {
  107346. /**
  107347. * Creates a new AnaglyphUniversalCamera
  107348. * @param name defines camera name
  107349. * @param position defines initial position
  107350. * @param interaxialDistance defines distance between each color axis
  107351. * @param scene defines the hosting scene
  107352. */
  107353. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107354. /**
  107355. * Gets camera class name
  107356. * @returns AnaglyphUniversalCamera
  107357. */
  107358. getClassName(): string;
  107359. }
  107360. }
  107361. declare module BABYLON {
  107362. /** @hidden */
  107363. export var stereoscopicInterlacePixelShader: {
  107364. name: string;
  107365. shader: string;
  107366. };
  107367. }
  107368. declare module BABYLON {
  107369. /**
  107370. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107371. */
  107372. export class StereoscopicInterlacePostProcess extends PostProcess {
  107373. private _stepSize;
  107374. private _passedProcess;
  107375. /**
  107376. * Initializes a StereoscopicInterlacePostProcess
  107377. * @param name The name of the effect.
  107378. * @param rigCameras The rig cameras to be appled to the post process
  107379. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107380. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107381. * @param engine The engine which the post process will be applied. (default: current engine)
  107382. * @param reusable If the post process can be reused on the same frame. (default: false)
  107383. */
  107384. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107385. }
  107386. }
  107387. declare module BABYLON {
  107388. /**
  107389. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107390. * @see http://doc.babylonjs.com/features/cameras
  107391. */
  107392. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107393. /**
  107394. * Creates a new StereoscopicArcRotateCamera
  107395. * @param name defines camera name
  107396. * @param alpha defines alpha angle (in radians)
  107397. * @param beta defines beta angle (in radians)
  107398. * @param radius defines radius
  107399. * @param target defines camera target
  107400. * @param interaxialDistance defines distance between each color axis
  107401. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107402. * @param scene defines the hosting scene
  107403. */
  107404. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107405. /**
  107406. * Gets camera class name
  107407. * @returns StereoscopicArcRotateCamera
  107408. */
  107409. getClassName(): string;
  107410. }
  107411. }
  107412. declare module BABYLON {
  107413. /**
  107414. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107415. * @see http://doc.babylonjs.com/features/cameras
  107416. */
  107417. export class StereoscopicFreeCamera extends FreeCamera {
  107418. /**
  107419. * Creates a new StereoscopicFreeCamera
  107420. * @param name defines camera name
  107421. * @param position defines initial position
  107422. * @param interaxialDistance defines distance between each color axis
  107423. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107424. * @param scene defines the hosting scene
  107425. */
  107426. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107427. /**
  107428. * Gets camera class name
  107429. * @returns StereoscopicFreeCamera
  107430. */
  107431. getClassName(): string;
  107432. }
  107433. }
  107434. declare module BABYLON {
  107435. /**
  107436. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107437. * @see http://doc.babylonjs.com/features/cameras
  107438. */
  107439. export class StereoscopicGamepadCamera extends GamepadCamera {
  107440. /**
  107441. * Creates a new StereoscopicGamepadCamera
  107442. * @param name defines camera name
  107443. * @param position defines initial position
  107444. * @param interaxialDistance defines distance between each color axis
  107445. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107446. * @param scene defines the hosting scene
  107447. */
  107448. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107449. /**
  107450. * Gets camera class name
  107451. * @returns StereoscopicGamepadCamera
  107452. */
  107453. getClassName(): string;
  107454. }
  107455. }
  107456. declare module BABYLON {
  107457. /**
  107458. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107459. * @see http://doc.babylonjs.com/features/cameras
  107460. */
  107461. export class StereoscopicUniversalCamera extends UniversalCamera {
  107462. /**
  107463. * Creates a new StereoscopicUniversalCamera
  107464. * @param name defines camera name
  107465. * @param position defines initial position
  107466. * @param interaxialDistance defines distance between each color axis
  107467. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107468. * @param scene defines the hosting scene
  107469. */
  107470. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107471. /**
  107472. * Gets camera class name
  107473. * @returns StereoscopicUniversalCamera
  107474. */
  107475. getClassName(): string;
  107476. }
  107477. }
  107478. declare module BABYLON {
  107479. /**
  107480. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  107481. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107482. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107483. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107484. */
  107485. export class VirtualJoysticksCamera extends FreeCamera {
  107486. /**
  107487. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  107488. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107489. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107490. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107491. * @param name Define the name of the camera in the scene
  107492. * @param position Define the start position of the camera in the scene
  107493. * @param scene Define the scene the camera belongs to
  107494. */
  107495. constructor(name: string, position: Vector3, scene: Scene);
  107496. /**
  107497. * Gets the current object class name.
  107498. * @return the class name
  107499. */
  107500. getClassName(): string;
  107501. }
  107502. }
  107503. declare module BABYLON {
  107504. /**
  107505. * This represents all the required metrics to create a VR camera.
  107506. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  107507. */
  107508. export class VRCameraMetrics {
  107509. /**
  107510. * Define the horizontal resolution off the screen.
  107511. */
  107512. hResolution: number;
  107513. /**
  107514. * Define the vertical resolution off the screen.
  107515. */
  107516. vResolution: number;
  107517. /**
  107518. * Define the horizontal screen size.
  107519. */
  107520. hScreenSize: number;
  107521. /**
  107522. * Define the vertical screen size.
  107523. */
  107524. vScreenSize: number;
  107525. /**
  107526. * Define the vertical screen center position.
  107527. */
  107528. vScreenCenter: number;
  107529. /**
  107530. * Define the distance of the eyes to the screen.
  107531. */
  107532. eyeToScreenDistance: number;
  107533. /**
  107534. * Define the distance between both lenses
  107535. */
  107536. lensSeparationDistance: number;
  107537. /**
  107538. * Define the distance between both viewer's eyes.
  107539. */
  107540. interpupillaryDistance: number;
  107541. /**
  107542. * Define the distortion factor of the VR postprocess.
  107543. * Please, touch with care.
  107544. */
  107545. distortionK: number[];
  107546. /**
  107547. * Define the chromatic aberration correction factors for the VR post process.
  107548. */
  107549. chromaAbCorrection: number[];
  107550. /**
  107551. * Define the scale factor of the post process.
  107552. * The smaller the better but the slower.
  107553. */
  107554. postProcessScaleFactor: number;
  107555. /**
  107556. * Define an offset for the lens center.
  107557. */
  107558. lensCenterOffset: number;
  107559. /**
  107560. * Define if the current vr camera should compensate the distortion of the lense or not.
  107561. */
  107562. compensateDistortion: boolean;
  107563. /**
  107564. * Defines if multiview should be enabled when rendering (Default: false)
  107565. */
  107566. multiviewEnabled: boolean;
  107567. /**
  107568. * Gets the rendering aspect ratio based on the provided resolutions.
  107569. */
  107570. readonly aspectRatio: number;
  107571. /**
  107572. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  107573. */
  107574. readonly aspectRatioFov: number;
  107575. /**
  107576. * @hidden
  107577. */
  107578. readonly leftHMatrix: Matrix;
  107579. /**
  107580. * @hidden
  107581. */
  107582. readonly rightHMatrix: Matrix;
  107583. /**
  107584. * @hidden
  107585. */
  107586. readonly leftPreViewMatrix: Matrix;
  107587. /**
  107588. * @hidden
  107589. */
  107590. readonly rightPreViewMatrix: Matrix;
  107591. /**
  107592. * Get the default VRMetrics based on the most generic setup.
  107593. * @returns the default vr metrics
  107594. */
  107595. static GetDefault(): VRCameraMetrics;
  107596. }
  107597. }
  107598. declare module BABYLON {
  107599. /** @hidden */
  107600. export var vrDistortionCorrectionPixelShader: {
  107601. name: string;
  107602. shader: string;
  107603. };
  107604. }
  107605. declare module BABYLON {
  107606. /**
  107607. * VRDistortionCorrectionPostProcess used for mobile VR
  107608. */
  107609. export class VRDistortionCorrectionPostProcess extends PostProcess {
  107610. private _isRightEye;
  107611. private _distortionFactors;
  107612. private _postProcessScaleFactor;
  107613. private _lensCenterOffset;
  107614. private _scaleIn;
  107615. private _scaleFactor;
  107616. private _lensCenter;
  107617. /**
  107618. * Initializes the VRDistortionCorrectionPostProcess
  107619. * @param name The name of the effect.
  107620. * @param camera The camera to apply the render pass to.
  107621. * @param isRightEye If this is for the right eye distortion
  107622. * @param vrMetrics All the required metrics for the VR camera
  107623. */
  107624. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  107625. }
  107626. }
  107627. declare module BABYLON {
  107628. /**
  107629. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107630. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107631. */
  107632. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  107633. /**
  107634. * Creates a new VRDeviceOrientationArcRotateCamera
  107635. * @param name defines camera name
  107636. * @param alpha defines the camera rotation along the logitudinal axis
  107637. * @param beta defines the camera rotation along the latitudinal axis
  107638. * @param radius defines the camera distance from its target
  107639. * @param target defines the camera target
  107640. * @param scene defines the scene the camera belongs to
  107641. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107642. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107643. */
  107644. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107645. /**
  107646. * Gets camera class name
  107647. * @returns VRDeviceOrientationArcRotateCamera
  107648. */
  107649. getClassName(): string;
  107650. }
  107651. }
  107652. declare module BABYLON {
  107653. /**
  107654. * Camera used to simulate VR rendering (based on FreeCamera)
  107655. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107656. */
  107657. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  107658. /**
  107659. * Creates a new VRDeviceOrientationFreeCamera
  107660. * @param name defines camera name
  107661. * @param position defines the start position of the camera
  107662. * @param scene defines the scene the camera belongs to
  107663. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107664. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107665. */
  107666. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107667. /**
  107668. * Gets camera class name
  107669. * @returns VRDeviceOrientationFreeCamera
  107670. */
  107671. getClassName(): string;
  107672. }
  107673. }
  107674. declare module BABYLON {
  107675. /**
  107676. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107677. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107678. */
  107679. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  107680. /**
  107681. * Creates a new VRDeviceOrientationGamepadCamera
  107682. * @param name defines camera name
  107683. * @param position defines the start position of the camera
  107684. * @param scene defines the scene the camera belongs to
  107685. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107686. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107687. */
  107688. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107689. /**
  107690. * Gets camera class name
  107691. * @returns VRDeviceOrientationGamepadCamera
  107692. */
  107693. getClassName(): string;
  107694. }
  107695. }
  107696. declare module BABYLON {
  107697. /**
  107698. * Base class of materials working in push mode in babylon JS
  107699. * @hidden
  107700. */
  107701. export class PushMaterial extends Material {
  107702. protected _activeEffect: Effect;
  107703. protected _normalMatrix: Matrix;
  107704. /**
  107705. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  107706. * This means that the material can keep using a previous shader while a new one is being compiled.
  107707. * This is mostly used when shader parallel compilation is supported (true by default)
  107708. */
  107709. allowShaderHotSwapping: boolean;
  107710. constructor(name: string, scene: Scene);
  107711. getEffect(): Effect;
  107712. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  107713. /**
  107714. * Binds the given world matrix to the active effect
  107715. *
  107716. * @param world the matrix to bind
  107717. */
  107718. bindOnlyWorldMatrix(world: Matrix): void;
  107719. /**
  107720. * Binds the given normal matrix to the active effect
  107721. *
  107722. * @param normalMatrix the matrix to bind
  107723. */
  107724. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  107725. bind(world: Matrix, mesh?: Mesh): void;
  107726. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  107727. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  107728. }
  107729. }
  107730. declare module BABYLON {
  107731. /**
  107732. * This groups all the flags used to control the materials channel.
  107733. */
  107734. export class MaterialFlags {
  107735. private static _DiffuseTextureEnabled;
  107736. /**
  107737. * Are diffuse textures enabled in the application.
  107738. */
  107739. static DiffuseTextureEnabled: boolean;
  107740. private static _AmbientTextureEnabled;
  107741. /**
  107742. * Are ambient textures enabled in the application.
  107743. */
  107744. static AmbientTextureEnabled: boolean;
  107745. private static _OpacityTextureEnabled;
  107746. /**
  107747. * Are opacity textures enabled in the application.
  107748. */
  107749. static OpacityTextureEnabled: boolean;
  107750. private static _ReflectionTextureEnabled;
  107751. /**
  107752. * Are reflection textures enabled in the application.
  107753. */
  107754. static ReflectionTextureEnabled: boolean;
  107755. private static _EmissiveTextureEnabled;
  107756. /**
  107757. * Are emissive textures enabled in the application.
  107758. */
  107759. static EmissiveTextureEnabled: boolean;
  107760. private static _SpecularTextureEnabled;
  107761. /**
  107762. * Are specular textures enabled in the application.
  107763. */
  107764. static SpecularTextureEnabled: boolean;
  107765. private static _BumpTextureEnabled;
  107766. /**
  107767. * Are bump textures enabled in the application.
  107768. */
  107769. static BumpTextureEnabled: boolean;
  107770. private static _LightmapTextureEnabled;
  107771. /**
  107772. * Are lightmap textures enabled in the application.
  107773. */
  107774. static LightmapTextureEnabled: boolean;
  107775. private static _RefractionTextureEnabled;
  107776. /**
  107777. * Are refraction textures enabled in the application.
  107778. */
  107779. static RefractionTextureEnabled: boolean;
  107780. private static _ColorGradingTextureEnabled;
  107781. /**
  107782. * Are color grading textures enabled in the application.
  107783. */
  107784. static ColorGradingTextureEnabled: boolean;
  107785. private static _FresnelEnabled;
  107786. /**
  107787. * Are fresnels enabled in the application.
  107788. */
  107789. static FresnelEnabled: boolean;
  107790. private static _ClearCoatTextureEnabled;
  107791. /**
  107792. * Are clear coat textures enabled in the application.
  107793. */
  107794. static ClearCoatTextureEnabled: boolean;
  107795. private static _ClearCoatBumpTextureEnabled;
  107796. /**
  107797. * Are clear coat bump textures enabled in the application.
  107798. */
  107799. static ClearCoatBumpTextureEnabled: boolean;
  107800. private static _ClearCoatTintTextureEnabled;
  107801. /**
  107802. * Are clear coat tint textures enabled in the application.
  107803. */
  107804. static ClearCoatTintTextureEnabled: boolean;
  107805. private static _SheenTextureEnabled;
  107806. /**
  107807. * Are sheen textures enabled in the application.
  107808. */
  107809. static SheenTextureEnabled: boolean;
  107810. private static _AnisotropicTextureEnabled;
  107811. /**
  107812. * Are anisotropic textures enabled in the application.
  107813. */
  107814. static AnisotropicTextureEnabled: boolean;
  107815. private static _ThicknessTextureEnabled;
  107816. /**
  107817. * Are thickness textures enabled in the application.
  107818. */
  107819. static ThicknessTextureEnabled: boolean;
  107820. }
  107821. }
  107822. declare module BABYLON {
  107823. /** @hidden */
  107824. export var defaultFragmentDeclaration: {
  107825. name: string;
  107826. shader: string;
  107827. };
  107828. }
  107829. declare module BABYLON {
  107830. /** @hidden */
  107831. export var defaultUboDeclaration: {
  107832. name: string;
  107833. shader: string;
  107834. };
  107835. }
  107836. declare module BABYLON {
  107837. /** @hidden */
  107838. export var lightFragmentDeclaration: {
  107839. name: string;
  107840. shader: string;
  107841. };
  107842. }
  107843. declare module BABYLON {
  107844. /** @hidden */
  107845. export var lightUboDeclaration: {
  107846. name: string;
  107847. shader: string;
  107848. };
  107849. }
  107850. declare module BABYLON {
  107851. /** @hidden */
  107852. export var lightsFragmentFunctions: {
  107853. name: string;
  107854. shader: string;
  107855. };
  107856. }
  107857. declare module BABYLON {
  107858. /** @hidden */
  107859. export var shadowsFragmentFunctions: {
  107860. name: string;
  107861. shader: string;
  107862. };
  107863. }
  107864. declare module BABYLON {
  107865. /** @hidden */
  107866. export var fresnelFunction: {
  107867. name: string;
  107868. shader: string;
  107869. };
  107870. }
  107871. declare module BABYLON {
  107872. /** @hidden */
  107873. export var reflectionFunction: {
  107874. name: string;
  107875. shader: string;
  107876. };
  107877. }
  107878. declare module BABYLON {
  107879. /** @hidden */
  107880. export var bumpFragmentFunctions: {
  107881. name: string;
  107882. shader: string;
  107883. };
  107884. }
  107885. declare module BABYLON {
  107886. /** @hidden */
  107887. export var logDepthDeclaration: {
  107888. name: string;
  107889. shader: string;
  107890. };
  107891. }
  107892. declare module BABYLON {
  107893. /** @hidden */
  107894. export var bumpFragment: {
  107895. name: string;
  107896. shader: string;
  107897. };
  107898. }
  107899. declare module BABYLON {
  107900. /** @hidden */
  107901. export var depthPrePass: {
  107902. name: string;
  107903. shader: string;
  107904. };
  107905. }
  107906. declare module BABYLON {
  107907. /** @hidden */
  107908. export var lightFragment: {
  107909. name: string;
  107910. shader: string;
  107911. };
  107912. }
  107913. declare module BABYLON {
  107914. /** @hidden */
  107915. export var logDepthFragment: {
  107916. name: string;
  107917. shader: string;
  107918. };
  107919. }
  107920. declare module BABYLON {
  107921. /** @hidden */
  107922. export var defaultPixelShader: {
  107923. name: string;
  107924. shader: string;
  107925. };
  107926. }
  107927. declare module BABYLON {
  107928. /** @hidden */
  107929. export var defaultVertexDeclaration: {
  107930. name: string;
  107931. shader: string;
  107932. };
  107933. }
  107934. declare module BABYLON {
  107935. /** @hidden */
  107936. export var bumpVertexDeclaration: {
  107937. name: string;
  107938. shader: string;
  107939. };
  107940. }
  107941. declare module BABYLON {
  107942. /** @hidden */
  107943. export var bumpVertex: {
  107944. name: string;
  107945. shader: string;
  107946. };
  107947. }
  107948. declare module BABYLON {
  107949. /** @hidden */
  107950. export var fogVertex: {
  107951. name: string;
  107952. shader: string;
  107953. };
  107954. }
  107955. declare module BABYLON {
  107956. /** @hidden */
  107957. export var shadowsVertex: {
  107958. name: string;
  107959. shader: string;
  107960. };
  107961. }
  107962. declare module BABYLON {
  107963. /** @hidden */
  107964. export var pointCloudVertex: {
  107965. name: string;
  107966. shader: string;
  107967. };
  107968. }
  107969. declare module BABYLON {
  107970. /** @hidden */
  107971. export var logDepthVertex: {
  107972. name: string;
  107973. shader: string;
  107974. };
  107975. }
  107976. declare module BABYLON {
  107977. /** @hidden */
  107978. export var defaultVertexShader: {
  107979. name: string;
  107980. shader: string;
  107981. };
  107982. }
  107983. declare module BABYLON {
  107984. /** @hidden */
  107985. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  107986. MAINUV1: boolean;
  107987. MAINUV2: boolean;
  107988. DIFFUSE: boolean;
  107989. DIFFUSEDIRECTUV: number;
  107990. AMBIENT: boolean;
  107991. AMBIENTDIRECTUV: number;
  107992. OPACITY: boolean;
  107993. OPACITYDIRECTUV: number;
  107994. OPACITYRGB: boolean;
  107995. REFLECTION: boolean;
  107996. EMISSIVE: boolean;
  107997. EMISSIVEDIRECTUV: number;
  107998. SPECULAR: boolean;
  107999. SPECULARDIRECTUV: number;
  108000. BUMP: boolean;
  108001. BUMPDIRECTUV: number;
  108002. PARALLAX: boolean;
  108003. PARALLAXOCCLUSION: boolean;
  108004. SPECULAROVERALPHA: boolean;
  108005. CLIPPLANE: boolean;
  108006. CLIPPLANE2: boolean;
  108007. CLIPPLANE3: boolean;
  108008. CLIPPLANE4: boolean;
  108009. ALPHATEST: boolean;
  108010. DEPTHPREPASS: boolean;
  108011. ALPHAFROMDIFFUSE: boolean;
  108012. POINTSIZE: boolean;
  108013. FOG: boolean;
  108014. SPECULARTERM: boolean;
  108015. DIFFUSEFRESNEL: boolean;
  108016. OPACITYFRESNEL: boolean;
  108017. REFLECTIONFRESNEL: boolean;
  108018. REFRACTIONFRESNEL: boolean;
  108019. EMISSIVEFRESNEL: boolean;
  108020. FRESNEL: boolean;
  108021. NORMAL: boolean;
  108022. UV1: boolean;
  108023. UV2: boolean;
  108024. VERTEXCOLOR: boolean;
  108025. VERTEXALPHA: boolean;
  108026. NUM_BONE_INFLUENCERS: number;
  108027. BonesPerMesh: number;
  108028. BONETEXTURE: boolean;
  108029. INSTANCES: boolean;
  108030. GLOSSINESS: boolean;
  108031. ROUGHNESS: boolean;
  108032. EMISSIVEASILLUMINATION: boolean;
  108033. LINKEMISSIVEWITHDIFFUSE: boolean;
  108034. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108035. LIGHTMAP: boolean;
  108036. LIGHTMAPDIRECTUV: number;
  108037. OBJECTSPACE_NORMALMAP: boolean;
  108038. USELIGHTMAPASSHADOWMAP: boolean;
  108039. REFLECTIONMAP_3D: boolean;
  108040. REFLECTIONMAP_SPHERICAL: boolean;
  108041. REFLECTIONMAP_PLANAR: boolean;
  108042. REFLECTIONMAP_CUBIC: boolean;
  108043. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108044. REFLECTIONMAP_PROJECTION: boolean;
  108045. REFLECTIONMAP_SKYBOX: boolean;
  108046. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108047. REFLECTIONMAP_EXPLICIT: boolean;
  108048. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108049. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108050. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108051. INVERTCUBICMAP: boolean;
  108052. LOGARITHMICDEPTH: boolean;
  108053. REFRACTION: boolean;
  108054. REFRACTIONMAP_3D: boolean;
  108055. REFLECTIONOVERALPHA: boolean;
  108056. TWOSIDEDLIGHTING: boolean;
  108057. SHADOWFLOAT: boolean;
  108058. MORPHTARGETS: boolean;
  108059. MORPHTARGETS_NORMAL: boolean;
  108060. MORPHTARGETS_TANGENT: boolean;
  108061. MORPHTARGETS_UV: boolean;
  108062. NUM_MORPH_INFLUENCERS: number;
  108063. NONUNIFORMSCALING: boolean;
  108064. PREMULTIPLYALPHA: boolean;
  108065. IMAGEPROCESSING: boolean;
  108066. VIGNETTE: boolean;
  108067. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108068. VIGNETTEBLENDMODEOPAQUE: boolean;
  108069. TONEMAPPING: boolean;
  108070. TONEMAPPING_ACES: boolean;
  108071. CONTRAST: boolean;
  108072. COLORCURVES: boolean;
  108073. COLORGRADING: boolean;
  108074. COLORGRADING3D: boolean;
  108075. SAMPLER3DGREENDEPTH: boolean;
  108076. SAMPLER3DBGRMAP: boolean;
  108077. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108078. MULTIVIEW: boolean;
  108079. /**
  108080. * If the reflection texture on this material is in linear color space
  108081. * @hidden
  108082. */
  108083. IS_REFLECTION_LINEAR: boolean;
  108084. /**
  108085. * If the refraction texture on this material is in linear color space
  108086. * @hidden
  108087. */
  108088. IS_REFRACTION_LINEAR: boolean;
  108089. EXPOSURE: boolean;
  108090. constructor();
  108091. setReflectionMode(modeToEnable: string): void;
  108092. }
  108093. /**
  108094. * This is the default material used in Babylon. It is the best trade off between quality
  108095. * and performances.
  108096. * @see http://doc.babylonjs.com/babylon101/materials
  108097. */
  108098. export class StandardMaterial extends PushMaterial {
  108099. private _diffuseTexture;
  108100. /**
  108101. * The basic texture of the material as viewed under a light.
  108102. */
  108103. diffuseTexture: Nullable<BaseTexture>;
  108104. private _ambientTexture;
  108105. /**
  108106. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108107. */
  108108. ambientTexture: Nullable<BaseTexture>;
  108109. private _opacityTexture;
  108110. /**
  108111. * Define the transparency of the material from a texture.
  108112. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108113. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108114. */
  108115. opacityTexture: Nullable<BaseTexture>;
  108116. private _reflectionTexture;
  108117. /**
  108118. * Define the texture used to display the reflection.
  108119. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108120. */
  108121. reflectionTexture: Nullable<BaseTexture>;
  108122. private _emissiveTexture;
  108123. /**
  108124. * Define texture of the material as if self lit.
  108125. * This will be mixed in the final result even in the absence of light.
  108126. */
  108127. emissiveTexture: Nullable<BaseTexture>;
  108128. private _specularTexture;
  108129. /**
  108130. * Define how the color and intensity of the highlight given by the light in the material.
  108131. */
  108132. specularTexture: Nullable<BaseTexture>;
  108133. private _bumpTexture;
  108134. /**
  108135. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108136. * 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.
  108137. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108138. */
  108139. bumpTexture: Nullable<BaseTexture>;
  108140. private _lightmapTexture;
  108141. /**
  108142. * Complex lighting can be computationally expensive to compute at runtime.
  108143. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  108144. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  108145. */
  108146. lightmapTexture: Nullable<BaseTexture>;
  108147. private _refractionTexture;
  108148. /**
  108149. * Define the texture used to display the refraction.
  108150. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108151. */
  108152. refractionTexture: Nullable<BaseTexture>;
  108153. /**
  108154. * The color of the material lit by the environmental background lighting.
  108155. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  108156. */
  108157. ambientColor: Color3;
  108158. /**
  108159. * The basic color of the material as viewed under a light.
  108160. */
  108161. diffuseColor: Color3;
  108162. /**
  108163. * Define how the color and intensity of the highlight given by the light in the material.
  108164. */
  108165. specularColor: Color3;
  108166. /**
  108167. * Define the color of the material as if self lit.
  108168. * This will be mixed in the final result even in the absence of light.
  108169. */
  108170. emissiveColor: Color3;
  108171. /**
  108172. * Defines how sharp are the highlights in the material.
  108173. * The bigger the value the sharper giving a more glossy feeling to the result.
  108174. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  108175. */
  108176. specularPower: number;
  108177. private _useAlphaFromDiffuseTexture;
  108178. /**
  108179. * Does the transparency come from the diffuse texture alpha channel.
  108180. */
  108181. useAlphaFromDiffuseTexture: boolean;
  108182. private _useEmissiveAsIllumination;
  108183. /**
  108184. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  108185. */
  108186. useEmissiveAsIllumination: boolean;
  108187. private _linkEmissiveWithDiffuse;
  108188. /**
  108189. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  108190. * the emissive level when the final color is close to one.
  108191. */
  108192. linkEmissiveWithDiffuse: boolean;
  108193. private _useSpecularOverAlpha;
  108194. /**
  108195. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  108196. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  108197. */
  108198. useSpecularOverAlpha: boolean;
  108199. private _useReflectionOverAlpha;
  108200. /**
  108201. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  108202. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  108203. */
  108204. useReflectionOverAlpha: boolean;
  108205. private _disableLighting;
  108206. /**
  108207. * Does lights from the scene impacts this material.
  108208. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  108209. */
  108210. disableLighting: boolean;
  108211. private _useObjectSpaceNormalMap;
  108212. /**
  108213. * Allows using an object space normal map (instead of tangent space).
  108214. */
  108215. useObjectSpaceNormalMap: boolean;
  108216. private _useParallax;
  108217. /**
  108218. * Is parallax enabled or not.
  108219. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108220. */
  108221. useParallax: boolean;
  108222. private _useParallaxOcclusion;
  108223. /**
  108224. * Is parallax occlusion enabled or not.
  108225. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  108226. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108227. */
  108228. useParallaxOcclusion: boolean;
  108229. /**
  108230. * 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.
  108231. */
  108232. parallaxScaleBias: number;
  108233. private _roughness;
  108234. /**
  108235. * Helps to define how blurry the reflections should appears in the material.
  108236. */
  108237. roughness: number;
  108238. /**
  108239. * In case of refraction, define the value of the index of refraction.
  108240. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108241. */
  108242. indexOfRefraction: number;
  108243. /**
  108244. * Invert the refraction texture alongside the y axis.
  108245. * It can be useful with procedural textures or probe for instance.
  108246. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108247. */
  108248. invertRefractionY: boolean;
  108249. /**
  108250. * Defines the alpha limits in alpha test mode.
  108251. */
  108252. alphaCutOff: number;
  108253. private _useLightmapAsShadowmap;
  108254. /**
  108255. * In case of light mapping, define whether the map contains light or shadow informations.
  108256. */
  108257. useLightmapAsShadowmap: boolean;
  108258. private _diffuseFresnelParameters;
  108259. /**
  108260. * Define the diffuse fresnel parameters of the material.
  108261. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108262. */
  108263. diffuseFresnelParameters: FresnelParameters;
  108264. private _opacityFresnelParameters;
  108265. /**
  108266. * Define the opacity fresnel parameters of the material.
  108267. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108268. */
  108269. opacityFresnelParameters: FresnelParameters;
  108270. private _reflectionFresnelParameters;
  108271. /**
  108272. * Define the reflection fresnel parameters of the material.
  108273. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108274. */
  108275. reflectionFresnelParameters: FresnelParameters;
  108276. private _refractionFresnelParameters;
  108277. /**
  108278. * Define the refraction fresnel parameters of the material.
  108279. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108280. */
  108281. refractionFresnelParameters: FresnelParameters;
  108282. private _emissiveFresnelParameters;
  108283. /**
  108284. * Define the emissive fresnel parameters of the material.
  108285. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108286. */
  108287. emissiveFresnelParameters: FresnelParameters;
  108288. private _useReflectionFresnelFromSpecular;
  108289. /**
  108290. * If true automatically deducts the fresnels values from the material specularity.
  108291. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108292. */
  108293. useReflectionFresnelFromSpecular: boolean;
  108294. private _useGlossinessFromSpecularMapAlpha;
  108295. /**
  108296. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  108297. */
  108298. useGlossinessFromSpecularMapAlpha: boolean;
  108299. private _maxSimultaneousLights;
  108300. /**
  108301. * Defines the maximum number of lights that can be used in the material
  108302. */
  108303. maxSimultaneousLights: number;
  108304. private _invertNormalMapX;
  108305. /**
  108306. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  108307. */
  108308. invertNormalMapX: boolean;
  108309. private _invertNormalMapY;
  108310. /**
  108311. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  108312. */
  108313. invertNormalMapY: boolean;
  108314. private _twoSidedLighting;
  108315. /**
  108316. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  108317. */
  108318. twoSidedLighting: boolean;
  108319. /**
  108320. * Default configuration related to image processing available in the standard Material.
  108321. */
  108322. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108323. /**
  108324. * Gets the image processing configuration used either in this material.
  108325. */
  108326. /**
  108327. * Sets the Default image processing configuration used either in the this material.
  108328. *
  108329. * If sets to null, the scene one is in use.
  108330. */
  108331. imageProcessingConfiguration: ImageProcessingConfiguration;
  108332. /**
  108333. * Keep track of the image processing observer to allow dispose and replace.
  108334. */
  108335. private _imageProcessingObserver;
  108336. /**
  108337. * Attaches a new image processing configuration to the Standard Material.
  108338. * @param configuration
  108339. */
  108340. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108341. /**
  108342. * Gets wether the color curves effect is enabled.
  108343. */
  108344. /**
  108345. * Sets wether the color curves effect is enabled.
  108346. */
  108347. cameraColorCurvesEnabled: boolean;
  108348. /**
  108349. * Gets wether the color grading effect is enabled.
  108350. */
  108351. /**
  108352. * Gets wether the color grading effect is enabled.
  108353. */
  108354. cameraColorGradingEnabled: boolean;
  108355. /**
  108356. * Gets wether tonemapping is enabled or not.
  108357. */
  108358. /**
  108359. * Sets wether tonemapping is enabled or not
  108360. */
  108361. cameraToneMappingEnabled: boolean;
  108362. /**
  108363. * The camera exposure used on this material.
  108364. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108365. * This corresponds to a photographic exposure.
  108366. */
  108367. /**
  108368. * The camera exposure used on this material.
  108369. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108370. * This corresponds to a photographic exposure.
  108371. */
  108372. cameraExposure: number;
  108373. /**
  108374. * Gets The camera contrast used on this material.
  108375. */
  108376. /**
  108377. * Sets The camera contrast used on this material.
  108378. */
  108379. cameraContrast: number;
  108380. /**
  108381. * Gets the Color Grading 2D Lookup Texture.
  108382. */
  108383. /**
  108384. * Sets the Color Grading 2D Lookup Texture.
  108385. */
  108386. cameraColorGradingTexture: Nullable<BaseTexture>;
  108387. /**
  108388. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108389. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108390. * 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;
  108391. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108392. */
  108393. /**
  108394. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108395. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108396. * 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;
  108397. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108398. */
  108399. cameraColorCurves: Nullable<ColorCurves>;
  108400. /**
  108401. * Custom callback helping to override the default shader used in the material.
  108402. */
  108403. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108404. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108405. protected _worldViewProjectionMatrix: Matrix;
  108406. protected _globalAmbientColor: Color3;
  108407. protected _useLogarithmicDepth: boolean;
  108408. protected _rebuildInParallel: boolean;
  108409. /**
  108410. * Instantiates a new standard material.
  108411. * This is the default material used in Babylon. It is the best trade off between quality
  108412. * and performances.
  108413. * @see http://doc.babylonjs.com/babylon101/materials
  108414. * @param name Define the name of the material in the scene
  108415. * @param scene Define the scene the material belong to
  108416. */
  108417. constructor(name: string, scene: Scene);
  108418. /**
  108419. * Gets a boolean indicating that current material needs to register RTT
  108420. */
  108421. readonly hasRenderTargetTextures: boolean;
  108422. /**
  108423. * Gets the current class name of the material e.g. "StandardMaterial"
  108424. * Mainly use in serialization.
  108425. * @returns the class name
  108426. */
  108427. getClassName(): string;
  108428. /**
  108429. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108430. * You can try switching to logarithmic depth.
  108431. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108432. */
  108433. useLogarithmicDepth: boolean;
  108434. /**
  108435. * Specifies if the material will require alpha blending
  108436. * @returns a boolean specifying if alpha blending is needed
  108437. */
  108438. needAlphaBlending(): boolean;
  108439. /**
  108440. * Specifies if this material should be rendered in alpha test mode
  108441. * @returns a boolean specifying if an alpha test is needed.
  108442. */
  108443. needAlphaTesting(): boolean;
  108444. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108445. /**
  108446. * Get the texture used for alpha test purpose.
  108447. * @returns the diffuse texture in case of the standard material.
  108448. */
  108449. getAlphaTestTexture(): Nullable<BaseTexture>;
  108450. /**
  108451. * Get if the submesh is ready to be used and all its information available.
  108452. * Child classes can use it to update shaders
  108453. * @param mesh defines the mesh to check
  108454. * @param subMesh defines which submesh to check
  108455. * @param useInstances specifies that instances should be used
  108456. * @returns a boolean indicating that the submesh is ready or not
  108457. */
  108458. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108459. /**
  108460. * Builds the material UBO layouts.
  108461. * Used internally during the effect preparation.
  108462. */
  108463. buildUniformLayout(): void;
  108464. /**
  108465. * Unbinds the material from the mesh
  108466. */
  108467. unbind(): void;
  108468. /**
  108469. * Binds the submesh to this material by preparing the effect and shader to draw
  108470. * @param world defines the world transformation matrix
  108471. * @param mesh defines the mesh containing the submesh
  108472. * @param subMesh defines the submesh to bind the material to
  108473. */
  108474. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108475. /**
  108476. * Get the list of animatables in the material.
  108477. * @returns the list of animatables object used in the material
  108478. */
  108479. getAnimatables(): IAnimatable[];
  108480. /**
  108481. * Gets the active textures from the material
  108482. * @returns an array of textures
  108483. */
  108484. getActiveTextures(): BaseTexture[];
  108485. /**
  108486. * Specifies if the material uses a texture
  108487. * @param texture defines the texture to check against the material
  108488. * @returns a boolean specifying if the material uses the texture
  108489. */
  108490. hasTexture(texture: BaseTexture): boolean;
  108491. /**
  108492. * Disposes the material
  108493. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  108494. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  108495. */
  108496. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108497. /**
  108498. * Makes a duplicate of the material, and gives it a new name
  108499. * @param name defines the new name for the duplicated material
  108500. * @returns the cloned material
  108501. */
  108502. clone(name: string): StandardMaterial;
  108503. /**
  108504. * Serializes this material in a JSON representation
  108505. * @returns the serialized material object
  108506. */
  108507. serialize(): any;
  108508. /**
  108509. * Creates a standard material from parsed material data
  108510. * @param source defines the JSON representation of the material
  108511. * @param scene defines the hosting scene
  108512. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  108513. * @returns a new standard material
  108514. */
  108515. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  108516. /**
  108517. * Are diffuse textures enabled in the application.
  108518. */
  108519. static DiffuseTextureEnabled: boolean;
  108520. /**
  108521. * Are ambient textures enabled in the application.
  108522. */
  108523. static AmbientTextureEnabled: boolean;
  108524. /**
  108525. * Are opacity textures enabled in the application.
  108526. */
  108527. static OpacityTextureEnabled: boolean;
  108528. /**
  108529. * Are reflection textures enabled in the application.
  108530. */
  108531. static ReflectionTextureEnabled: boolean;
  108532. /**
  108533. * Are emissive textures enabled in the application.
  108534. */
  108535. static EmissiveTextureEnabled: boolean;
  108536. /**
  108537. * Are specular textures enabled in the application.
  108538. */
  108539. static SpecularTextureEnabled: boolean;
  108540. /**
  108541. * Are bump textures enabled in the application.
  108542. */
  108543. static BumpTextureEnabled: boolean;
  108544. /**
  108545. * Are lightmap textures enabled in the application.
  108546. */
  108547. static LightmapTextureEnabled: boolean;
  108548. /**
  108549. * Are refraction textures enabled in the application.
  108550. */
  108551. static RefractionTextureEnabled: boolean;
  108552. /**
  108553. * Are color grading textures enabled in the application.
  108554. */
  108555. static ColorGradingTextureEnabled: boolean;
  108556. /**
  108557. * Are fresnels enabled in the application.
  108558. */
  108559. static FresnelEnabled: boolean;
  108560. }
  108561. }
  108562. declare module BABYLON {
  108563. /** @hidden */
  108564. export var imageProcessingPixelShader: {
  108565. name: string;
  108566. shader: string;
  108567. };
  108568. }
  108569. declare module BABYLON {
  108570. /**
  108571. * ImageProcessingPostProcess
  108572. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  108573. */
  108574. export class ImageProcessingPostProcess extends PostProcess {
  108575. /**
  108576. * Default configuration related to image processing available in the PBR Material.
  108577. */
  108578. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108579. /**
  108580. * Gets the image processing configuration used either in this material.
  108581. */
  108582. /**
  108583. * Sets the Default image processing configuration used either in the this material.
  108584. *
  108585. * If sets to null, the scene one is in use.
  108586. */
  108587. imageProcessingConfiguration: ImageProcessingConfiguration;
  108588. /**
  108589. * Keep track of the image processing observer to allow dispose and replace.
  108590. */
  108591. private _imageProcessingObserver;
  108592. /**
  108593. * Attaches a new image processing configuration to the PBR Material.
  108594. * @param configuration
  108595. */
  108596. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  108597. /**
  108598. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108599. */
  108600. /**
  108601. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108602. */
  108603. colorCurves: Nullable<ColorCurves>;
  108604. /**
  108605. * Gets wether the color curves effect is enabled.
  108606. */
  108607. /**
  108608. * Sets wether the color curves effect is enabled.
  108609. */
  108610. colorCurvesEnabled: boolean;
  108611. /**
  108612. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108613. */
  108614. /**
  108615. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108616. */
  108617. colorGradingTexture: Nullable<BaseTexture>;
  108618. /**
  108619. * Gets wether the color grading effect is enabled.
  108620. */
  108621. /**
  108622. * Gets wether the color grading effect is enabled.
  108623. */
  108624. colorGradingEnabled: boolean;
  108625. /**
  108626. * Gets exposure used in the effect.
  108627. */
  108628. /**
  108629. * Sets exposure used in the effect.
  108630. */
  108631. exposure: number;
  108632. /**
  108633. * Gets wether tonemapping is enabled or not.
  108634. */
  108635. /**
  108636. * Sets wether tonemapping is enabled or not
  108637. */
  108638. toneMappingEnabled: boolean;
  108639. /**
  108640. * Gets the type of tone mapping effect.
  108641. */
  108642. /**
  108643. * Sets the type of tone mapping effect.
  108644. */
  108645. toneMappingType: number;
  108646. /**
  108647. * Gets contrast used in the effect.
  108648. */
  108649. /**
  108650. * Sets contrast used in the effect.
  108651. */
  108652. contrast: number;
  108653. /**
  108654. * Gets Vignette stretch size.
  108655. */
  108656. /**
  108657. * Sets Vignette stretch size.
  108658. */
  108659. vignetteStretch: number;
  108660. /**
  108661. * Gets Vignette centre X Offset.
  108662. */
  108663. /**
  108664. * Sets Vignette centre X Offset.
  108665. */
  108666. vignetteCentreX: number;
  108667. /**
  108668. * Gets Vignette centre Y Offset.
  108669. */
  108670. /**
  108671. * Sets Vignette centre Y Offset.
  108672. */
  108673. vignetteCentreY: number;
  108674. /**
  108675. * Gets Vignette weight or intensity of the vignette effect.
  108676. */
  108677. /**
  108678. * Sets Vignette weight or intensity of the vignette effect.
  108679. */
  108680. vignetteWeight: number;
  108681. /**
  108682. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108683. * if vignetteEnabled is set to true.
  108684. */
  108685. /**
  108686. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108687. * if vignetteEnabled is set to true.
  108688. */
  108689. vignetteColor: Color4;
  108690. /**
  108691. * Gets Camera field of view used by the Vignette effect.
  108692. */
  108693. /**
  108694. * Sets Camera field of view used by the Vignette effect.
  108695. */
  108696. vignetteCameraFov: number;
  108697. /**
  108698. * Gets the vignette blend mode allowing different kind of effect.
  108699. */
  108700. /**
  108701. * Sets the vignette blend mode allowing different kind of effect.
  108702. */
  108703. vignetteBlendMode: number;
  108704. /**
  108705. * Gets wether the vignette effect is enabled.
  108706. */
  108707. /**
  108708. * Sets wether the vignette effect is enabled.
  108709. */
  108710. vignetteEnabled: boolean;
  108711. private _fromLinearSpace;
  108712. /**
  108713. * Gets wether the input of the processing is in Gamma or Linear Space.
  108714. */
  108715. /**
  108716. * Sets wether the input of the processing is in Gamma or Linear Space.
  108717. */
  108718. fromLinearSpace: boolean;
  108719. /**
  108720. * Defines cache preventing GC.
  108721. */
  108722. private _defines;
  108723. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  108724. /**
  108725. * "ImageProcessingPostProcess"
  108726. * @returns "ImageProcessingPostProcess"
  108727. */
  108728. getClassName(): string;
  108729. protected _updateParameters(): void;
  108730. dispose(camera?: Camera): void;
  108731. }
  108732. }
  108733. declare module BABYLON {
  108734. /**
  108735. * Class containing static functions to help procedurally build meshes
  108736. */
  108737. export class GroundBuilder {
  108738. /**
  108739. * Creates a ground mesh
  108740. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  108741. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  108742. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108743. * @param name defines the name of the mesh
  108744. * @param options defines the options used to create the mesh
  108745. * @param scene defines the hosting scene
  108746. * @returns the ground mesh
  108747. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  108748. */
  108749. static CreateGround(name: string, options: {
  108750. width?: number;
  108751. height?: number;
  108752. subdivisions?: number;
  108753. subdivisionsX?: number;
  108754. subdivisionsY?: number;
  108755. updatable?: boolean;
  108756. }, scene: any): Mesh;
  108757. /**
  108758. * Creates a tiled ground mesh
  108759. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  108760. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  108761. * * 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
  108762. * * 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
  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. * @param name defines the name of the mesh
  108765. * @param options defines the options used to create the mesh
  108766. * @param scene defines the hosting scene
  108767. * @returns the tiled ground mesh
  108768. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  108769. */
  108770. static CreateTiledGround(name: string, options: {
  108771. xmin: number;
  108772. zmin: number;
  108773. xmax: number;
  108774. zmax: number;
  108775. subdivisions?: {
  108776. w: number;
  108777. h: number;
  108778. };
  108779. precision?: {
  108780. w: number;
  108781. h: number;
  108782. };
  108783. updatable?: boolean;
  108784. }, scene?: Nullable<Scene>): Mesh;
  108785. /**
  108786. * Creates a ground mesh from a height map
  108787. * * The parameter `url` sets the URL of the height map image resource.
  108788. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  108789. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  108790. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  108791. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  108792. * * 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.
  108793. * * 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).
  108794. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  108795. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108796. * @param name defines the name of the mesh
  108797. * @param url defines the url to the height map
  108798. * @param options defines the options used to create the mesh
  108799. * @param scene defines the hosting scene
  108800. * @returns the ground mesh
  108801. * @see https://doc.babylonjs.com/babylon101/height_map
  108802. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  108803. */
  108804. static CreateGroundFromHeightMap(name: string, url: string, options: {
  108805. width?: number;
  108806. height?: number;
  108807. subdivisions?: number;
  108808. minHeight?: number;
  108809. maxHeight?: number;
  108810. colorFilter?: Color3;
  108811. alphaFilter?: number;
  108812. updatable?: boolean;
  108813. onReady?: (mesh: GroundMesh) => void;
  108814. }, scene?: Nullable<Scene>): GroundMesh;
  108815. }
  108816. }
  108817. declare module BABYLON {
  108818. /**
  108819. * Class containing static functions to help procedurally build meshes
  108820. */
  108821. export class TorusBuilder {
  108822. /**
  108823. * Creates a torus mesh
  108824. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  108825. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  108826. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  108827. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108828. * * If you create a double-sided mesh, you can choose what parts of 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
  108829. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108830. * @param name defines the name of the mesh
  108831. * @param options defines the options used to create the mesh
  108832. * @param scene defines the hosting scene
  108833. * @returns the torus mesh
  108834. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  108835. */
  108836. static CreateTorus(name: string, options: {
  108837. diameter?: number;
  108838. thickness?: number;
  108839. tessellation?: number;
  108840. updatable?: boolean;
  108841. sideOrientation?: number;
  108842. frontUVs?: Vector4;
  108843. backUVs?: Vector4;
  108844. }, scene: any): Mesh;
  108845. }
  108846. }
  108847. declare module BABYLON {
  108848. /**
  108849. * Class containing static functions to help procedurally build meshes
  108850. */
  108851. export class CylinderBuilder {
  108852. /**
  108853. * Creates a cylinder or a cone mesh
  108854. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  108855. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  108856. * * 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.
  108857. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  108858. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  108859. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  108860. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  108861. * * 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).
  108862. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  108863. * * 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).
  108864. * * 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
  108865. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  108866. * * 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
  108867. * * 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.
  108868. * * If `enclose` is false, a ring surface is one element.
  108869. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  108870. * * 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
  108871. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108872. * * If you create a double-sided mesh, you can choose what parts of 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
  108873. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108874. * @param name defines the name of the mesh
  108875. * @param options defines the options used to create the mesh
  108876. * @param scene defines the hosting scene
  108877. * @returns the cylinder mesh
  108878. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  108879. */
  108880. static CreateCylinder(name: string, options: {
  108881. height?: number;
  108882. diameterTop?: number;
  108883. diameterBottom?: number;
  108884. diameter?: number;
  108885. tessellation?: number;
  108886. subdivisions?: number;
  108887. arc?: number;
  108888. faceColors?: Color4[];
  108889. faceUV?: Vector4[];
  108890. updatable?: boolean;
  108891. hasRings?: boolean;
  108892. enclose?: boolean;
  108893. cap?: number;
  108894. sideOrientation?: number;
  108895. frontUVs?: Vector4;
  108896. backUVs?: Vector4;
  108897. }, scene: any): Mesh;
  108898. }
  108899. }
  108900. declare module BABYLON {
  108901. /**
  108902. * Options to modify the vr teleportation behavior.
  108903. */
  108904. export interface VRTeleportationOptions {
  108905. /**
  108906. * The name of the mesh which should be used as the teleportation floor. (default: null)
  108907. */
  108908. floorMeshName?: string;
  108909. /**
  108910. * A list of meshes to be used as the teleportation floor. (default: empty)
  108911. */
  108912. floorMeshes?: Mesh[];
  108913. }
  108914. /**
  108915. * Options to modify the vr experience helper's behavior.
  108916. */
  108917. export interface VRExperienceHelperOptions extends WebVROptions {
  108918. /**
  108919. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  108920. */
  108921. createDeviceOrientationCamera?: boolean;
  108922. /**
  108923. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  108924. */
  108925. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  108926. /**
  108927. * Uses the main button on the controller to toggle the laser casted. (default: true)
  108928. */
  108929. laserToggle?: boolean;
  108930. /**
  108931. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  108932. */
  108933. floorMeshes?: Mesh[];
  108934. /**
  108935. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  108936. */
  108937. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  108938. }
  108939. /**
  108940. * Event containing information after VR has been entered
  108941. */
  108942. export class OnAfterEnteringVRObservableEvent {
  108943. /**
  108944. * If entering vr was successful
  108945. */
  108946. success: boolean;
  108947. }
  108948. /**
  108949. * Helps to quickly add VR support to an existing scene.
  108950. * See http://doc.babylonjs.com/how_to/webvr_helper
  108951. */
  108952. export class VRExperienceHelper {
  108953. /** Options to modify the vr experience helper's behavior. */
  108954. webVROptions: VRExperienceHelperOptions;
  108955. private _scene;
  108956. private _position;
  108957. private _btnVR;
  108958. private _btnVRDisplayed;
  108959. private _webVRsupported;
  108960. private _webVRready;
  108961. private _webVRrequesting;
  108962. private _webVRpresenting;
  108963. private _hasEnteredVR;
  108964. private _fullscreenVRpresenting;
  108965. private _canvas;
  108966. private _webVRCamera;
  108967. private _vrDeviceOrientationCamera;
  108968. private _deviceOrientationCamera;
  108969. private _existingCamera;
  108970. private _onKeyDown;
  108971. private _onVrDisplayPresentChange;
  108972. private _onVRDisplayChanged;
  108973. private _onVRRequestPresentStart;
  108974. private _onVRRequestPresentComplete;
  108975. /**
  108976. * 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)
  108977. */
  108978. enableGazeEvenWhenNoPointerLock: boolean;
  108979. /**
  108980. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  108981. */
  108982. exitVROnDoubleTap: boolean;
  108983. /**
  108984. * Observable raised right before entering VR.
  108985. */
  108986. onEnteringVRObservable: Observable<VRExperienceHelper>;
  108987. /**
  108988. * Observable raised when entering VR has completed.
  108989. */
  108990. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  108991. /**
  108992. * Observable raised when exiting VR.
  108993. */
  108994. onExitingVRObservable: Observable<VRExperienceHelper>;
  108995. /**
  108996. * Observable raised when controller mesh is loaded.
  108997. */
  108998. onControllerMeshLoadedObservable: Observable<WebVRController>;
  108999. /** Return this.onEnteringVRObservable
  109000. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  109001. */
  109002. readonly onEnteringVR: Observable<VRExperienceHelper>;
  109003. /** Return this.onExitingVRObservable
  109004. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  109005. */
  109006. readonly onExitingVR: Observable<VRExperienceHelper>;
  109007. /** Return this.onControllerMeshLoadedObservable
  109008. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  109009. */
  109010. readonly onControllerMeshLoaded: Observable<WebVRController>;
  109011. private _rayLength;
  109012. private _useCustomVRButton;
  109013. private _teleportationRequested;
  109014. private _teleportActive;
  109015. private _floorMeshName;
  109016. private _floorMeshesCollection;
  109017. private _rotationAllowed;
  109018. private _teleportBackwardsVector;
  109019. private _teleportationTarget;
  109020. private _isDefaultTeleportationTarget;
  109021. private _postProcessMove;
  109022. private _teleportationFillColor;
  109023. private _teleportationBorderColor;
  109024. private _rotationAngle;
  109025. private _haloCenter;
  109026. private _cameraGazer;
  109027. private _padSensibilityUp;
  109028. private _padSensibilityDown;
  109029. private _leftController;
  109030. private _rightController;
  109031. /**
  109032. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109033. */
  109034. onNewMeshSelected: Observable<AbstractMesh>;
  109035. /**
  109036. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109037. * This observable will provide the mesh and the controller used to select the mesh
  109038. */
  109039. onMeshSelectedWithController: Observable<{
  109040. mesh: AbstractMesh;
  109041. controller: WebVRController;
  109042. }>;
  109043. /**
  109044. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109045. */
  109046. onNewMeshPicked: Observable<PickingInfo>;
  109047. private _circleEase;
  109048. /**
  109049. * Observable raised before camera teleportation
  109050. */
  109051. onBeforeCameraTeleport: Observable<Vector3>;
  109052. /**
  109053. * Observable raised after camera teleportation
  109054. */
  109055. onAfterCameraTeleport: Observable<Vector3>;
  109056. /**
  109057. * Observable raised when current selected mesh gets unselected
  109058. */
  109059. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109060. private _raySelectionPredicate;
  109061. /**
  109062. * To be optionaly changed by user to define custom ray selection
  109063. */
  109064. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109065. /**
  109066. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109067. */
  109068. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109069. /**
  109070. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109071. */
  109072. teleportationEnabled: boolean;
  109073. private _defaultHeight;
  109074. private _teleportationInitialized;
  109075. private _interactionsEnabled;
  109076. private _interactionsRequested;
  109077. private _displayGaze;
  109078. private _displayLaserPointer;
  109079. /**
  109080. * The mesh used to display where the user is going to teleport.
  109081. */
  109082. /**
  109083. * Sets the mesh to be used to display where the user is going to teleport.
  109084. */
  109085. teleportationTarget: Mesh;
  109086. /**
  109087. * 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
  109088. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109089. * See http://doc.babylonjs.com/resources/baking_transformations
  109090. */
  109091. gazeTrackerMesh: Mesh;
  109092. /**
  109093. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109094. */
  109095. updateGazeTrackerScale: boolean;
  109096. /**
  109097. * If the gaze trackers color should be updated when selecting meshes
  109098. */
  109099. updateGazeTrackerColor: boolean;
  109100. /**
  109101. * If the controller laser color should be updated when selecting meshes
  109102. */
  109103. updateControllerLaserColor: boolean;
  109104. /**
  109105. * The gaze tracking mesh corresponding to the left controller
  109106. */
  109107. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109108. /**
  109109. * The gaze tracking mesh corresponding to the right controller
  109110. */
  109111. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109112. /**
  109113. * If the ray of the gaze should be displayed.
  109114. */
  109115. /**
  109116. * Sets if the ray of the gaze should be displayed.
  109117. */
  109118. displayGaze: boolean;
  109119. /**
  109120. * If the ray of the LaserPointer should be displayed.
  109121. */
  109122. /**
  109123. * Sets if the ray of the LaserPointer should be displayed.
  109124. */
  109125. displayLaserPointer: boolean;
  109126. /**
  109127. * The deviceOrientationCamera used as the camera when not in VR.
  109128. */
  109129. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109130. /**
  109131. * Based on the current WebVR support, returns the current VR camera used.
  109132. */
  109133. readonly currentVRCamera: Nullable<Camera>;
  109134. /**
  109135. * The webVRCamera which is used when in VR.
  109136. */
  109137. readonly webVRCamera: WebVRFreeCamera;
  109138. /**
  109139. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  109140. */
  109141. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  109142. /**
  109143. * The html button that is used to trigger entering into VR.
  109144. */
  109145. readonly vrButton: Nullable<HTMLButtonElement>;
  109146. private readonly _teleportationRequestInitiated;
  109147. /**
  109148. * Defines wether or not Pointer lock should be requested when switching to
  109149. * full screen.
  109150. */
  109151. requestPointerLockOnFullScreen: boolean;
  109152. /**
  109153. * Instantiates a VRExperienceHelper.
  109154. * Helps to quickly add VR support to an existing scene.
  109155. * @param scene The scene the VRExperienceHelper belongs to.
  109156. * @param webVROptions Options to modify the vr experience helper's behavior.
  109157. */
  109158. constructor(scene: Scene,
  109159. /** Options to modify the vr experience helper's behavior. */
  109160. webVROptions?: VRExperienceHelperOptions);
  109161. private _onDefaultMeshLoaded;
  109162. private _onResize;
  109163. private _onFullscreenChange;
  109164. /**
  109165. * Gets a value indicating if we are currently in VR mode.
  109166. */
  109167. readonly isInVRMode: boolean;
  109168. private onVrDisplayPresentChange;
  109169. private onVRDisplayChanged;
  109170. private moveButtonToBottomRight;
  109171. private displayVRButton;
  109172. private updateButtonVisibility;
  109173. private _cachedAngularSensibility;
  109174. /**
  109175. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  109176. * Otherwise, will use the fullscreen API.
  109177. */
  109178. enterVR(): void;
  109179. /**
  109180. * Attempt to exit VR, or fullscreen.
  109181. */
  109182. exitVR(): void;
  109183. /**
  109184. * The position of the vr experience helper.
  109185. */
  109186. /**
  109187. * Sets the position of the vr experience helper.
  109188. */
  109189. position: Vector3;
  109190. /**
  109191. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  109192. */
  109193. enableInteractions(): void;
  109194. private readonly _noControllerIsActive;
  109195. private beforeRender;
  109196. private _isTeleportationFloor;
  109197. /**
  109198. * Adds a floor mesh to be used for teleportation.
  109199. * @param floorMesh the mesh to be used for teleportation.
  109200. */
  109201. addFloorMesh(floorMesh: Mesh): void;
  109202. /**
  109203. * Removes a floor mesh from being used for teleportation.
  109204. * @param floorMesh the mesh to be removed.
  109205. */
  109206. removeFloorMesh(floorMesh: Mesh): void;
  109207. /**
  109208. * Enables interactions and teleportation using the VR controllers and gaze.
  109209. * @param vrTeleportationOptions options to modify teleportation behavior.
  109210. */
  109211. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  109212. private _onNewGamepadConnected;
  109213. private _tryEnableInteractionOnController;
  109214. private _onNewGamepadDisconnected;
  109215. private _enableInteractionOnController;
  109216. private _checkTeleportWithRay;
  109217. private _checkRotate;
  109218. private _checkTeleportBackwards;
  109219. private _enableTeleportationOnController;
  109220. private _createTeleportationCircles;
  109221. private _displayTeleportationTarget;
  109222. private _hideTeleportationTarget;
  109223. private _rotateCamera;
  109224. private _moveTeleportationSelectorTo;
  109225. private _workingVector;
  109226. private _workingQuaternion;
  109227. private _workingMatrix;
  109228. /**
  109229. * Teleports the users feet to the desired location
  109230. * @param location The location where the user's feet should be placed
  109231. */
  109232. teleportCamera(location: Vector3): void;
  109233. private _convertNormalToDirectionOfRay;
  109234. private _castRayAndSelectObject;
  109235. private _notifySelectedMeshUnselected;
  109236. /**
  109237. * Sets the color of the laser ray from the vr controllers.
  109238. * @param color new color for the ray.
  109239. */
  109240. changeLaserColor(color: Color3): void;
  109241. /**
  109242. * Sets the color of the ray from the vr headsets gaze.
  109243. * @param color new color for the ray.
  109244. */
  109245. changeGazeColor(color: Color3): void;
  109246. /**
  109247. * Exits VR and disposes of the vr experience helper
  109248. */
  109249. dispose(): void;
  109250. /**
  109251. * Gets the name of the VRExperienceHelper class
  109252. * @returns "VRExperienceHelper"
  109253. */
  109254. getClassName(): string;
  109255. }
  109256. }
  109257. declare module BABYLON {
  109258. /**
  109259. * States of the webXR experience
  109260. */
  109261. export enum WebXRState {
  109262. /**
  109263. * Transitioning to being in XR mode
  109264. */
  109265. ENTERING_XR = 0,
  109266. /**
  109267. * Transitioning to non XR mode
  109268. */
  109269. EXITING_XR = 1,
  109270. /**
  109271. * In XR mode and presenting
  109272. */
  109273. IN_XR = 2,
  109274. /**
  109275. * Not entered XR mode
  109276. */
  109277. NOT_IN_XR = 3
  109278. }
  109279. /**
  109280. * Abstraction of the XR render target
  109281. */
  109282. export interface WebXRRenderTarget extends IDisposable {
  109283. /**
  109284. * xrpresent context of the canvas which can be used to display/mirror xr content
  109285. */
  109286. canvasContext: WebGLRenderingContext;
  109287. /**
  109288. * xr layer for the canvas
  109289. */
  109290. xrLayer: Nullable<XRWebGLLayer>;
  109291. /**
  109292. * Initializes the xr layer for the session
  109293. * @param xrSession xr session
  109294. * @returns a promise that will resolve once the XR Layer has been created
  109295. */
  109296. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  109297. }
  109298. }
  109299. declare module BABYLON {
  109300. /**
  109301. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109302. */
  109303. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  109304. private _engine;
  109305. private _canvas;
  109306. /**
  109307. * xrpresent context of the canvas which can be used to display/mirror xr content
  109308. */
  109309. canvasContext: WebGLRenderingContext;
  109310. /**
  109311. * xr layer for the canvas
  109312. */
  109313. xrLayer: Nullable<XRWebGLLayer>;
  109314. /**
  109315. * Initializes the xr layer for the session
  109316. * @param xrSession xr session
  109317. * @returns a promise that will resolve once the XR Layer has been created
  109318. */
  109319. initializeXRLayerAsync(xrSession: any): any;
  109320. /**
  109321. * Initializes the canvas to be added/removed upon entering/exiting xr
  109322. * @param engine the Babylon engine
  109323. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109324. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  109325. */
  109326. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  109327. /**
  109328. * Disposes of the object
  109329. */
  109330. dispose(): void;
  109331. private _setManagedOutputCanvas;
  109332. private _addCanvas;
  109333. private _removeCanvas;
  109334. }
  109335. }
  109336. declare module BABYLON {
  109337. /**
  109338. * Manages an XRSession to work with Babylon's engine
  109339. * @see https://doc.babylonjs.com/how_to/webxr
  109340. */
  109341. export class WebXRSessionManager implements IDisposable {
  109342. private scene;
  109343. /**
  109344. * Fires every time a new xrFrame arrives which can be used to update the camera
  109345. */
  109346. onXRFrameObservable: Observable<any>;
  109347. /**
  109348. * Fires when the xr session is ended either by the device or manually done
  109349. */
  109350. onXRSessionEnded: Observable<any>;
  109351. /**
  109352. * Underlying xr session
  109353. */
  109354. session: XRSession;
  109355. /**
  109356. * Type of reference space used when creating the session
  109357. */
  109358. referenceSpace: XRReferenceSpace;
  109359. /**
  109360. * Current XR frame
  109361. */
  109362. currentFrame: Nullable<XRFrame>;
  109363. private _xrNavigator;
  109364. private baseLayer;
  109365. private _rttProvider;
  109366. private _sessionEnded;
  109367. /**
  109368. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109369. * @param scene The scene which the session should be created for
  109370. */
  109371. constructor(scene: Scene);
  109372. /**
  109373. * Initializes the manager
  109374. * After initialization enterXR can be called to start an XR session
  109375. * @returns Promise which resolves after it is initialized
  109376. */
  109377. initializeAsync(): Promise<void>;
  109378. /**
  109379. * Initializes an xr session
  109380. * @param xrSessionMode mode to initialize
  109381. * @param optionalFeatures defines optional values to pass to the session builder
  109382. * @returns a promise which will resolve once the session has been initialized
  109383. */
  109384. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  109385. /**
  109386. * Sets the reference space on the xr session
  109387. * @param referenceSpace space to set
  109388. * @returns a promise that will resolve once the reference space has been set
  109389. */
  109390. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  109391. /**
  109392. * Updates the render state of the session
  109393. * @param state state to set
  109394. * @returns a promise that resolves once the render state has been updated
  109395. */
  109396. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  109397. /**
  109398. * Starts rendering to the xr layer
  109399. * @returns a promise that will resolve once rendering has started
  109400. */
  109401. startRenderingToXRAsync(): Promise<void>;
  109402. /**
  109403. * Gets the correct render target texture to be rendered this frame for this eye
  109404. * @param eye the eye for which to get the render target
  109405. * @returns the render target for the specified eye
  109406. */
  109407. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  109408. /**
  109409. * Stops the xrSession and restores the renderloop
  109410. * @returns Promise which resolves after it exits XR
  109411. */
  109412. exitXRAsync(): Promise<void>;
  109413. /**
  109414. * Checks if a session would be supported for the creation options specified
  109415. * @param sessionMode session mode to check if supported eg. immersive-vr
  109416. * @returns true if supported
  109417. */
  109418. supportsSessionAsync(sessionMode: XRSessionMode): any;
  109419. /**
  109420. * Creates a WebXRRenderTarget object for the XR session
  109421. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  109422. * @returns a WebXR render target to which the session can render
  109423. */
  109424. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  109425. /**
  109426. * @hidden
  109427. * Converts the render layer of xrSession to a render target
  109428. * @param session session to create render target for
  109429. * @param scene scene the new render target should be created for
  109430. */
  109431. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  109432. /**
  109433. * Disposes of the session manager
  109434. */
  109435. dispose(): void;
  109436. }
  109437. }
  109438. declare module BABYLON {
  109439. /**
  109440. * WebXR Camera which holds the views for the xrSession
  109441. * @see https://doc.babylonjs.com/how_to/webxr
  109442. */
  109443. export class WebXRCamera extends FreeCamera {
  109444. private static _TmpMatrix;
  109445. /**
  109446. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109447. * @param name the name of the camera
  109448. * @param scene the scene to add the camera to
  109449. */
  109450. constructor(name: string, scene: Scene);
  109451. private _updateNumberOfRigCameras;
  109452. /** @hidden */
  109453. _updateForDualEyeDebugging(): void;
  109454. /**
  109455. * Updates the cameras position from the current pose information of the XR session
  109456. * @param xrSessionManager the session containing pose information
  109457. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109458. */
  109459. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109460. }
  109461. }
  109462. declare module BABYLON {
  109463. /**
  109464. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109465. * @see https://doc.babylonjs.com/how_to/webxr
  109466. */
  109467. export class WebXRExperienceHelper implements IDisposable {
  109468. private scene;
  109469. /**
  109470. * 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
  109471. */
  109472. container: AbstractMesh;
  109473. /**
  109474. * Camera used to render xr content
  109475. */
  109476. camera: WebXRCamera;
  109477. /**
  109478. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109479. */
  109480. state: WebXRState;
  109481. private _setState;
  109482. private static _TmpVector;
  109483. /**
  109484. * Fires when the state of the experience helper has changed
  109485. */
  109486. onStateChangedObservable: Observable<WebXRState>;
  109487. /** Session manager used to keep track of xr session */
  109488. sessionManager: WebXRSessionManager;
  109489. private _nonVRCamera;
  109490. private _originalSceneAutoClear;
  109491. private _supported;
  109492. /**
  109493. * Creates the experience helper
  109494. * @param scene the scene to attach the experience helper to
  109495. * @returns a promise for the experience helper
  109496. */
  109497. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  109498. /**
  109499. * Creates a WebXRExperienceHelper
  109500. * @param scene The scene the helper should be created in
  109501. */
  109502. private constructor();
  109503. /**
  109504. * Exits XR mode and returns the scene to its original state
  109505. * @returns promise that resolves after xr mode has exited
  109506. */
  109507. exitXRAsync(): Promise<void>;
  109508. /**
  109509. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109510. * @param sessionMode options for the XR session
  109511. * @param referenceSpaceType frame of reference of the XR session
  109512. * @param renderTarget the output canvas that will be used to enter XR mode
  109513. * @returns promise that resolves after xr mode has entered
  109514. */
  109515. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  109516. /**
  109517. * Updates the global position of the camera by moving the camera's container
  109518. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109519. * @param position The desired global position of the camera
  109520. */
  109521. setPositionOfCameraUsingContainer(position: Vector3): void;
  109522. /**
  109523. * Rotates the xr camera by rotating the camera's container around the camera's position
  109524. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109525. * @param rotation the desired quaternion rotation to apply to the camera
  109526. */
  109527. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  109528. /**
  109529. * Disposes of the experience helper
  109530. */
  109531. dispose(): void;
  109532. }
  109533. }
  109534. declare module BABYLON {
  109535. /**
  109536. * Button which can be used to enter a different mode of XR
  109537. */
  109538. export class WebXREnterExitUIButton {
  109539. /** button element */
  109540. element: HTMLElement;
  109541. /** XR initialization options for the button */
  109542. sessionMode: XRSessionMode;
  109543. /** Reference space type */
  109544. referenceSpaceType: XRReferenceSpaceType;
  109545. /**
  109546. * Creates a WebXREnterExitUIButton
  109547. * @param element button element
  109548. * @param sessionMode XR initialization session mode
  109549. * @param referenceSpaceType the type of reference space to be used
  109550. */
  109551. constructor(
  109552. /** button element */
  109553. element: HTMLElement,
  109554. /** XR initialization options for the button */
  109555. sessionMode: XRSessionMode,
  109556. /** Reference space type */
  109557. referenceSpaceType: XRReferenceSpaceType);
  109558. /**
  109559. * Overwritable function which can be used to update the button's visuals when the state changes
  109560. * @param activeButton the current active button in the UI
  109561. */
  109562. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  109563. }
  109564. /**
  109565. * Options to create the webXR UI
  109566. */
  109567. export class WebXREnterExitUIOptions {
  109568. /**
  109569. * Context to enter xr with
  109570. */
  109571. renderTarget?: Nullable<WebXRRenderTarget>;
  109572. /**
  109573. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  109574. */
  109575. customButtons?: Array<WebXREnterExitUIButton>;
  109576. }
  109577. /**
  109578. * UI to allow the user to enter/exit XR mode
  109579. */
  109580. export class WebXREnterExitUI implements IDisposable {
  109581. private scene;
  109582. private _overlay;
  109583. private _buttons;
  109584. private _activeButton;
  109585. /**
  109586. * Fired every time the active button is changed.
  109587. *
  109588. * When xr is entered via a button that launches xr that button will be the callback parameter
  109589. *
  109590. * When exiting xr the callback parameter will be null)
  109591. */
  109592. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  109593. /**
  109594. * Creates UI to allow the user to enter/exit XR mode
  109595. * @param scene the scene to add the ui to
  109596. * @param helper the xr experience helper to enter/exit xr with
  109597. * @param options options to configure the UI
  109598. * @returns the created ui
  109599. */
  109600. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  109601. private constructor();
  109602. private _updateButtons;
  109603. /**
  109604. * Disposes of the object
  109605. */
  109606. dispose(): void;
  109607. }
  109608. }
  109609. declare module BABYLON {
  109610. /**
  109611. * Represents an XR input
  109612. */
  109613. export class WebXRController {
  109614. private scene;
  109615. /** The underlying input source for the controller */
  109616. inputSource: XRInputSource;
  109617. private parentContainer;
  109618. /**
  109619. * 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
  109620. */
  109621. grip?: AbstractMesh;
  109622. /**
  109623. * Pointer which can be used to select objects or attach a visible laser to
  109624. */
  109625. pointer: AbstractMesh;
  109626. private _gamepadMode;
  109627. /**
  109628. * If available, this is the gamepad object related to this controller.
  109629. * Using this object it is possible to get click events and trackpad changes of the
  109630. * webxr controller that is currently being used.
  109631. */
  109632. gamepadController?: WebVRController;
  109633. /**
  109634. * Event that fires when the controller is removed/disposed
  109635. */
  109636. onDisposeObservable: Observable<{}>;
  109637. private _tmpMatrix;
  109638. private _tmpQuaternion;
  109639. private _tmpVector;
  109640. /**
  109641. * Creates the controller
  109642. * @see https://doc.babylonjs.com/how_to/webxr
  109643. * @param scene the scene which the controller should be associated to
  109644. * @param inputSource the underlying input source for the controller
  109645. * @param parentContainer parent that the controller meshes should be children of
  109646. */
  109647. constructor(scene: Scene,
  109648. /** The underlying input source for the controller */
  109649. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  109650. /**
  109651. * Updates the controller pose based on the given XRFrame
  109652. * @param xrFrame xr frame to update the pose with
  109653. * @param referenceSpace reference space to use
  109654. */
  109655. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  109656. /**
  109657. * Gets a world space ray coming from the controller
  109658. * @param result the resulting ray
  109659. */
  109660. getWorldPointerRayToRef(result: Ray): void;
  109661. /**
  109662. * Get the scene associated with this controller
  109663. * @returns the scene object
  109664. */
  109665. getScene(): Scene;
  109666. /**
  109667. * Disposes of the object
  109668. */
  109669. dispose(): void;
  109670. }
  109671. }
  109672. declare module BABYLON {
  109673. /**
  109674. * XR input used to track XR inputs such as controllers/rays
  109675. */
  109676. export class WebXRInput implements IDisposable {
  109677. /**
  109678. * Base experience the input listens to
  109679. */
  109680. baseExperience: WebXRExperienceHelper;
  109681. /**
  109682. * XR controllers being tracked
  109683. */
  109684. controllers: Array<WebXRController>;
  109685. private _frameObserver;
  109686. private _stateObserver;
  109687. /**
  109688. * Event when a controller has been connected/added
  109689. */
  109690. onControllerAddedObservable: Observable<WebXRController>;
  109691. /**
  109692. * Event when a controller has been removed/disconnected
  109693. */
  109694. onControllerRemovedObservable: Observable<WebXRController>;
  109695. /**
  109696. * Initializes the WebXRInput
  109697. * @param baseExperience experience helper which the input should be created for
  109698. */
  109699. constructor(
  109700. /**
  109701. * Base experience the input listens to
  109702. */
  109703. baseExperience: WebXRExperienceHelper);
  109704. private _onInputSourcesChange;
  109705. private _addAndRemoveControllers;
  109706. /**
  109707. * Disposes of the object
  109708. */
  109709. dispose(): void;
  109710. }
  109711. }
  109712. declare module BABYLON {
  109713. /**
  109714. * Enables teleportation
  109715. */
  109716. export class WebXRControllerTeleportation {
  109717. private _teleportationFillColor;
  109718. private _teleportationBorderColor;
  109719. private _tmpRay;
  109720. private _tmpVector;
  109721. /**
  109722. * Creates a WebXRControllerTeleportation
  109723. * @param input input manager to add teleportation to
  109724. * @param floorMeshes floormeshes which can be teleported to
  109725. */
  109726. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  109727. }
  109728. }
  109729. declare module BABYLON {
  109730. /**
  109731. * Handles pointer input automatically for the pointer of XR controllers
  109732. */
  109733. export class WebXRControllerPointerSelection {
  109734. private static _idCounter;
  109735. private _tmpRay;
  109736. /**
  109737. * Creates a WebXRControllerPointerSelection
  109738. * @param input input manager to setup pointer selection
  109739. */
  109740. constructor(input: WebXRInput);
  109741. private _convertNormalToDirectionOfRay;
  109742. private _updatePointerDistance;
  109743. }
  109744. }
  109745. declare module BABYLON {
  109746. /**
  109747. * Class used to represent data loading progression
  109748. */
  109749. export class SceneLoaderProgressEvent {
  109750. /** defines if data length to load can be evaluated */
  109751. readonly lengthComputable: boolean;
  109752. /** defines the loaded data length */
  109753. readonly loaded: number;
  109754. /** defines the data length to load */
  109755. readonly total: number;
  109756. /**
  109757. * Create a new progress event
  109758. * @param lengthComputable defines if data length to load can be evaluated
  109759. * @param loaded defines the loaded data length
  109760. * @param total defines the data length to load
  109761. */
  109762. constructor(
  109763. /** defines if data length to load can be evaluated */
  109764. lengthComputable: boolean,
  109765. /** defines the loaded data length */
  109766. loaded: number,
  109767. /** defines the data length to load */
  109768. total: number);
  109769. /**
  109770. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  109771. * @param event defines the source event
  109772. * @returns a new SceneLoaderProgressEvent
  109773. */
  109774. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  109775. }
  109776. /**
  109777. * Interface used by SceneLoader plugins to define supported file extensions
  109778. */
  109779. export interface ISceneLoaderPluginExtensions {
  109780. /**
  109781. * Defines the list of supported extensions
  109782. */
  109783. [extension: string]: {
  109784. isBinary: boolean;
  109785. };
  109786. }
  109787. /**
  109788. * Interface used by SceneLoader plugin factory
  109789. */
  109790. export interface ISceneLoaderPluginFactory {
  109791. /**
  109792. * Defines the name of the factory
  109793. */
  109794. name: string;
  109795. /**
  109796. * Function called to create a new plugin
  109797. * @return the new plugin
  109798. */
  109799. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  109800. /**
  109801. * The callback that returns true if the data can be directly loaded.
  109802. * @param data string containing the file data
  109803. * @returns if the data can be loaded directly
  109804. */
  109805. canDirectLoad?(data: string): boolean;
  109806. }
  109807. /**
  109808. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  109809. */
  109810. export interface ISceneLoaderPluginBase {
  109811. /**
  109812. * The friendly name of this plugin.
  109813. */
  109814. name: string;
  109815. /**
  109816. * The file extensions supported by this plugin.
  109817. */
  109818. extensions: string | ISceneLoaderPluginExtensions;
  109819. /**
  109820. * The callback called when loading from a url.
  109821. * @param scene scene loading this url
  109822. * @param url url to load
  109823. * @param onSuccess callback called when the file successfully loads
  109824. * @param onProgress callback called while file is loading (if the server supports this mode)
  109825. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  109826. * @param onError callback called when the file fails to load
  109827. * @returns a file request object
  109828. */
  109829. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109830. /**
  109831. * The callback called when loading from a file object.
  109832. * @param scene scene loading this file
  109833. * @param file defines the file to load
  109834. * @param onSuccess defines the callback to call when data is loaded
  109835. * @param onProgress defines the callback to call during loading process
  109836. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  109837. * @param onError defines the callback to call when an error occurs
  109838. * @returns a file request object
  109839. */
  109840. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109841. /**
  109842. * The callback that returns true if the data can be directly loaded.
  109843. * @param data string containing the file data
  109844. * @returns if the data can be loaded directly
  109845. */
  109846. canDirectLoad?(data: string): boolean;
  109847. /**
  109848. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  109849. * @param scene scene loading this data
  109850. * @param data string containing the data
  109851. * @returns data to pass to the plugin
  109852. */
  109853. directLoad?(scene: Scene, data: string): any;
  109854. /**
  109855. * The callback that allows custom handling of the root url based on the response url.
  109856. * @param rootUrl the original root url
  109857. * @param responseURL the response url if available
  109858. * @returns the new root url
  109859. */
  109860. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  109861. }
  109862. /**
  109863. * Interface used to define a SceneLoader plugin
  109864. */
  109865. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  109866. /**
  109867. * Import meshes into a scene.
  109868. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109869. * @param scene The scene to import into
  109870. * @param data The data to import
  109871. * @param rootUrl The root url for scene and resources
  109872. * @param meshes The meshes array to import into
  109873. * @param particleSystems The particle systems array to import into
  109874. * @param skeletons The skeletons array to import into
  109875. * @param onError The callback when import fails
  109876. * @returns True if successful or false otherwise
  109877. */
  109878. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  109879. /**
  109880. * Load into a scene.
  109881. * @param scene The scene to load into
  109882. * @param data The data to import
  109883. * @param rootUrl The root url for scene and resources
  109884. * @param onError The callback when import fails
  109885. * @returns True if successful or false otherwise
  109886. */
  109887. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  109888. /**
  109889. * Load into an asset container.
  109890. * @param scene The scene to load into
  109891. * @param data The data to import
  109892. * @param rootUrl The root url for scene and resources
  109893. * @param onError The callback when import fails
  109894. * @returns The loaded asset container
  109895. */
  109896. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  109897. }
  109898. /**
  109899. * Interface used to define an async SceneLoader plugin
  109900. */
  109901. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  109902. /**
  109903. * Import meshes into a scene.
  109904. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109905. * @param scene The scene to import into
  109906. * @param data The data to import
  109907. * @param rootUrl The root url for scene and resources
  109908. * @param onProgress The callback when the load progresses
  109909. * @param fileName Defines the name of the file to load
  109910. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  109911. */
  109912. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  109913. meshes: AbstractMesh[];
  109914. particleSystems: IParticleSystem[];
  109915. skeletons: Skeleton[];
  109916. animationGroups: AnimationGroup[];
  109917. }>;
  109918. /**
  109919. * Load into a scene.
  109920. * @param scene The scene to load into
  109921. * @param data The data to import
  109922. * @param rootUrl The root url for scene and resources
  109923. * @param onProgress The callback when the load progresses
  109924. * @param fileName Defines the name of the file to load
  109925. * @returns Nothing
  109926. */
  109927. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  109928. /**
  109929. * Load into an asset container.
  109930. * @param scene The scene to load into
  109931. * @param data The data to import
  109932. * @param rootUrl The root url for scene and resources
  109933. * @param onProgress The callback when the load progresses
  109934. * @param fileName Defines the name of the file to load
  109935. * @returns The loaded asset container
  109936. */
  109937. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  109938. }
  109939. /**
  109940. * Class used to load scene from various file formats using registered plugins
  109941. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  109942. */
  109943. export class SceneLoader {
  109944. /**
  109945. * No logging while loading
  109946. */
  109947. static readonly NO_LOGGING: number;
  109948. /**
  109949. * Minimal logging while loading
  109950. */
  109951. static readonly MINIMAL_LOGGING: number;
  109952. /**
  109953. * Summary logging while loading
  109954. */
  109955. static readonly SUMMARY_LOGGING: number;
  109956. /**
  109957. * Detailled logging while loading
  109958. */
  109959. static readonly DETAILED_LOGGING: number;
  109960. /**
  109961. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  109962. */
  109963. static ForceFullSceneLoadingForIncremental: boolean;
  109964. /**
  109965. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  109966. */
  109967. static ShowLoadingScreen: boolean;
  109968. /**
  109969. * Defines the current logging level (while loading the scene)
  109970. * @ignorenaming
  109971. */
  109972. static loggingLevel: number;
  109973. /**
  109974. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  109975. */
  109976. static CleanBoneMatrixWeights: boolean;
  109977. /**
  109978. * Event raised when a plugin is used to load a scene
  109979. */
  109980. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109981. private static _registeredPlugins;
  109982. private static _getDefaultPlugin;
  109983. private static _getPluginForExtension;
  109984. private static _getPluginForDirectLoad;
  109985. private static _getPluginForFilename;
  109986. private static _getDirectLoad;
  109987. private static _loadData;
  109988. private static _getFileInfo;
  109989. /**
  109990. * Gets a plugin that can load the given extension
  109991. * @param extension defines the extension to load
  109992. * @returns a plugin or null if none works
  109993. */
  109994. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  109995. /**
  109996. * Gets a boolean indicating that the given extension can be loaded
  109997. * @param extension defines the extension to load
  109998. * @returns true if the extension is supported
  109999. */
  110000. static IsPluginForExtensionAvailable(extension: string): boolean;
  110001. /**
  110002. * Adds a new plugin to the list of registered plugins
  110003. * @param plugin defines the plugin to add
  110004. */
  110005. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  110006. /**
  110007. * Import meshes into a scene
  110008. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110009. * @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)
  110010. * @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)
  110011. * @param scene the instance of BABYLON.Scene to append to
  110012. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  110013. * @param onProgress a callback with a progress event for each file being loaded
  110014. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110015. * @param pluginExtension the extension used to determine the plugin
  110016. * @returns The loaded plugin
  110017. */
  110018. 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>;
  110019. /**
  110020. * Import meshes into a scene
  110021. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110022. * @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)
  110023. * @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)
  110024. * @param scene the instance of BABYLON.Scene to append to
  110025. * @param onProgress a callback with a progress event for each file being loaded
  110026. * @param pluginExtension the extension used to determine the plugin
  110027. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110028. */
  110029. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110030. meshes: AbstractMesh[];
  110031. particleSystems: IParticleSystem[];
  110032. skeletons: Skeleton[];
  110033. animationGroups: AnimationGroup[];
  110034. }>;
  110035. /**
  110036. * Load a scene
  110037. * @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)
  110038. * @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)
  110039. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110040. * @param onSuccess a callback with the scene when import succeeds
  110041. * @param onProgress a callback with a progress event for each file being loaded
  110042. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110043. * @param pluginExtension the extension used to determine the plugin
  110044. * @returns The loaded plugin
  110045. */
  110046. 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>;
  110047. /**
  110048. * Load a scene
  110049. * @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)
  110050. * @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)
  110051. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110052. * @param onProgress a callback with a progress event for each file being loaded
  110053. * @param pluginExtension the extension used to determine the plugin
  110054. * @returns The loaded scene
  110055. */
  110056. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110057. /**
  110058. * Append a scene
  110059. * @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)
  110060. * @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)
  110061. * @param scene is the instance of BABYLON.Scene to append to
  110062. * @param onSuccess a callback with the scene when import succeeds
  110063. * @param onProgress a callback with a progress event for each file being loaded
  110064. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110065. * @param pluginExtension the extension used to determine the plugin
  110066. * @returns The loaded plugin
  110067. */
  110068. 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>;
  110069. /**
  110070. * Append a scene
  110071. * @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)
  110072. * @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)
  110073. * @param scene is the instance of BABYLON.Scene to append to
  110074. * @param onProgress a callback with a progress event for each file being loaded
  110075. * @param pluginExtension the extension used to determine the plugin
  110076. * @returns The given scene
  110077. */
  110078. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110079. /**
  110080. * Load a scene into an asset container
  110081. * @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)
  110082. * @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)
  110083. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110084. * @param onSuccess a callback with the scene when import succeeds
  110085. * @param onProgress a callback with a progress event for each file being loaded
  110086. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110087. * @param pluginExtension the extension used to determine the plugin
  110088. * @returns The loaded plugin
  110089. */
  110090. 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>;
  110091. /**
  110092. * Load a scene into an asset container
  110093. * @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)
  110094. * @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)
  110095. * @param scene is the instance of Scene to append to
  110096. * @param onProgress a callback with a progress event for each file being loaded
  110097. * @param pluginExtension the extension used to determine the plugin
  110098. * @returns The loaded asset container
  110099. */
  110100. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110101. }
  110102. }
  110103. declare module BABYLON {
  110104. /**
  110105. * Generic Controller
  110106. */
  110107. export class GenericController extends WebVRController {
  110108. /**
  110109. * Base Url for the controller model.
  110110. */
  110111. static readonly MODEL_BASE_URL: string;
  110112. /**
  110113. * File name for the controller model.
  110114. */
  110115. static readonly MODEL_FILENAME: string;
  110116. /**
  110117. * Creates a new GenericController from a gamepad
  110118. * @param vrGamepad the gamepad that the controller should be created from
  110119. */
  110120. constructor(vrGamepad: any);
  110121. /**
  110122. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110123. * @param scene scene in which to add meshes
  110124. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110125. */
  110126. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110127. /**
  110128. * Called once for each button that changed state since the last frame
  110129. * @param buttonIdx Which button index changed
  110130. * @param state New state of the button
  110131. * @param changes Which properties on the state changed since last frame
  110132. */
  110133. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110134. }
  110135. }
  110136. declare module BABYLON {
  110137. /**
  110138. * Defines the WindowsMotionController object that the state of the windows motion controller
  110139. */
  110140. export class WindowsMotionController extends WebVRController {
  110141. /**
  110142. * The base url used to load the left and right controller models
  110143. */
  110144. static MODEL_BASE_URL: string;
  110145. /**
  110146. * The name of the left controller model file
  110147. */
  110148. static MODEL_LEFT_FILENAME: string;
  110149. /**
  110150. * The name of the right controller model file
  110151. */
  110152. static MODEL_RIGHT_FILENAME: string;
  110153. /**
  110154. * The controller name prefix for this controller type
  110155. */
  110156. static readonly GAMEPAD_ID_PREFIX: string;
  110157. /**
  110158. * The controller id pattern for this controller type
  110159. */
  110160. private static readonly GAMEPAD_ID_PATTERN;
  110161. private _loadedMeshInfo;
  110162. private readonly _mapping;
  110163. /**
  110164. * Fired when the trackpad on this controller is clicked
  110165. */
  110166. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  110167. /**
  110168. * Fired when the trackpad on this controller is modified
  110169. */
  110170. onTrackpadValuesChangedObservable: Observable<StickValues>;
  110171. /**
  110172. * The current x and y values of this controller's trackpad
  110173. */
  110174. trackpad: StickValues;
  110175. /**
  110176. * Creates a new WindowsMotionController from a gamepad
  110177. * @param vrGamepad the gamepad that the controller should be created from
  110178. */
  110179. constructor(vrGamepad: any);
  110180. /**
  110181. * Fired when the trigger on this controller is modified
  110182. */
  110183. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110184. /**
  110185. * Fired when the menu button on this controller is modified
  110186. */
  110187. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110188. /**
  110189. * Fired when the grip button on this controller is modified
  110190. */
  110191. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110192. /**
  110193. * Fired when the thumbstick button on this controller is modified
  110194. */
  110195. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110196. /**
  110197. * Fired when the touchpad button on this controller is modified
  110198. */
  110199. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110200. /**
  110201. * Fired when the touchpad values on this controller are modified
  110202. */
  110203. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  110204. private _updateTrackpad;
  110205. /**
  110206. * Called once per frame by the engine.
  110207. */
  110208. update(): void;
  110209. /**
  110210. * Called once for each button that changed state since the last frame
  110211. * @param buttonIdx Which button index changed
  110212. * @param state New state of the button
  110213. * @param changes Which properties on the state changed since last frame
  110214. */
  110215. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110216. /**
  110217. * Moves the buttons on the controller mesh based on their current state
  110218. * @param buttonName the name of the button to move
  110219. * @param buttonValue the value of the button which determines the buttons new position
  110220. */
  110221. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  110222. /**
  110223. * Moves the axis on the controller mesh based on its current state
  110224. * @param axis the index of the axis
  110225. * @param axisValue the value of the axis which determines the meshes new position
  110226. * @hidden
  110227. */
  110228. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  110229. /**
  110230. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110231. * @param scene scene in which to add meshes
  110232. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110233. */
  110234. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  110235. /**
  110236. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  110237. * can be transformed by button presses and axes values, based on this._mapping.
  110238. *
  110239. * @param scene scene in which the meshes exist
  110240. * @param meshes list of meshes that make up the controller model to process
  110241. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  110242. */
  110243. private processModel;
  110244. private createMeshInfo;
  110245. /**
  110246. * Gets the ray of the controller in the direction the controller is pointing
  110247. * @param length the length the resulting ray should be
  110248. * @returns a ray in the direction the controller is pointing
  110249. */
  110250. getForwardRay(length?: number): Ray;
  110251. /**
  110252. * Disposes of the controller
  110253. */
  110254. dispose(): void;
  110255. }
  110256. }
  110257. declare module BABYLON {
  110258. /**
  110259. * Oculus Touch Controller
  110260. */
  110261. export class OculusTouchController extends WebVRController {
  110262. /**
  110263. * Base Url for the controller model.
  110264. */
  110265. static MODEL_BASE_URL: string;
  110266. /**
  110267. * File name for the left controller model.
  110268. */
  110269. static MODEL_LEFT_FILENAME: string;
  110270. /**
  110271. * File name for the right controller model.
  110272. */
  110273. static MODEL_RIGHT_FILENAME: string;
  110274. /**
  110275. * Base Url for the Quest controller model.
  110276. */
  110277. static QUEST_MODEL_BASE_URL: string;
  110278. /**
  110279. * @hidden
  110280. * If the controllers are running on a device that needs the updated Quest controller models
  110281. */
  110282. static _IsQuest: boolean;
  110283. /**
  110284. * Fired when the secondary trigger on this controller is modified
  110285. */
  110286. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  110287. /**
  110288. * Fired when the thumb rest on this controller is modified
  110289. */
  110290. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  110291. /**
  110292. * Creates a new OculusTouchController from a gamepad
  110293. * @param vrGamepad the gamepad that the controller should be created from
  110294. */
  110295. constructor(vrGamepad: any);
  110296. /**
  110297. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110298. * @param scene scene in which to add meshes
  110299. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110300. */
  110301. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110302. /**
  110303. * Fired when the A button on this controller is modified
  110304. */
  110305. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110306. /**
  110307. * Fired when the B button on this controller is modified
  110308. */
  110309. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110310. /**
  110311. * Fired when the X button on this controller is modified
  110312. */
  110313. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110314. /**
  110315. * Fired when the Y button on this controller is modified
  110316. */
  110317. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110318. /**
  110319. * Called once for each button that changed state since the last frame
  110320. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  110321. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  110322. * 2) secondary trigger (same)
  110323. * 3) A (right) X (left), touch, pressed = value
  110324. * 4) B / Y
  110325. * 5) thumb rest
  110326. * @param buttonIdx Which button index changed
  110327. * @param state New state of the button
  110328. * @param changes Which properties on the state changed since last frame
  110329. */
  110330. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110331. }
  110332. }
  110333. declare module BABYLON {
  110334. /**
  110335. * Vive Controller
  110336. */
  110337. export class ViveController extends WebVRController {
  110338. /**
  110339. * Base Url for the controller model.
  110340. */
  110341. static MODEL_BASE_URL: string;
  110342. /**
  110343. * File name for the controller model.
  110344. */
  110345. static MODEL_FILENAME: string;
  110346. /**
  110347. * Creates a new ViveController from a gamepad
  110348. * @param vrGamepad the gamepad that the controller should be created from
  110349. */
  110350. constructor(vrGamepad: any);
  110351. /**
  110352. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110353. * @param scene scene in which to add meshes
  110354. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110355. */
  110356. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110357. /**
  110358. * Fired when the left button on this controller is modified
  110359. */
  110360. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110361. /**
  110362. * Fired when the right button on this controller is modified
  110363. */
  110364. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110365. /**
  110366. * Fired when the menu button on this controller is modified
  110367. */
  110368. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110369. /**
  110370. * Called once for each button that changed state since the last frame
  110371. * Vive mapping:
  110372. * 0: touchpad
  110373. * 1: trigger
  110374. * 2: left AND right buttons
  110375. * 3: menu button
  110376. * @param buttonIdx Which button index changed
  110377. * @param state New state of the button
  110378. * @param changes Which properties on the state changed since last frame
  110379. */
  110380. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110381. }
  110382. }
  110383. declare module BABYLON {
  110384. /**
  110385. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110386. */
  110387. export class WebXRControllerModelLoader {
  110388. /**
  110389. * Creates the WebXRControllerModelLoader
  110390. * @param input xr input that creates the controllers
  110391. */
  110392. constructor(input: WebXRInput);
  110393. }
  110394. }
  110395. declare module BABYLON {
  110396. /**
  110397. * Contains an array of blocks representing the octree
  110398. */
  110399. export interface IOctreeContainer<T> {
  110400. /**
  110401. * Blocks within the octree
  110402. */
  110403. blocks: Array<OctreeBlock<T>>;
  110404. }
  110405. /**
  110406. * Class used to store a cell in an octree
  110407. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110408. */
  110409. export class OctreeBlock<T> {
  110410. /**
  110411. * Gets the content of the current block
  110412. */
  110413. entries: T[];
  110414. /**
  110415. * Gets the list of block children
  110416. */
  110417. blocks: Array<OctreeBlock<T>>;
  110418. private _depth;
  110419. private _maxDepth;
  110420. private _capacity;
  110421. private _minPoint;
  110422. private _maxPoint;
  110423. private _boundingVectors;
  110424. private _creationFunc;
  110425. /**
  110426. * Creates a new block
  110427. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110428. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110429. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110430. * @param depth defines the current depth of this block in the octree
  110431. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110432. * @param creationFunc defines a callback to call when an element is added to the block
  110433. */
  110434. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110435. /**
  110436. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110437. */
  110438. readonly capacity: number;
  110439. /**
  110440. * Gets the minimum vector (in world space) of the block's bounding box
  110441. */
  110442. readonly minPoint: Vector3;
  110443. /**
  110444. * Gets the maximum vector (in world space) of the block's bounding box
  110445. */
  110446. readonly maxPoint: Vector3;
  110447. /**
  110448. * Add a new element to this block
  110449. * @param entry defines the element to add
  110450. */
  110451. addEntry(entry: T): void;
  110452. /**
  110453. * Remove an element from this block
  110454. * @param entry defines the element to remove
  110455. */
  110456. removeEntry(entry: T): void;
  110457. /**
  110458. * Add an array of elements to this block
  110459. * @param entries defines the array of elements to add
  110460. */
  110461. addEntries(entries: T[]): void;
  110462. /**
  110463. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110464. * @param frustumPlanes defines the frustum planes to test
  110465. * @param selection defines the array to store current content if selection is positive
  110466. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110467. */
  110468. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110469. /**
  110470. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110471. * @param sphereCenter defines the bounding sphere center
  110472. * @param sphereRadius defines the bounding sphere radius
  110473. * @param selection defines the array to store current content if selection is positive
  110474. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110475. */
  110476. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110477. /**
  110478. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  110479. * @param ray defines the ray to test with
  110480. * @param selection defines the array to store current content if selection is positive
  110481. */
  110482. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  110483. /**
  110484. * Subdivide the content into child blocks (this block will then be empty)
  110485. */
  110486. createInnerBlocks(): void;
  110487. /**
  110488. * @hidden
  110489. */
  110490. 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;
  110491. }
  110492. }
  110493. declare module BABYLON {
  110494. /**
  110495. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  110496. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110497. */
  110498. export class Octree<T> {
  110499. /** 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.) */
  110500. maxDepth: number;
  110501. /**
  110502. * Blocks within the octree containing objects
  110503. */
  110504. blocks: Array<OctreeBlock<T>>;
  110505. /**
  110506. * Content stored in the octree
  110507. */
  110508. dynamicContent: T[];
  110509. private _maxBlockCapacity;
  110510. private _selectionContent;
  110511. private _creationFunc;
  110512. /**
  110513. * Creates a octree
  110514. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110515. * @param creationFunc function to be used to instatiate the octree
  110516. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  110517. * @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.)
  110518. */
  110519. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  110520. /** 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.) */
  110521. maxDepth?: number);
  110522. /**
  110523. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  110524. * @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);
  110525. * @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);
  110526. * @param entries meshes to be added to the octree blocks
  110527. */
  110528. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  110529. /**
  110530. * Adds a mesh to the octree
  110531. * @param entry Mesh to add to the octree
  110532. */
  110533. addMesh(entry: T): void;
  110534. /**
  110535. * Remove an element from the octree
  110536. * @param entry defines the element to remove
  110537. */
  110538. removeMesh(entry: T): void;
  110539. /**
  110540. * Selects an array of meshes within the frustum
  110541. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  110542. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  110543. * @returns array of meshes within the frustum
  110544. */
  110545. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  110546. /**
  110547. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  110548. * @param sphereCenter defines the bounding sphere center
  110549. * @param sphereRadius defines the bounding sphere radius
  110550. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110551. * @returns an array of objects that intersect the sphere
  110552. */
  110553. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  110554. /**
  110555. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  110556. * @param ray defines the ray to test with
  110557. * @returns array of intersected objects
  110558. */
  110559. intersectsRay(ray: Ray): SmartArray<T>;
  110560. /**
  110561. * Adds a mesh into the octree block if it intersects the block
  110562. */
  110563. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  110564. /**
  110565. * Adds a submesh into the octree block if it intersects the block
  110566. */
  110567. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  110568. }
  110569. }
  110570. declare module BABYLON {
  110571. interface Scene {
  110572. /**
  110573. * @hidden
  110574. * Backing Filed
  110575. */
  110576. _selectionOctree: Octree<AbstractMesh>;
  110577. /**
  110578. * Gets the octree used to boost mesh selection (picking)
  110579. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110580. */
  110581. selectionOctree: Octree<AbstractMesh>;
  110582. /**
  110583. * Creates or updates the octree used to boost selection (picking)
  110584. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110585. * @param maxCapacity defines the maximum capacity per leaf
  110586. * @param maxDepth defines the maximum depth of the octree
  110587. * @returns an octree of AbstractMesh
  110588. */
  110589. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  110590. }
  110591. interface AbstractMesh {
  110592. /**
  110593. * @hidden
  110594. * Backing Field
  110595. */
  110596. _submeshesOctree: Octree<SubMesh>;
  110597. /**
  110598. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  110599. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  110600. * @param maxCapacity defines the maximum size of each block (64 by default)
  110601. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  110602. * @returns the new octree
  110603. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  110604. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110605. */
  110606. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  110607. }
  110608. /**
  110609. * Defines the octree scene component responsible to manage any octrees
  110610. * in a given scene.
  110611. */
  110612. export class OctreeSceneComponent {
  110613. /**
  110614. * The component name help to identify the component in the list of scene components.
  110615. */
  110616. readonly name: string;
  110617. /**
  110618. * The scene the component belongs to.
  110619. */
  110620. scene: Scene;
  110621. /**
  110622. * Indicates if the meshes have been checked to make sure they are isEnabled()
  110623. */
  110624. readonly checksIsEnabled: boolean;
  110625. /**
  110626. * Creates a new instance of the component for the given scene
  110627. * @param scene Defines the scene to register the component in
  110628. */
  110629. constructor(scene: Scene);
  110630. /**
  110631. * Registers the component in a given scene
  110632. */
  110633. register(): void;
  110634. /**
  110635. * Return the list of active meshes
  110636. * @returns the list of active meshes
  110637. */
  110638. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  110639. /**
  110640. * Return the list of active sub meshes
  110641. * @param mesh The mesh to get the candidates sub meshes from
  110642. * @returns the list of active sub meshes
  110643. */
  110644. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  110645. private _tempRay;
  110646. /**
  110647. * Return the list of sub meshes intersecting with a given local ray
  110648. * @param mesh defines the mesh to find the submesh for
  110649. * @param localRay defines the ray in local space
  110650. * @returns the list of intersecting sub meshes
  110651. */
  110652. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  110653. /**
  110654. * Return the list of sub meshes colliding with a collider
  110655. * @param mesh defines the mesh to find the submesh for
  110656. * @param collider defines the collider to evaluate the collision against
  110657. * @returns the list of colliding sub meshes
  110658. */
  110659. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  110660. /**
  110661. * Rebuilds the elements related to this component in case of
  110662. * context lost for instance.
  110663. */
  110664. rebuild(): void;
  110665. /**
  110666. * Disposes the component and the associated ressources.
  110667. */
  110668. dispose(): void;
  110669. }
  110670. }
  110671. declare module BABYLON {
  110672. /**
  110673. * Renders a layer on top of an existing scene
  110674. */
  110675. export class UtilityLayerRenderer implements IDisposable {
  110676. /** the original scene that will be rendered on top of */
  110677. originalScene: Scene;
  110678. private _pointerCaptures;
  110679. private _lastPointerEvents;
  110680. private static _DefaultUtilityLayer;
  110681. private static _DefaultKeepDepthUtilityLayer;
  110682. private _sharedGizmoLight;
  110683. private _renderCamera;
  110684. /**
  110685. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  110686. * @returns the camera that is used when rendering the utility layer
  110687. */
  110688. getRenderCamera(): Nullable<Camera>;
  110689. /**
  110690. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  110691. * @param cam the camera that should be used when rendering the utility layer
  110692. */
  110693. setRenderCamera(cam: Nullable<Camera>): void;
  110694. /**
  110695. * @hidden
  110696. * Light which used by gizmos to get light shading
  110697. */
  110698. _getSharedGizmoLight(): HemisphericLight;
  110699. /**
  110700. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  110701. */
  110702. pickUtilitySceneFirst: boolean;
  110703. /**
  110704. * 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)
  110705. */
  110706. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  110707. /**
  110708. * 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)
  110709. */
  110710. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  110711. /**
  110712. * The scene that is rendered on top of the original scene
  110713. */
  110714. utilityLayerScene: Scene;
  110715. /**
  110716. * If the utility layer should automatically be rendered on top of existing scene
  110717. */
  110718. shouldRender: boolean;
  110719. /**
  110720. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  110721. */
  110722. onlyCheckPointerDownEvents: boolean;
  110723. /**
  110724. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  110725. */
  110726. processAllEvents: boolean;
  110727. /**
  110728. * Observable raised when the pointer move from the utility layer scene to the main scene
  110729. */
  110730. onPointerOutObservable: Observable<number>;
  110731. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  110732. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  110733. private _afterRenderObserver;
  110734. private _sceneDisposeObserver;
  110735. private _originalPointerObserver;
  110736. /**
  110737. * Instantiates a UtilityLayerRenderer
  110738. * @param originalScene the original scene that will be rendered on top of
  110739. * @param handleEvents boolean indicating if the utility layer should handle events
  110740. */
  110741. constructor(
  110742. /** the original scene that will be rendered on top of */
  110743. originalScene: Scene, handleEvents?: boolean);
  110744. private _notifyObservers;
  110745. /**
  110746. * Renders the utility layers scene on top of the original scene
  110747. */
  110748. render(): void;
  110749. /**
  110750. * Disposes of the renderer
  110751. */
  110752. dispose(): void;
  110753. private _updateCamera;
  110754. }
  110755. }
  110756. declare module BABYLON {
  110757. /**
  110758. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  110759. */
  110760. export class Gizmo implements IDisposable {
  110761. /** The utility layer the gizmo will be added to */
  110762. gizmoLayer: UtilityLayerRenderer;
  110763. /**
  110764. * The root mesh of the gizmo
  110765. */
  110766. _rootMesh: Mesh;
  110767. private _attachedMesh;
  110768. /**
  110769. * Ratio for the scale of the gizmo (Default: 1)
  110770. */
  110771. scaleRatio: number;
  110772. /**
  110773. * If a custom mesh has been set (Default: false)
  110774. */
  110775. protected _customMeshSet: boolean;
  110776. /**
  110777. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  110778. * * When set, interactions will be enabled
  110779. */
  110780. attachedMesh: Nullable<AbstractMesh>;
  110781. /**
  110782. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110783. * @param mesh The mesh to replace the default mesh of the gizmo
  110784. */
  110785. setCustomMesh(mesh: Mesh): void;
  110786. /**
  110787. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  110788. */
  110789. updateGizmoRotationToMatchAttachedMesh: boolean;
  110790. /**
  110791. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  110792. */
  110793. updateGizmoPositionToMatchAttachedMesh: boolean;
  110794. /**
  110795. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  110796. */
  110797. updateScale: boolean;
  110798. protected _interactionsEnabled: boolean;
  110799. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110800. private _beforeRenderObserver;
  110801. private _tempVector;
  110802. /**
  110803. * Creates a gizmo
  110804. * @param gizmoLayer The utility layer the gizmo will be added to
  110805. */
  110806. constructor(
  110807. /** The utility layer the gizmo will be added to */
  110808. gizmoLayer?: UtilityLayerRenderer);
  110809. /**
  110810. * Updates the gizmo to match the attached mesh's position/rotation
  110811. */
  110812. protected _update(): void;
  110813. /**
  110814. * Disposes of the gizmo
  110815. */
  110816. dispose(): void;
  110817. }
  110818. }
  110819. declare module BABYLON {
  110820. /**
  110821. * Single plane drag gizmo
  110822. */
  110823. export class PlaneDragGizmo extends Gizmo {
  110824. /**
  110825. * Drag behavior responsible for the gizmos dragging interactions
  110826. */
  110827. dragBehavior: PointerDragBehavior;
  110828. private _pointerObserver;
  110829. /**
  110830. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110831. */
  110832. snapDistance: number;
  110833. /**
  110834. * Event that fires each time the gizmo snaps to a new location.
  110835. * * snapDistance is the the change in distance
  110836. */
  110837. onSnapObservable: Observable<{
  110838. snapDistance: number;
  110839. }>;
  110840. private _plane;
  110841. private _coloredMaterial;
  110842. private _hoverMaterial;
  110843. private _isEnabled;
  110844. private _parent;
  110845. /** @hidden */
  110846. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  110847. /** @hidden */
  110848. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110849. /**
  110850. * Creates a PlaneDragGizmo
  110851. * @param gizmoLayer The utility layer the gizmo will be added to
  110852. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  110853. * @param color The color of the gizmo
  110854. */
  110855. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110856. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110857. /**
  110858. * If the gizmo is enabled
  110859. */
  110860. isEnabled: boolean;
  110861. /**
  110862. * Disposes of the gizmo
  110863. */
  110864. dispose(): void;
  110865. }
  110866. }
  110867. declare module BABYLON {
  110868. /**
  110869. * Gizmo that enables dragging a mesh along 3 axis
  110870. */
  110871. export class PositionGizmo extends Gizmo {
  110872. /**
  110873. * Internal gizmo used for interactions on the x axis
  110874. */
  110875. xGizmo: AxisDragGizmo;
  110876. /**
  110877. * Internal gizmo used for interactions on the y axis
  110878. */
  110879. yGizmo: AxisDragGizmo;
  110880. /**
  110881. * Internal gizmo used for interactions on the z axis
  110882. */
  110883. zGizmo: AxisDragGizmo;
  110884. /**
  110885. * Internal gizmo used for interactions on the yz plane
  110886. */
  110887. xPlaneGizmo: PlaneDragGizmo;
  110888. /**
  110889. * Internal gizmo used for interactions on the xz plane
  110890. */
  110891. yPlaneGizmo: PlaneDragGizmo;
  110892. /**
  110893. * Internal gizmo used for interactions on the xy plane
  110894. */
  110895. zPlaneGizmo: PlaneDragGizmo;
  110896. /**
  110897. * private variables
  110898. */
  110899. private _meshAttached;
  110900. private _updateGizmoRotationToMatchAttachedMesh;
  110901. private _snapDistance;
  110902. private _scaleRatio;
  110903. /** Fires an event when any of it's sub gizmos are dragged */
  110904. onDragStartObservable: Observable<unknown>;
  110905. /** Fires an event when any of it's sub gizmos are released from dragging */
  110906. onDragEndObservable: Observable<unknown>;
  110907. /**
  110908. * If set to true, planar drag is enabled
  110909. */
  110910. private _planarGizmoEnabled;
  110911. attachedMesh: Nullable<AbstractMesh>;
  110912. /**
  110913. * Creates a PositionGizmo
  110914. * @param gizmoLayer The utility layer the gizmo will be added to
  110915. */
  110916. constructor(gizmoLayer?: UtilityLayerRenderer);
  110917. /**
  110918. * If the planar drag gizmo is enabled
  110919. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  110920. */
  110921. planarGizmoEnabled: boolean;
  110922. updateGizmoRotationToMatchAttachedMesh: boolean;
  110923. /**
  110924. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110925. */
  110926. snapDistance: number;
  110927. /**
  110928. * Ratio for the scale of the gizmo (Default: 1)
  110929. */
  110930. scaleRatio: number;
  110931. /**
  110932. * Disposes of the gizmo
  110933. */
  110934. dispose(): void;
  110935. /**
  110936. * CustomMeshes are not supported by this gizmo
  110937. * @param mesh The mesh to replace the default mesh of the gizmo
  110938. */
  110939. setCustomMesh(mesh: Mesh): void;
  110940. }
  110941. }
  110942. declare module BABYLON {
  110943. /**
  110944. * Single axis drag gizmo
  110945. */
  110946. export class AxisDragGizmo extends Gizmo {
  110947. /**
  110948. * Drag behavior responsible for the gizmos dragging interactions
  110949. */
  110950. dragBehavior: PointerDragBehavior;
  110951. private _pointerObserver;
  110952. /**
  110953. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110954. */
  110955. snapDistance: number;
  110956. /**
  110957. * Event that fires each time the gizmo snaps to a new location.
  110958. * * snapDistance is the the change in distance
  110959. */
  110960. onSnapObservable: Observable<{
  110961. snapDistance: number;
  110962. }>;
  110963. private _isEnabled;
  110964. private _parent;
  110965. private _arrow;
  110966. private _coloredMaterial;
  110967. private _hoverMaterial;
  110968. /** @hidden */
  110969. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  110970. /** @hidden */
  110971. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110972. /**
  110973. * Creates an AxisDragGizmo
  110974. * @param gizmoLayer The utility layer the gizmo will be added to
  110975. * @param dragAxis The axis which the gizmo will be able to drag on
  110976. * @param color The color of the gizmo
  110977. */
  110978. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110979. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110980. /**
  110981. * If the gizmo is enabled
  110982. */
  110983. isEnabled: boolean;
  110984. /**
  110985. * Disposes of the gizmo
  110986. */
  110987. dispose(): void;
  110988. }
  110989. }
  110990. declare module BABYLON.Debug {
  110991. /**
  110992. * The Axes viewer will show 3 axes in a specific point in space
  110993. */
  110994. export class AxesViewer {
  110995. private _xAxis;
  110996. private _yAxis;
  110997. private _zAxis;
  110998. private _scaleLinesFactor;
  110999. private _instanced;
  111000. /**
  111001. * Gets the hosting scene
  111002. */
  111003. scene: Scene;
  111004. /**
  111005. * Gets or sets a number used to scale line length
  111006. */
  111007. scaleLines: number;
  111008. /** Gets the node hierarchy used to render x-axis */
  111009. readonly xAxis: TransformNode;
  111010. /** Gets the node hierarchy used to render y-axis */
  111011. readonly yAxis: TransformNode;
  111012. /** Gets the node hierarchy used to render z-axis */
  111013. readonly zAxis: TransformNode;
  111014. /**
  111015. * Creates a new AxesViewer
  111016. * @param scene defines the hosting scene
  111017. * @param scaleLines defines a number used to scale line length (1 by default)
  111018. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  111019. * @param xAxis defines the node hierarchy used to render the x-axis
  111020. * @param yAxis defines the node hierarchy used to render the y-axis
  111021. * @param zAxis defines the node hierarchy used to render the z-axis
  111022. */
  111023. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  111024. /**
  111025. * Force the viewer to update
  111026. * @param position defines the position of the viewer
  111027. * @param xaxis defines the x axis of the viewer
  111028. * @param yaxis defines the y axis of the viewer
  111029. * @param zaxis defines the z axis of the viewer
  111030. */
  111031. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  111032. /**
  111033. * Creates an instance of this axes viewer.
  111034. * @returns a new axes viewer with instanced meshes
  111035. */
  111036. createInstance(): AxesViewer;
  111037. /** Releases resources */
  111038. dispose(): void;
  111039. private static _SetRenderingGroupId;
  111040. }
  111041. }
  111042. declare module BABYLON.Debug {
  111043. /**
  111044. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111045. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111046. */
  111047. export class BoneAxesViewer extends AxesViewer {
  111048. /**
  111049. * Gets or sets the target mesh where to display the axes viewer
  111050. */
  111051. mesh: Nullable<Mesh>;
  111052. /**
  111053. * Gets or sets the target bone where to display the axes viewer
  111054. */
  111055. bone: Nullable<Bone>;
  111056. /** Gets current position */
  111057. pos: Vector3;
  111058. /** Gets direction of X axis */
  111059. xaxis: Vector3;
  111060. /** Gets direction of Y axis */
  111061. yaxis: Vector3;
  111062. /** Gets direction of Z axis */
  111063. zaxis: Vector3;
  111064. /**
  111065. * Creates a new BoneAxesViewer
  111066. * @param scene defines the hosting scene
  111067. * @param bone defines the target bone
  111068. * @param mesh defines the target mesh
  111069. * @param scaleLines defines a scaling factor for line length (1 by default)
  111070. */
  111071. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  111072. /**
  111073. * Force the viewer to update
  111074. */
  111075. update(): void;
  111076. /** Releases resources */
  111077. dispose(): void;
  111078. }
  111079. }
  111080. declare module BABYLON {
  111081. /**
  111082. * Interface used to define scene explorer extensibility option
  111083. */
  111084. export interface IExplorerExtensibilityOption {
  111085. /**
  111086. * Define the option label
  111087. */
  111088. label: string;
  111089. /**
  111090. * Defines the action to execute on click
  111091. */
  111092. action: (entity: any) => void;
  111093. }
  111094. /**
  111095. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  111096. */
  111097. export interface IExplorerExtensibilityGroup {
  111098. /**
  111099. * Defines a predicate to test if a given type mut be extended
  111100. */
  111101. predicate: (entity: any) => boolean;
  111102. /**
  111103. * Gets the list of options added to a type
  111104. */
  111105. entries: IExplorerExtensibilityOption[];
  111106. }
  111107. /**
  111108. * Interface used to define the options to use to create the Inspector
  111109. */
  111110. export interface IInspectorOptions {
  111111. /**
  111112. * Display in overlay mode (default: false)
  111113. */
  111114. overlay?: boolean;
  111115. /**
  111116. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  111117. */
  111118. globalRoot?: HTMLElement;
  111119. /**
  111120. * Display the Scene explorer
  111121. */
  111122. showExplorer?: boolean;
  111123. /**
  111124. * Display the property inspector
  111125. */
  111126. showInspector?: boolean;
  111127. /**
  111128. * Display in embed mode (both panes on the right)
  111129. */
  111130. embedMode?: boolean;
  111131. /**
  111132. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  111133. */
  111134. handleResize?: boolean;
  111135. /**
  111136. * Allow the panes to popup (default: true)
  111137. */
  111138. enablePopup?: boolean;
  111139. /**
  111140. * Allow the panes to be closed by users (default: true)
  111141. */
  111142. enableClose?: boolean;
  111143. /**
  111144. * Optional list of extensibility entries
  111145. */
  111146. explorerExtensibility?: IExplorerExtensibilityGroup[];
  111147. /**
  111148. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  111149. */
  111150. inspectorURL?: string;
  111151. }
  111152. interface Scene {
  111153. /**
  111154. * @hidden
  111155. * Backing field
  111156. */
  111157. _debugLayer: DebugLayer;
  111158. /**
  111159. * Gets the debug layer (aka Inspector) associated with the scene
  111160. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111161. */
  111162. debugLayer: DebugLayer;
  111163. }
  111164. /**
  111165. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111166. * what is happening in your scene
  111167. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111168. */
  111169. export class DebugLayer {
  111170. /**
  111171. * Define the url to get the inspector script from.
  111172. * By default it uses the babylonjs CDN.
  111173. * @ignoreNaming
  111174. */
  111175. static InspectorURL: string;
  111176. private _scene;
  111177. private BJSINSPECTOR;
  111178. private _onPropertyChangedObservable?;
  111179. /**
  111180. * Observable triggered when a property is changed through the inspector.
  111181. */
  111182. readonly onPropertyChangedObservable: any;
  111183. /**
  111184. * Instantiates a new debug layer.
  111185. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111186. * what is happening in your scene
  111187. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111188. * @param scene Defines the scene to inspect
  111189. */
  111190. constructor(scene: Scene);
  111191. /** Creates the inspector window. */
  111192. private _createInspector;
  111193. /**
  111194. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  111195. * @param entity defines the entity to select
  111196. * @param lineContainerTitle defines the specific block to highlight
  111197. */
  111198. select(entity: any, lineContainerTitle?: string): void;
  111199. /** Get the inspector from bundle or global */
  111200. private _getGlobalInspector;
  111201. /**
  111202. * Get if the inspector is visible or not.
  111203. * @returns true if visible otherwise, false
  111204. */
  111205. isVisible(): boolean;
  111206. /**
  111207. * Hide the inspector and close its window.
  111208. */
  111209. hide(): void;
  111210. /**
  111211. * Launch the debugLayer.
  111212. * @param config Define the configuration of the inspector
  111213. * @return a promise fulfilled when the debug layer is visible
  111214. */
  111215. show(config?: IInspectorOptions): Promise<DebugLayer>;
  111216. }
  111217. }
  111218. declare module BABYLON {
  111219. /**
  111220. * Class containing static functions to help procedurally build meshes
  111221. */
  111222. export class BoxBuilder {
  111223. /**
  111224. * Creates a box mesh
  111225. * * The parameter `size` sets the size (float) of each box side (default 1)
  111226. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  111227. * * 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)
  111228. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  111229. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111230. * * If you create a double-sided mesh, you can choose what parts of 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
  111231. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111232. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  111233. * @param name defines the name of the mesh
  111234. * @param options defines the options used to create the mesh
  111235. * @param scene defines the hosting scene
  111236. * @returns the box mesh
  111237. */
  111238. static CreateBox(name: string, options: {
  111239. size?: number;
  111240. width?: number;
  111241. height?: number;
  111242. depth?: number;
  111243. faceUV?: Vector4[];
  111244. faceColors?: Color4[];
  111245. sideOrientation?: number;
  111246. frontUVs?: Vector4;
  111247. backUVs?: Vector4;
  111248. wrap?: boolean;
  111249. topBaseAt?: number;
  111250. bottomBaseAt?: number;
  111251. updatable?: boolean;
  111252. }, scene?: Nullable<Scene>): Mesh;
  111253. }
  111254. }
  111255. declare module BABYLON {
  111256. /**
  111257. * Class containing static functions to help procedurally build meshes
  111258. */
  111259. export class SphereBuilder {
  111260. /**
  111261. * Creates a sphere mesh
  111262. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  111263. * * 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`)
  111264. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  111265. * * 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
  111266. * * 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)
  111267. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111268. * * If you create a double-sided mesh, you can choose what parts of 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
  111269. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111270. * @param name defines the name of the mesh
  111271. * @param options defines the options used to create the mesh
  111272. * @param scene defines the hosting scene
  111273. * @returns the sphere mesh
  111274. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  111275. */
  111276. static CreateSphere(name: string, options: {
  111277. segments?: number;
  111278. diameter?: number;
  111279. diameterX?: number;
  111280. diameterY?: number;
  111281. diameterZ?: number;
  111282. arc?: number;
  111283. slice?: number;
  111284. sideOrientation?: number;
  111285. frontUVs?: Vector4;
  111286. backUVs?: Vector4;
  111287. updatable?: boolean;
  111288. }, scene?: Nullable<Scene>): Mesh;
  111289. }
  111290. }
  111291. declare module BABYLON.Debug {
  111292. /**
  111293. * Used to show the physics impostor around the specific mesh
  111294. */
  111295. export class PhysicsViewer {
  111296. /** @hidden */
  111297. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  111298. /** @hidden */
  111299. protected _meshes: Array<Nullable<AbstractMesh>>;
  111300. /** @hidden */
  111301. protected _scene: Nullable<Scene>;
  111302. /** @hidden */
  111303. protected _numMeshes: number;
  111304. /** @hidden */
  111305. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  111306. private _renderFunction;
  111307. private _utilityLayer;
  111308. private _debugBoxMesh;
  111309. private _debugSphereMesh;
  111310. private _debugCylinderMesh;
  111311. private _debugMaterial;
  111312. private _debugMeshMeshes;
  111313. /**
  111314. * Creates a new PhysicsViewer
  111315. * @param scene defines the hosting scene
  111316. */
  111317. constructor(scene: Scene);
  111318. /** @hidden */
  111319. protected _updateDebugMeshes(): void;
  111320. /**
  111321. * Renders a specified physic impostor
  111322. * @param impostor defines the impostor to render
  111323. * @param targetMesh defines the mesh represented by the impostor
  111324. * @returns the new debug mesh used to render the impostor
  111325. */
  111326. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  111327. /**
  111328. * Hides a specified physic impostor
  111329. * @param impostor defines the impostor to hide
  111330. */
  111331. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  111332. private _getDebugMaterial;
  111333. private _getDebugBoxMesh;
  111334. private _getDebugSphereMesh;
  111335. private _getDebugCylinderMesh;
  111336. private _getDebugMeshMesh;
  111337. private _getDebugMesh;
  111338. /** Releases all resources */
  111339. dispose(): void;
  111340. }
  111341. }
  111342. declare module BABYLON {
  111343. /**
  111344. * Class containing static functions to help procedurally build meshes
  111345. */
  111346. export class LinesBuilder {
  111347. /**
  111348. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  111349. * * 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
  111350. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  111351. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  111352. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  111353. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  111354. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  111355. * * 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
  111356. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  111357. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111358. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  111359. * @param name defines the name of the new line system
  111360. * @param options defines the options used to create the line system
  111361. * @param scene defines the hosting scene
  111362. * @returns a new line system mesh
  111363. */
  111364. static CreateLineSystem(name: string, options: {
  111365. lines: Vector3[][];
  111366. updatable?: boolean;
  111367. instance?: Nullable<LinesMesh>;
  111368. colors?: Nullable<Color4[][]>;
  111369. useVertexAlpha?: boolean;
  111370. }, scene: Nullable<Scene>): LinesMesh;
  111371. /**
  111372. * Creates a line mesh
  111373. * 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
  111374. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111375. * * The parameter `points` is an array successive Vector3
  111376. * * 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
  111377. * * The optional parameter `colors` is an array of successive Color4, one per line point
  111378. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  111379. * * When updating an instance, remember that only point positions can change, not the number of points
  111380. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111381. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111382. * @param name defines the name of the new line system
  111383. * @param options defines the options used to create the line system
  111384. * @param scene defines the hosting scene
  111385. * @returns a new line mesh
  111386. */
  111387. static CreateLines(name: string, options: {
  111388. points: Vector3[];
  111389. updatable?: boolean;
  111390. instance?: Nullable<LinesMesh>;
  111391. colors?: Color4[];
  111392. useVertexAlpha?: boolean;
  111393. }, scene?: Nullable<Scene>): LinesMesh;
  111394. /**
  111395. * Creates a dashed line mesh
  111396. * * 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
  111397. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111398. * * The parameter `points` is an array successive Vector3
  111399. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111400. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111401. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111402. * * 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
  111403. * * When updating an instance, remember that only point positions can change, not the number of points
  111404. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111405. * @param name defines the name of the mesh
  111406. * @param options defines the options used to create the mesh
  111407. * @param scene defines the hosting scene
  111408. * @returns the dashed line mesh
  111409. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111410. */
  111411. static CreateDashedLines(name: string, options: {
  111412. points: Vector3[];
  111413. dashSize?: number;
  111414. gapSize?: number;
  111415. dashNb?: number;
  111416. updatable?: boolean;
  111417. instance?: LinesMesh;
  111418. }, scene?: Nullable<Scene>): LinesMesh;
  111419. }
  111420. }
  111421. declare module BABYLON {
  111422. /**
  111423. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111424. * in order to better appreciate the issue one might have.
  111425. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111426. */
  111427. export class RayHelper {
  111428. /**
  111429. * Defines the ray we are currently tryin to visualize.
  111430. */
  111431. ray: Nullable<Ray>;
  111432. private _renderPoints;
  111433. private _renderLine;
  111434. private _renderFunction;
  111435. private _scene;
  111436. private _updateToMeshFunction;
  111437. private _attachedToMesh;
  111438. private _meshSpaceDirection;
  111439. private _meshSpaceOrigin;
  111440. /**
  111441. * Helper function to create a colored helper in a scene in one line.
  111442. * @param ray Defines the ray we are currently tryin to visualize
  111443. * @param scene Defines the scene the ray is used in
  111444. * @param color Defines the color we want to see the ray in
  111445. * @returns The newly created ray helper.
  111446. */
  111447. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111448. /**
  111449. * Instantiate a new ray helper.
  111450. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111451. * in order to better appreciate the issue one might have.
  111452. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111453. * @param ray Defines the ray we are currently tryin to visualize
  111454. */
  111455. constructor(ray: Ray);
  111456. /**
  111457. * Shows the ray we are willing to debug.
  111458. * @param scene Defines the scene the ray needs to be rendered in
  111459. * @param color Defines the color the ray needs to be rendered in
  111460. */
  111461. show(scene: Scene, color?: Color3): void;
  111462. /**
  111463. * Hides the ray we are debugging.
  111464. */
  111465. hide(): void;
  111466. private _render;
  111467. /**
  111468. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111469. * @param mesh Defines the mesh we want the helper attached to
  111470. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111471. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111472. * @param length Defines the length of the ray
  111473. */
  111474. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111475. /**
  111476. * Detach the ray helper from the mesh it has previously been attached to.
  111477. */
  111478. detachFromMesh(): void;
  111479. private _updateToMesh;
  111480. /**
  111481. * Dispose the helper and release its associated resources.
  111482. */
  111483. dispose(): void;
  111484. }
  111485. }
  111486. declare module BABYLON.Debug {
  111487. /**
  111488. * Class used to render a debug view of a given skeleton
  111489. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  111490. */
  111491. export class SkeletonViewer {
  111492. /** defines the skeleton to render */
  111493. skeleton: Skeleton;
  111494. /** defines the mesh attached to the skeleton */
  111495. mesh: AbstractMesh;
  111496. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111497. autoUpdateBonesMatrices: boolean;
  111498. /** defines the rendering group id to use with the viewer */
  111499. renderingGroupId: number;
  111500. /** Gets or sets the color used to render the skeleton */
  111501. color: Color3;
  111502. private _scene;
  111503. private _debugLines;
  111504. private _debugMesh;
  111505. private _isEnabled;
  111506. private _renderFunction;
  111507. private _utilityLayer;
  111508. /**
  111509. * Returns the mesh used to render the bones
  111510. */
  111511. readonly debugMesh: Nullable<LinesMesh>;
  111512. /**
  111513. * Creates a new SkeletonViewer
  111514. * @param skeleton defines the skeleton to render
  111515. * @param mesh defines the mesh attached to the skeleton
  111516. * @param scene defines the hosting scene
  111517. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  111518. * @param renderingGroupId defines the rendering group id to use with the viewer
  111519. */
  111520. constructor(
  111521. /** defines the skeleton to render */
  111522. skeleton: Skeleton,
  111523. /** defines the mesh attached to the skeleton */
  111524. mesh: AbstractMesh, scene: Scene,
  111525. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111526. autoUpdateBonesMatrices?: boolean,
  111527. /** defines the rendering group id to use with the viewer */
  111528. renderingGroupId?: number);
  111529. /** Gets or sets a boolean indicating if the viewer is enabled */
  111530. isEnabled: boolean;
  111531. private _getBonePosition;
  111532. private _getLinesForBonesWithLength;
  111533. private _getLinesForBonesNoLength;
  111534. /** Update the viewer to sync with current skeleton state */
  111535. update(): void;
  111536. /** Release associated resources */
  111537. dispose(): void;
  111538. }
  111539. }
  111540. declare module BABYLON {
  111541. /**
  111542. * Options to create the null engine
  111543. */
  111544. export class NullEngineOptions {
  111545. /**
  111546. * Render width (Default: 512)
  111547. */
  111548. renderWidth: number;
  111549. /**
  111550. * Render height (Default: 256)
  111551. */
  111552. renderHeight: number;
  111553. /**
  111554. * Texture size (Default: 512)
  111555. */
  111556. textureSize: number;
  111557. /**
  111558. * If delta time between frames should be constant
  111559. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111560. */
  111561. deterministicLockstep: boolean;
  111562. /**
  111563. * Maximum about of steps between frames (Default: 4)
  111564. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111565. */
  111566. lockstepMaxSteps: number;
  111567. }
  111568. /**
  111569. * The null engine class provides support for headless version of babylon.js.
  111570. * This can be used in server side scenario or for testing purposes
  111571. */
  111572. export class NullEngine extends Engine {
  111573. private _options;
  111574. /**
  111575. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  111576. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111577. * @returns true if engine is in deterministic lock step mode
  111578. */
  111579. isDeterministicLockStep(): boolean;
  111580. /**
  111581. * Gets the max steps when engine is running in deterministic lock step
  111582. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111583. * @returns the max steps
  111584. */
  111585. getLockstepMaxSteps(): number;
  111586. /**
  111587. * Gets the current hardware scaling level.
  111588. * By default the hardware scaling level is computed from the window device ratio.
  111589. * 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.
  111590. * @returns a number indicating the current hardware scaling level
  111591. */
  111592. getHardwareScalingLevel(): number;
  111593. constructor(options?: NullEngineOptions);
  111594. /**
  111595. * Creates a vertex buffer
  111596. * @param vertices the data for the vertex buffer
  111597. * @returns the new WebGL static buffer
  111598. */
  111599. createVertexBuffer(vertices: FloatArray): DataBuffer;
  111600. /**
  111601. * Creates a new index buffer
  111602. * @param indices defines the content of the index buffer
  111603. * @param updatable defines if the index buffer must be updatable
  111604. * @returns a new webGL buffer
  111605. */
  111606. createIndexBuffer(indices: IndicesArray): DataBuffer;
  111607. /**
  111608. * Clear the current render buffer or the current render target (if any is set up)
  111609. * @param color defines the color to use
  111610. * @param backBuffer defines if the back buffer must be cleared
  111611. * @param depth defines if the depth buffer must be cleared
  111612. * @param stencil defines if the stencil buffer must be cleared
  111613. */
  111614. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  111615. /**
  111616. * Gets the current render width
  111617. * @param useScreen defines if screen size must be used (or the current render target if any)
  111618. * @returns a number defining the current render width
  111619. */
  111620. getRenderWidth(useScreen?: boolean): number;
  111621. /**
  111622. * Gets the current render height
  111623. * @param useScreen defines if screen size must be used (or the current render target if any)
  111624. * @returns a number defining the current render height
  111625. */
  111626. getRenderHeight(useScreen?: boolean): number;
  111627. /**
  111628. * Set the WebGL's viewport
  111629. * @param viewport defines the viewport element to be used
  111630. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  111631. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  111632. */
  111633. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  111634. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  111635. /**
  111636. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  111637. * @param pipelineContext defines the pipeline context to use
  111638. * @param uniformsNames defines the list of uniform names
  111639. * @returns an array of webGL uniform locations
  111640. */
  111641. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  111642. /**
  111643. * Gets the lsit of active attributes for a given webGL program
  111644. * @param pipelineContext defines the pipeline context to use
  111645. * @param attributesNames defines the list of attribute names to get
  111646. * @returns an array of indices indicating the offset of each attribute
  111647. */
  111648. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  111649. /**
  111650. * Binds an effect to the webGL context
  111651. * @param effect defines the effect to bind
  111652. */
  111653. bindSamplers(effect: Effect): void;
  111654. /**
  111655. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  111656. * @param effect defines the effect to activate
  111657. */
  111658. enableEffect(effect: Effect): void;
  111659. /**
  111660. * Set various states to the webGL context
  111661. * @param culling defines backface culling state
  111662. * @param zOffset defines the value to apply to zOffset (0 by default)
  111663. * @param force defines if states must be applied even if cache is up to date
  111664. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  111665. */
  111666. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  111667. /**
  111668. * Set the value of an uniform to an array of int32
  111669. * @param uniform defines the webGL uniform location where to store the value
  111670. * @param array defines the array of int32 to store
  111671. */
  111672. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  111673. /**
  111674. * Set the value of an uniform to an array of int32 (stored as vec2)
  111675. * @param uniform defines the webGL uniform location where to store the value
  111676. * @param array defines the array of int32 to store
  111677. */
  111678. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  111679. /**
  111680. * Set the value of an uniform to an array of int32 (stored as vec3)
  111681. * @param uniform defines the webGL uniform location where to store the value
  111682. * @param array defines the array of int32 to store
  111683. */
  111684. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  111685. /**
  111686. * Set the value of an uniform to an array of int32 (stored as vec4)
  111687. * @param uniform defines the webGL uniform location where to store the value
  111688. * @param array defines the array of int32 to store
  111689. */
  111690. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  111691. /**
  111692. * Set the value of an uniform to an array of float32
  111693. * @param uniform defines the webGL uniform location where to store the value
  111694. * @param array defines the array of float32 to store
  111695. */
  111696. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  111697. /**
  111698. * Set the value of an uniform to an array of float32 (stored as vec2)
  111699. * @param uniform defines the webGL uniform location where to store the value
  111700. * @param array defines the array of float32 to store
  111701. */
  111702. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  111703. /**
  111704. * Set the value of an uniform to an array of float32 (stored as vec3)
  111705. * @param uniform defines the webGL uniform location where to store the value
  111706. * @param array defines the array of float32 to store
  111707. */
  111708. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  111709. /**
  111710. * Set the value of an uniform to an array of float32 (stored as vec4)
  111711. * @param uniform defines the webGL uniform location where to store the value
  111712. * @param array defines the array of float32 to store
  111713. */
  111714. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  111715. /**
  111716. * Set the value of an uniform to an array of number
  111717. * @param uniform defines the webGL uniform location where to store the value
  111718. * @param array defines the array of number to store
  111719. */
  111720. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  111721. /**
  111722. * Set the value of an uniform to an array of number (stored as vec2)
  111723. * @param uniform defines the webGL uniform location where to store the value
  111724. * @param array defines the array of number to store
  111725. */
  111726. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  111727. /**
  111728. * Set the value of an uniform to an array of number (stored as vec3)
  111729. * @param uniform defines the webGL uniform location where to store the value
  111730. * @param array defines the array of number to store
  111731. */
  111732. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  111733. /**
  111734. * Set the value of an uniform to an array of number (stored as vec4)
  111735. * @param uniform defines the webGL uniform location where to store the value
  111736. * @param array defines the array of number to store
  111737. */
  111738. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  111739. /**
  111740. * Set the value of an uniform to an array of float32 (stored as matrices)
  111741. * @param uniform defines the webGL uniform location where to store the value
  111742. * @param matrices defines the array of float32 to store
  111743. */
  111744. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  111745. /**
  111746. * Set the value of an uniform to a matrix (3x3)
  111747. * @param uniform defines the webGL uniform location where to store the value
  111748. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  111749. */
  111750. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111751. /**
  111752. * Set the value of an uniform to a matrix (2x2)
  111753. * @param uniform defines the webGL uniform location where to store the value
  111754. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  111755. */
  111756. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111757. /**
  111758. * Set the value of an uniform to a number (float)
  111759. * @param uniform defines the webGL uniform location where to store the value
  111760. * @param value defines the float number to store
  111761. */
  111762. setFloat(uniform: WebGLUniformLocation, value: number): void;
  111763. /**
  111764. * Set the value of an uniform to a vec2
  111765. * @param uniform defines the webGL uniform location where to store the value
  111766. * @param x defines the 1st component of the value
  111767. * @param y defines the 2nd component of the value
  111768. */
  111769. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  111770. /**
  111771. * Set the value of an uniform to a vec3
  111772. * @param uniform defines the webGL uniform location where to store the value
  111773. * @param x defines the 1st component of the value
  111774. * @param y defines the 2nd component of the value
  111775. * @param z defines the 3rd component of the value
  111776. */
  111777. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  111778. /**
  111779. * Set the value of an uniform to a boolean
  111780. * @param uniform defines the webGL uniform location where to store the value
  111781. * @param bool defines the boolean to store
  111782. */
  111783. setBool(uniform: WebGLUniformLocation, bool: number): void;
  111784. /**
  111785. * Set the value of an uniform to a vec4
  111786. * @param uniform defines the webGL uniform location where to store the value
  111787. * @param x defines the 1st component of the value
  111788. * @param y defines the 2nd component of the value
  111789. * @param z defines the 3rd component of the value
  111790. * @param w defines the 4th component of the value
  111791. */
  111792. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  111793. /**
  111794. * Sets the current alpha mode
  111795. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  111796. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  111797. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  111798. */
  111799. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  111800. /**
  111801. * Bind webGl buffers directly to the webGL context
  111802. * @param vertexBuffers defines the vertex buffer to bind
  111803. * @param indexBuffer defines the index buffer to bind
  111804. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  111805. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  111806. * @param effect defines the effect associated with the vertex buffer
  111807. */
  111808. bindBuffers(vertexBuffers: {
  111809. [key: string]: VertexBuffer;
  111810. }, indexBuffer: DataBuffer, effect: Effect): void;
  111811. /**
  111812. * Force the entire cache to be cleared
  111813. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  111814. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  111815. */
  111816. wipeCaches(bruteForce?: boolean): void;
  111817. /**
  111818. * Send a draw order
  111819. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  111820. * @param indexStart defines the starting index
  111821. * @param indexCount defines the number of index to draw
  111822. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111823. */
  111824. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  111825. /**
  111826. * Draw a list of indexed primitives
  111827. * @param fillMode defines the primitive to use
  111828. * @param indexStart defines the starting index
  111829. * @param indexCount defines the number of index to draw
  111830. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111831. */
  111832. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  111833. /**
  111834. * Draw a list of unindexed primitives
  111835. * @param fillMode defines the primitive to use
  111836. * @param verticesStart defines the index of first vertex to draw
  111837. * @param verticesCount defines the count of vertices to draw
  111838. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111839. */
  111840. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  111841. /** @hidden */
  111842. _createTexture(): WebGLTexture;
  111843. /** @hidden */
  111844. _releaseTexture(texture: InternalTexture): void;
  111845. /**
  111846. * Usually called from Texture.ts.
  111847. * Passed information to create a WebGLTexture
  111848. * @param urlArg defines a value which contains one of the following:
  111849. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  111850. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  111851. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  111852. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  111853. * @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)
  111854. * @param scene needed for loading to the correct scene
  111855. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  111856. * @param onLoad optional callback to be called upon successful completion
  111857. * @param onError optional callback to be called upon failure
  111858. * @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
  111859. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  111860. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  111861. * @param forcedExtension defines the extension to use to pick the right loader
  111862. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  111863. * @returns a InternalTexture for assignment back into BABYLON.Texture
  111864. */
  111865. 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;
  111866. /**
  111867. * Creates a new render target texture
  111868. * @param size defines the size of the texture
  111869. * @param options defines the options used to create the texture
  111870. * @returns a new render target texture stored in an InternalTexture
  111871. */
  111872. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  111873. /**
  111874. * Update the sampling mode of a given texture
  111875. * @param samplingMode defines the required sampling mode
  111876. * @param texture defines the texture to update
  111877. */
  111878. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  111879. /**
  111880. * Binds the frame buffer to the specified texture.
  111881. * @param texture The texture to render to or null for the default canvas
  111882. * @param faceIndex The face of the texture to render to in case of cube texture
  111883. * @param requiredWidth The width of the target to render to
  111884. * @param requiredHeight The height of the target to render to
  111885. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  111886. * @param depthStencilTexture The depth stencil texture to use to render
  111887. * @param lodLevel defines le lod level to bind to the frame buffer
  111888. */
  111889. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  111890. /**
  111891. * Unbind the current render target texture from the webGL context
  111892. * @param texture defines the render target texture to unbind
  111893. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111894. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111895. */
  111896. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  111897. /**
  111898. * Creates a dynamic vertex buffer
  111899. * @param vertices the data for the dynamic vertex buffer
  111900. * @returns the new WebGL dynamic buffer
  111901. */
  111902. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  111903. /**
  111904. * Update the content of a dynamic texture
  111905. * @param texture defines the texture to update
  111906. * @param canvas defines the canvas containing the source
  111907. * @param invertY defines if data must be stored with Y axis inverted
  111908. * @param premulAlpha defines if alpha is stored as premultiplied
  111909. * @param format defines the format of the data
  111910. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  111911. */
  111912. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  111913. /**
  111914. * Gets a boolean indicating if all created effects are ready
  111915. * @returns true if all effects are ready
  111916. */
  111917. areAllEffectsReady(): boolean;
  111918. /**
  111919. * @hidden
  111920. * Get the current error code of the webGL context
  111921. * @returns the error code
  111922. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  111923. */
  111924. getError(): number;
  111925. /** @hidden */
  111926. _getUnpackAlignement(): number;
  111927. /** @hidden */
  111928. _unpackFlipY(value: boolean): void;
  111929. /**
  111930. * Update a dynamic index buffer
  111931. * @param indexBuffer defines the target index buffer
  111932. * @param indices defines the data to update
  111933. * @param offset defines the offset in the target index buffer where update should start
  111934. */
  111935. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  111936. /**
  111937. * Updates a dynamic vertex buffer.
  111938. * @param vertexBuffer the vertex buffer to update
  111939. * @param vertices the data used to update the vertex buffer
  111940. * @param byteOffset the byte offset of the data (optional)
  111941. * @param byteLength the byte length of the data (optional)
  111942. */
  111943. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  111944. /** @hidden */
  111945. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  111946. /** @hidden */
  111947. _bindTexture(channel: number, texture: InternalTexture): void;
  111948. protected _deleteBuffer(buffer: WebGLBuffer): void;
  111949. /**
  111950. * 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
  111951. */
  111952. releaseEffects(): void;
  111953. displayLoadingUI(): void;
  111954. hideLoadingUI(): void;
  111955. /** @hidden */
  111956. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111957. /** @hidden */
  111958. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111959. /** @hidden */
  111960. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111961. /** @hidden */
  111962. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  111963. }
  111964. }
  111965. declare module BABYLON {
  111966. /** @hidden */
  111967. export class _OcclusionDataStorage {
  111968. /** @hidden */
  111969. occlusionInternalRetryCounter: number;
  111970. /** @hidden */
  111971. isOcclusionQueryInProgress: boolean;
  111972. /** @hidden */
  111973. isOccluded: boolean;
  111974. /** @hidden */
  111975. occlusionRetryCount: number;
  111976. /** @hidden */
  111977. occlusionType: number;
  111978. /** @hidden */
  111979. occlusionQueryAlgorithmType: number;
  111980. }
  111981. interface Engine {
  111982. /**
  111983. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  111984. * @return the new query
  111985. */
  111986. createQuery(): WebGLQuery;
  111987. /**
  111988. * Delete and release a webGL query
  111989. * @param query defines the query to delete
  111990. * @return the current engine
  111991. */
  111992. deleteQuery(query: WebGLQuery): Engine;
  111993. /**
  111994. * Check if a given query has resolved and got its value
  111995. * @param query defines the query to check
  111996. * @returns true if the query got its value
  111997. */
  111998. isQueryResultAvailable(query: WebGLQuery): boolean;
  111999. /**
  112000. * Gets the value of a given query
  112001. * @param query defines the query to check
  112002. * @returns the value of the query
  112003. */
  112004. getQueryResult(query: WebGLQuery): number;
  112005. /**
  112006. * Initiates an occlusion query
  112007. * @param algorithmType defines the algorithm to use
  112008. * @param query defines the query to use
  112009. * @returns the current engine
  112010. * @see http://doc.babylonjs.com/features/occlusionquery
  112011. */
  112012. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  112013. /**
  112014. * Ends an occlusion query
  112015. * @see http://doc.babylonjs.com/features/occlusionquery
  112016. * @param algorithmType defines the algorithm to use
  112017. * @returns the current engine
  112018. */
  112019. endOcclusionQuery(algorithmType: number): Engine;
  112020. /**
  112021. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  112022. * Please note that only one query can be issued at a time
  112023. * @returns a time token used to track the time span
  112024. */
  112025. startTimeQuery(): Nullable<_TimeToken>;
  112026. /**
  112027. * Ends a time query
  112028. * @param token defines the token used to measure the time span
  112029. * @returns the time spent (in ns)
  112030. */
  112031. endTimeQuery(token: _TimeToken): int;
  112032. /** @hidden */
  112033. _currentNonTimestampToken: Nullable<_TimeToken>;
  112034. /** @hidden */
  112035. _createTimeQuery(): WebGLQuery;
  112036. /** @hidden */
  112037. _deleteTimeQuery(query: WebGLQuery): void;
  112038. /** @hidden */
  112039. _getGlAlgorithmType(algorithmType: number): number;
  112040. /** @hidden */
  112041. _getTimeQueryResult(query: WebGLQuery): any;
  112042. /** @hidden */
  112043. _getTimeQueryAvailability(query: WebGLQuery): any;
  112044. }
  112045. interface AbstractMesh {
  112046. /**
  112047. * Backing filed
  112048. * @hidden
  112049. */
  112050. __occlusionDataStorage: _OcclusionDataStorage;
  112051. /**
  112052. * Access property
  112053. * @hidden
  112054. */
  112055. _occlusionDataStorage: _OcclusionDataStorage;
  112056. /**
  112057. * 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.
  112058. * The default value is -1 which means don't break the query and wait till the result
  112059. * @see http://doc.babylonjs.com/features/occlusionquery
  112060. */
  112061. occlusionRetryCount: number;
  112062. /**
  112063. * 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:
  112064. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  112065. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  112066. * * 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.
  112067. * @see http://doc.babylonjs.com/features/occlusionquery
  112068. */
  112069. occlusionType: number;
  112070. /**
  112071. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  112072. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  112073. * * 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.
  112074. * @see http://doc.babylonjs.com/features/occlusionquery
  112075. */
  112076. occlusionQueryAlgorithmType: number;
  112077. /**
  112078. * 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
  112079. * @see http://doc.babylonjs.com/features/occlusionquery
  112080. */
  112081. isOccluded: boolean;
  112082. /**
  112083. * Flag to check the progress status of the query
  112084. * @see http://doc.babylonjs.com/features/occlusionquery
  112085. */
  112086. isOcclusionQueryInProgress: boolean;
  112087. }
  112088. }
  112089. declare module BABYLON {
  112090. /** @hidden */
  112091. export var _forceTransformFeedbackToBundle: boolean;
  112092. interface Engine {
  112093. /**
  112094. * Creates a webGL transform feedback object
  112095. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  112096. * @returns the webGL transform feedback object
  112097. */
  112098. createTransformFeedback(): WebGLTransformFeedback;
  112099. /**
  112100. * Delete a webGL transform feedback object
  112101. * @param value defines the webGL transform feedback object to delete
  112102. */
  112103. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  112104. /**
  112105. * Bind a webGL transform feedback object to the webgl context
  112106. * @param value defines the webGL transform feedback object to bind
  112107. */
  112108. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  112109. /**
  112110. * Begins a transform feedback operation
  112111. * @param usePoints defines if points or triangles must be used
  112112. */
  112113. beginTransformFeedback(usePoints: boolean): void;
  112114. /**
  112115. * Ends a transform feedback operation
  112116. */
  112117. endTransformFeedback(): void;
  112118. /**
  112119. * Specify the varyings to use with transform feedback
  112120. * @param program defines the associated webGL program
  112121. * @param value defines the list of strings representing the varying names
  112122. */
  112123. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  112124. /**
  112125. * Bind a webGL buffer for a transform feedback operation
  112126. * @param value defines the webGL buffer to bind
  112127. */
  112128. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  112129. }
  112130. }
  112131. declare module BABYLON {
  112132. /**
  112133. * Creation options of the multi render target texture.
  112134. */
  112135. export interface IMultiRenderTargetOptions {
  112136. /**
  112137. * Define if the texture needs to create mip maps after render.
  112138. */
  112139. generateMipMaps?: boolean;
  112140. /**
  112141. * Define the types of all the draw buffers we want to create
  112142. */
  112143. types?: number[];
  112144. /**
  112145. * Define the sampling modes of all the draw buffers we want to create
  112146. */
  112147. samplingModes?: number[];
  112148. /**
  112149. * Define if a depth buffer is required
  112150. */
  112151. generateDepthBuffer?: boolean;
  112152. /**
  112153. * Define if a stencil buffer is required
  112154. */
  112155. generateStencilBuffer?: boolean;
  112156. /**
  112157. * Define if a depth texture is required instead of a depth buffer
  112158. */
  112159. generateDepthTexture?: boolean;
  112160. /**
  112161. * Define the number of desired draw buffers
  112162. */
  112163. textureCount?: number;
  112164. /**
  112165. * Define if aspect ratio should be adapted to the texture or stay the scene one
  112166. */
  112167. doNotChangeAspectRatio?: boolean;
  112168. /**
  112169. * Define the default type of the buffers we are creating
  112170. */
  112171. defaultType?: number;
  112172. }
  112173. /**
  112174. * A multi render target, like a render target provides the ability to render to a texture.
  112175. * Unlike the render target, it can render to several draw buffers in one draw.
  112176. * This is specially interesting in deferred rendering or for any effects requiring more than
  112177. * just one color from a single pass.
  112178. */
  112179. export class MultiRenderTarget extends RenderTargetTexture {
  112180. private _internalTextures;
  112181. private _textures;
  112182. private _multiRenderTargetOptions;
  112183. /**
  112184. * Get if draw buffers are currently supported by the used hardware and browser.
  112185. */
  112186. readonly isSupported: boolean;
  112187. /**
  112188. * Get the list of textures generated by the multi render target.
  112189. */
  112190. readonly textures: Texture[];
  112191. /**
  112192. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  112193. */
  112194. readonly depthTexture: Texture;
  112195. /**
  112196. * Set the wrapping mode on U of all the textures we are rendering to.
  112197. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112198. */
  112199. wrapU: number;
  112200. /**
  112201. * Set the wrapping mode on V of all the textures we are rendering to.
  112202. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112203. */
  112204. wrapV: number;
  112205. /**
  112206. * Instantiate a new multi render target texture.
  112207. * A multi render target, like a render target provides the ability to render to a texture.
  112208. * Unlike the render target, it can render to several draw buffers in one draw.
  112209. * This is specially interesting in deferred rendering or for any effects requiring more than
  112210. * just one color from a single pass.
  112211. * @param name Define the name of the texture
  112212. * @param size Define the size of the buffers to render to
  112213. * @param count Define the number of target we are rendering into
  112214. * @param scene Define the scene the texture belongs to
  112215. * @param options Define the options used to create the multi render target
  112216. */
  112217. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  112218. /** @hidden */
  112219. _rebuild(): void;
  112220. private _createInternalTextures;
  112221. private _createTextures;
  112222. /**
  112223. * Define the number of samples used if MSAA is enabled.
  112224. */
  112225. samples: number;
  112226. /**
  112227. * Resize all the textures in the multi render target.
  112228. * Be carrefull as it will recreate all the data in the new texture.
  112229. * @param size Define the new size
  112230. */
  112231. resize(size: any): void;
  112232. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  112233. /**
  112234. * Dispose the render targets and their associated resources
  112235. */
  112236. dispose(): void;
  112237. /**
  112238. * Release all the underlying texture used as draw buffers.
  112239. */
  112240. releaseInternalTextures(): void;
  112241. }
  112242. }
  112243. declare module BABYLON {
  112244. interface ThinEngine {
  112245. /**
  112246. * Unbind a list of render target textures from the webGL context
  112247. * This is used only when drawBuffer extension or webGL2 are active
  112248. * @param textures defines the render target textures to unbind
  112249. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112250. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112251. */
  112252. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  112253. /**
  112254. * Create a multi render target texture
  112255. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  112256. * @param size defines the size of the texture
  112257. * @param options defines the creation options
  112258. * @returns the cube texture as an InternalTexture
  112259. */
  112260. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  112261. /**
  112262. * Update the sample count for a given multiple render target texture
  112263. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  112264. * @param textures defines the textures to update
  112265. * @param samples defines the sample count to set
  112266. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  112267. */
  112268. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  112269. }
  112270. }
  112271. declare module BABYLON {
  112272. /**
  112273. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  112274. */
  112275. export interface CubeMapInfo {
  112276. /**
  112277. * The pixel array for the front face.
  112278. * This is stored in format, left to right, up to down format.
  112279. */
  112280. front: Nullable<ArrayBufferView>;
  112281. /**
  112282. * The pixel array for the back face.
  112283. * This is stored in format, left to right, up to down format.
  112284. */
  112285. back: Nullable<ArrayBufferView>;
  112286. /**
  112287. * The pixel array for the left face.
  112288. * This is stored in format, left to right, up to down format.
  112289. */
  112290. left: Nullable<ArrayBufferView>;
  112291. /**
  112292. * The pixel array for the right face.
  112293. * This is stored in format, left to right, up to down format.
  112294. */
  112295. right: Nullable<ArrayBufferView>;
  112296. /**
  112297. * The pixel array for the up face.
  112298. * This is stored in format, left to right, up to down format.
  112299. */
  112300. up: Nullable<ArrayBufferView>;
  112301. /**
  112302. * The pixel array for the down face.
  112303. * This is stored in format, left to right, up to down format.
  112304. */
  112305. down: Nullable<ArrayBufferView>;
  112306. /**
  112307. * The size of the cubemap stored.
  112308. *
  112309. * Each faces will be size * size pixels.
  112310. */
  112311. size: number;
  112312. /**
  112313. * The format of the texture.
  112314. *
  112315. * RGBA, RGB.
  112316. */
  112317. format: number;
  112318. /**
  112319. * The type of the texture data.
  112320. *
  112321. * UNSIGNED_INT, FLOAT.
  112322. */
  112323. type: number;
  112324. /**
  112325. * Specifies whether the texture is in gamma space.
  112326. */
  112327. gammaSpace: boolean;
  112328. }
  112329. /**
  112330. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  112331. */
  112332. export class PanoramaToCubeMapTools {
  112333. private static FACE_FRONT;
  112334. private static FACE_BACK;
  112335. private static FACE_RIGHT;
  112336. private static FACE_LEFT;
  112337. private static FACE_DOWN;
  112338. private static FACE_UP;
  112339. /**
  112340. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  112341. *
  112342. * @param float32Array The source data.
  112343. * @param inputWidth The width of the input panorama.
  112344. * @param inputHeight The height of the input panorama.
  112345. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  112346. * @return The cubemap data
  112347. */
  112348. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  112349. private static CreateCubemapTexture;
  112350. private static CalcProjectionSpherical;
  112351. }
  112352. }
  112353. declare module BABYLON {
  112354. /**
  112355. * Helper class dealing with the extraction of spherical polynomial dataArray
  112356. * from a cube map.
  112357. */
  112358. export class CubeMapToSphericalPolynomialTools {
  112359. private static FileFaces;
  112360. /**
  112361. * Converts a texture to the according Spherical Polynomial data.
  112362. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112363. *
  112364. * @param texture The texture to extract the information from.
  112365. * @return The Spherical Polynomial data.
  112366. */
  112367. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  112368. /**
  112369. * Converts a cubemap to the according Spherical Polynomial data.
  112370. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112371. *
  112372. * @param cubeInfo The Cube map to extract the information from.
  112373. * @return The Spherical Polynomial data.
  112374. */
  112375. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  112376. }
  112377. }
  112378. declare module BABYLON {
  112379. interface BaseTexture {
  112380. /**
  112381. * Get the polynomial representation of the texture data.
  112382. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112383. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112384. */
  112385. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112386. }
  112387. }
  112388. declare module BABYLON {
  112389. /** @hidden */
  112390. export var rgbdEncodePixelShader: {
  112391. name: string;
  112392. shader: string;
  112393. };
  112394. }
  112395. declare module BABYLON {
  112396. /** @hidden */
  112397. export var rgbdDecodePixelShader: {
  112398. name: string;
  112399. shader: string;
  112400. };
  112401. }
  112402. declare module BABYLON {
  112403. /**
  112404. * Raw texture data and descriptor sufficient for WebGL texture upload
  112405. */
  112406. export interface EnvironmentTextureInfo {
  112407. /**
  112408. * Version of the environment map
  112409. */
  112410. version: number;
  112411. /**
  112412. * Width of image
  112413. */
  112414. width: number;
  112415. /**
  112416. * Irradiance information stored in the file.
  112417. */
  112418. irradiance: any;
  112419. /**
  112420. * Specular information stored in the file.
  112421. */
  112422. specular: any;
  112423. }
  112424. /**
  112425. * Defines One Image in the file. It requires only the position in the file
  112426. * as well as the length.
  112427. */
  112428. interface BufferImageData {
  112429. /**
  112430. * Length of the image data.
  112431. */
  112432. length: number;
  112433. /**
  112434. * Position of the data from the null terminator delimiting the end of the JSON.
  112435. */
  112436. position: number;
  112437. }
  112438. /**
  112439. * Defines the specular data enclosed in the file.
  112440. * This corresponds to the version 1 of the data.
  112441. */
  112442. export interface EnvironmentTextureSpecularInfoV1 {
  112443. /**
  112444. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  112445. */
  112446. specularDataPosition?: number;
  112447. /**
  112448. * This contains all the images data needed to reconstruct the cubemap.
  112449. */
  112450. mipmaps: Array<BufferImageData>;
  112451. /**
  112452. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  112453. */
  112454. lodGenerationScale: number;
  112455. }
  112456. /**
  112457. * Sets of helpers addressing the serialization and deserialization of environment texture
  112458. * stored in a BabylonJS env file.
  112459. * Those files are usually stored as .env files.
  112460. */
  112461. export class EnvironmentTextureTools {
  112462. /**
  112463. * Magic number identifying the env file.
  112464. */
  112465. private static _MagicBytes;
  112466. /**
  112467. * Gets the environment info from an env file.
  112468. * @param data The array buffer containing the .env bytes.
  112469. * @returns the environment file info (the json header) if successfully parsed.
  112470. */
  112471. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112472. /**
  112473. * Creates an environment texture from a loaded cube texture.
  112474. * @param texture defines the cube texture to convert in env file
  112475. * @return a promise containing the environment data if succesfull.
  112476. */
  112477. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112478. /**
  112479. * Creates a JSON representation of the spherical data.
  112480. * @param texture defines the texture containing the polynomials
  112481. * @return the JSON representation of the spherical info
  112482. */
  112483. private static _CreateEnvTextureIrradiance;
  112484. /**
  112485. * Creates the ArrayBufferViews used for initializing environment texture image data.
  112486. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  112487. * @param info parameters that determine what views will be created for accessing the underlying buffer
  112488. * @return the views described by info providing access to the underlying buffer
  112489. */
  112490. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  112491. /**
  112492. * Uploads the texture info contained in the env file to the GPU.
  112493. * @param texture defines the internal texture to upload to
  112494. * @param arrayBuffer defines the buffer cotaining the data to load
  112495. * @param info defines the texture info retrieved through the GetEnvInfo method
  112496. * @returns a promise
  112497. */
  112498. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112499. private static _OnImageReadyAsync;
  112500. /**
  112501. * Uploads the levels of image data to the GPU.
  112502. * @param texture defines the internal texture to upload to
  112503. * @param imageData defines the array buffer views of image data [mipmap][face]
  112504. * @returns a promise
  112505. */
  112506. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112507. /**
  112508. * Uploads spherical polynomials information to the texture.
  112509. * @param texture defines the texture we are trying to upload the information to
  112510. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112511. */
  112512. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112513. /** @hidden */
  112514. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112515. }
  112516. }
  112517. declare module BABYLON {
  112518. /**
  112519. * Contains position and normal vectors for a vertex
  112520. */
  112521. export class PositionNormalVertex {
  112522. /** the position of the vertex (defaut: 0,0,0) */
  112523. position: Vector3;
  112524. /** the normal of the vertex (defaut: 0,1,0) */
  112525. normal: Vector3;
  112526. /**
  112527. * Creates a PositionNormalVertex
  112528. * @param position the position of the vertex (defaut: 0,0,0)
  112529. * @param normal the normal of the vertex (defaut: 0,1,0)
  112530. */
  112531. constructor(
  112532. /** the position of the vertex (defaut: 0,0,0) */
  112533. position?: Vector3,
  112534. /** the normal of the vertex (defaut: 0,1,0) */
  112535. normal?: Vector3);
  112536. /**
  112537. * Clones the PositionNormalVertex
  112538. * @returns the cloned PositionNormalVertex
  112539. */
  112540. clone(): PositionNormalVertex;
  112541. }
  112542. /**
  112543. * Contains position, normal and uv vectors for a vertex
  112544. */
  112545. export class PositionNormalTextureVertex {
  112546. /** the position of the vertex (defaut: 0,0,0) */
  112547. position: Vector3;
  112548. /** the normal of the vertex (defaut: 0,1,0) */
  112549. normal: Vector3;
  112550. /** the uv of the vertex (default: 0,0) */
  112551. uv: Vector2;
  112552. /**
  112553. * Creates a PositionNormalTextureVertex
  112554. * @param position the position of the vertex (defaut: 0,0,0)
  112555. * @param normal the normal of the vertex (defaut: 0,1,0)
  112556. * @param uv the uv of the vertex (default: 0,0)
  112557. */
  112558. constructor(
  112559. /** the position of the vertex (defaut: 0,0,0) */
  112560. position?: Vector3,
  112561. /** the normal of the vertex (defaut: 0,1,0) */
  112562. normal?: Vector3,
  112563. /** the uv of the vertex (default: 0,0) */
  112564. uv?: Vector2);
  112565. /**
  112566. * Clones the PositionNormalTextureVertex
  112567. * @returns the cloned PositionNormalTextureVertex
  112568. */
  112569. clone(): PositionNormalTextureVertex;
  112570. }
  112571. }
  112572. declare module BABYLON {
  112573. /** @hidden */
  112574. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  112575. private _genericAttributeLocation;
  112576. private _varyingLocationCount;
  112577. private _varyingLocationMap;
  112578. private _replacements;
  112579. private _textureCount;
  112580. private _uniforms;
  112581. lineProcessor(line: string): string;
  112582. attributeProcessor(attribute: string): string;
  112583. varyingProcessor(varying: string, isFragment: boolean): string;
  112584. uniformProcessor(uniform: string): string;
  112585. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  112586. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  112587. }
  112588. }
  112589. declare module BABYLON {
  112590. /**
  112591. * Container for accessors for natively-stored mesh data buffers.
  112592. */
  112593. class NativeDataBuffer extends DataBuffer {
  112594. /**
  112595. * Accessor value used to identify/retrieve a natively-stored index buffer.
  112596. */
  112597. nativeIndexBuffer?: any;
  112598. /**
  112599. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  112600. */
  112601. nativeVertexBuffer?: any;
  112602. }
  112603. /** @hidden */
  112604. class NativeTexture extends InternalTexture {
  112605. getInternalTexture(): InternalTexture;
  112606. getViewCount(): number;
  112607. }
  112608. /** @hidden */
  112609. export class NativeEngine extends Engine {
  112610. private readonly _native;
  112611. getHardwareScalingLevel(): number;
  112612. constructor();
  112613. /**
  112614. * Can be used to override the current requestAnimationFrame requester.
  112615. * @hidden
  112616. */
  112617. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  112618. /**
  112619. * Override default engine behavior.
  112620. * @param color
  112621. * @param backBuffer
  112622. * @param depth
  112623. * @param stencil
  112624. */
  112625. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  112626. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112627. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  112628. createVertexBuffer(data: DataArray): NativeDataBuffer;
  112629. recordVertexArrayObject(vertexBuffers: {
  112630. [key: string]: VertexBuffer;
  112631. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  112632. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112633. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112634. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112635. /**
  112636. * Draw a list of indexed primitives
  112637. * @param fillMode defines the primitive to use
  112638. * @param indexStart defines the starting index
  112639. * @param indexCount defines the number of index to draw
  112640. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112641. */
  112642. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112643. /**
  112644. * Draw a list of unindexed primitives
  112645. * @param fillMode defines the primitive to use
  112646. * @param verticesStart defines the index of first vertex to draw
  112647. * @param verticesCount defines the count of vertices to draw
  112648. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112649. */
  112650. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112651. createPipelineContext(): IPipelineContext;
  112652. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  112653. /** @hidden */
  112654. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  112655. /** @hidden */
  112656. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  112657. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112658. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112659. protected _setProgram(program: WebGLProgram): void;
  112660. _releaseEffect(effect: Effect): void;
  112661. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  112662. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  112663. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  112664. bindSamplers(effect: Effect): void;
  112665. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  112666. getRenderWidth(useScreen?: boolean): number;
  112667. getRenderHeight(useScreen?: boolean): number;
  112668. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  112669. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112670. /**
  112671. * Set the z offset to apply to current rendering
  112672. * @param value defines the offset to apply
  112673. */
  112674. setZOffset(value: number): void;
  112675. /**
  112676. * Gets the current value of the zOffset
  112677. * @returns the current zOffset state
  112678. */
  112679. getZOffset(): number;
  112680. /**
  112681. * Enable or disable depth buffering
  112682. * @param enable defines the state to set
  112683. */
  112684. setDepthBuffer(enable: boolean): void;
  112685. /**
  112686. * Gets a boolean indicating if depth writing is enabled
  112687. * @returns the current depth writing state
  112688. */
  112689. getDepthWrite(): boolean;
  112690. /**
  112691. * Enable or disable depth writing
  112692. * @param enable defines the state to set
  112693. */
  112694. setDepthWrite(enable: boolean): void;
  112695. /**
  112696. * Enable or disable color writing
  112697. * @param enable defines the state to set
  112698. */
  112699. setColorWrite(enable: boolean): void;
  112700. /**
  112701. * Gets a boolean indicating if color writing is enabled
  112702. * @returns the current color writing state
  112703. */
  112704. getColorWrite(): boolean;
  112705. /**
  112706. * Sets alpha constants used by some alpha blending modes
  112707. * @param r defines the red component
  112708. * @param g defines the green component
  112709. * @param b defines the blue component
  112710. * @param a defines the alpha component
  112711. */
  112712. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  112713. /**
  112714. * Sets the current alpha mode
  112715. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  112716. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112717. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112718. */
  112719. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112720. /**
  112721. * Gets the current alpha mode
  112722. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112723. * @returns the current alpha mode
  112724. */
  112725. getAlphaMode(): number;
  112726. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112727. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112728. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112729. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112730. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112731. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112732. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112733. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112734. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112735. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112736. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112737. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112738. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112739. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112740. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112741. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112742. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112743. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112744. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112745. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112746. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  112747. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  112748. wipeCaches(bruteForce?: boolean): void;
  112749. _createTexture(): WebGLTexture;
  112750. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  112751. /**
  112752. * Usually called from BABYLON.Texture.ts.
  112753. * Passed information to create a WebGLTexture
  112754. * @param urlArg defines a value which contains one of the following:
  112755. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112756. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112757. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112758. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112759. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  112760. * @param scene needed for loading to the correct scene
  112761. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112762. * @param onLoad optional callback to be called upon successful completion
  112763. * @param onError optional callback to be called upon failure
  112764. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  112765. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112766. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112767. * @param forcedExtension defines the extension to use to pick the right loader
  112768. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112769. */
  112770. 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;
  112771. /**
  112772. * Creates a cube texture
  112773. * @param rootUrl defines the url where the files to load is located
  112774. * @param scene defines the current scene
  112775. * @param files defines the list of files to load (1 per face)
  112776. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  112777. * @param onLoad defines an optional callback raised when the texture is loaded
  112778. * @param onError defines an optional callback raised if there is an issue to load the texture
  112779. * @param format defines the format of the data
  112780. * @param forcedExtension defines the extension to use to pick the right loader
  112781. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  112782. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  112783. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  112784. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  112785. * @returns the cube texture as an InternalTexture
  112786. */
  112787. 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;
  112788. private _getSamplingFilter;
  112789. private static _GetNativeTextureFormat;
  112790. createRenderTargetTexture(size: number | {
  112791. width: number;
  112792. height: number;
  112793. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  112794. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112795. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112796. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112797. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  112798. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  112799. /**
  112800. * Updates a dynamic vertex buffer.
  112801. * @param vertexBuffer the vertex buffer to update
  112802. * @param data the data used to update the vertex buffer
  112803. * @param byteOffset the byte offset of the data (optional)
  112804. * @param byteLength the byte length of the data (optional)
  112805. */
  112806. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  112807. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  112808. private _updateAnisotropicLevel;
  112809. private _getAddressMode;
  112810. /** @hidden */
  112811. _bindTexture(channel: number, texture: InternalTexture): void;
  112812. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  112813. releaseEffects(): void;
  112814. /** @hidden */
  112815. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112816. /** @hidden */
  112817. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112818. /** @hidden */
  112819. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112820. /** @hidden */
  112821. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112822. }
  112823. }
  112824. declare module BABYLON {
  112825. /**
  112826. * Gather the list of clipboard event types as constants.
  112827. */
  112828. export class ClipboardEventTypes {
  112829. /**
  112830. * The clipboard event is fired when a copy command is active (pressed).
  112831. */
  112832. static readonly COPY: number;
  112833. /**
  112834. * The clipboard event is fired when a cut command is active (pressed).
  112835. */
  112836. static readonly CUT: number;
  112837. /**
  112838. * The clipboard event is fired when a paste command is active (pressed).
  112839. */
  112840. static readonly PASTE: number;
  112841. }
  112842. /**
  112843. * This class is used to store clipboard related info for the onClipboardObservable event.
  112844. */
  112845. export class ClipboardInfo {
  112846. /**
  112847. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112848. */
  112849. type: number;
  112850. /**
  112851. * Defines the related dom event
  112852. */
  112853. event: ClipboardEvent;
  112854. /**
  112855. *Creates an instance of ClipboardInfo.
  112856. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  112857. * @param event Defines the related dom event
  112858. */
  112859. constructor(
  112860. /**
  112861. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112862. */
  112863. type: number,
  112864. /**
  112865. * Defines the related dom event
  112866. */
  112867. event: ClipboardEvent);
  112868. /**
  112869. * Get the clipboard event's type from the keycode.
  112870. * @param keyCode Defines the keyCode for the current keyboard event.
  112871. * @return {number}
  112872. */
  112873. static GetTypeFromCharacter(keyCode: number): number;
  112874. }
  112875. }
  112876. declare module BABYLON {
  112877. /**
  112878. * Google Daydream controller
  112879. */
  112880. export class DaydreamController extends WebVRController {
  112881. /**
  112882. * Base Url for the controller model.
  112883. */
  112884. static MODEL_BASE_URL: string;
  112885. /**
  112886. * File name for the controller model.
  112887. */
  112888. static MODEL_FILENAME: string;
  112889. /**
  112890. * Gamepad Id prefix used to identify Daydream Controller.
  112891. */
  112892. static readonly GAMEPAD_ID_PREFIX: string;
  112893. /**
  112894. * Creates a new DaydreamController from a gamepad
  112895. * @param vrGamepad the gamepad that the controller should be created from
  112896. */
  112897. constructor(vrGamepad: any);
  112898. /**
  112899. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112900. * @param scene scene in which to add meshes
  112901. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112902. */
  112903. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112904. /**
  112905. * Called once for each button that changed state since the last frame
  112906. * @param buttonIdx Which button index changed
  112907. * @param state New state of the button
  112908. * @param changes Which properties on the state changed since last frame
  112909. */
  112910. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112911. }
  112912. }
  112913. declare module BABYLON {
  112914. /**
  112915. * Gear VR Controller
  112916. */
  112917. export class GearVRController extends WebVRController {
  112918. /**
  112919. * Base Url for the controller model.
  112920. */
  112921. static MODEL_BASE_URL: string;
  112922. /**
  112923. * File name for the controller model.
  112924. */
  112925. static MODEL_FILENAME: string;
  112926. /**
  112927. * Gamepad Id prefix used to identify this controller.
  112928. */
  112929. static readonly GAMEPAD_ID_PREFIX: string;
  112930. private readonly _buttonIndexToObservableNameMap;
  112931. /**
  112932. * Creates a new GearVRController from a gamepad
  112933. * @param vrGamepad the gamepad that the controller should be created from
  112934. */
  112935. constructor(vrGamepad: any);
  112936. /**
  112937. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112938. * @param scene scene in which to add meshes
  112939. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112940. */
  112941. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112942. /**
  112943. * Called once for each button that changed state since the last frame
  112944. * @param buttonIdx Which button index changed
  112945. * @param state New state of the button
  112946. * @param changes Which properties on the state changed since last frame
  112947. */
  112948. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112949. }
  112950. }
  112951. declare module BABYLON {
  112952. /**
  112953. * Class containing static functions to help procedurally build meshes
  112954. */
  112955. export class PolyhedronBuilder {
  112956. /**
  112957. * Creates a polyhedron mesh
  112958. * * 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
  112959. * * The parameter `size` (positive float, default 1) sets the polygon size
  112960. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  112961. * * 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`
  112962. * * 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
  112963. * * 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)`)
  112964. * * 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
  112965. * * 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
  112966. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112967. * * If you create a double-sided mesh, you can choose what parts of 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
  112968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112969. * @param name defines the name of the mesh
  112970. * @param options defines the options used to create the mesh
  112971. * @param scene defines the hosting scene
  112972. * @returns the polyhedron mesh
  112973. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  112974. */
  112975. static CreatePolyhedron(name: string, options: {
  112976. type?: number;
  112977. size?: number;
  112978. sizeX?: number;
  112979. sizeY?: number;
  112980. sizeZ?: number;
  112981. custom?: any;
  112982. faceUV?: Vector4[];
  112983. faceColors?: Color4[];
  112984. flat?: boolean;
  112985. updatable?: boolean;
  112986. sideOrientation?: number;
  112987. frontUVs?: Vector4;
  112988. backUVs?: Vector4;
  112989. }, scene?: Nullable<Scene>): Mesh;
  112990. }
  112991. }
  112992. declare module BABYLON {
  112993. /**
  112994. * Gizmo that enables scaling a mesh along 3 axis
  112995. */
  112996. export class ScaleGizmo extends Gizmo {
  112997. /**
  112998. * Internal gizmo used for interactions on the x axis
  112999. */
  113000. xGizmo: AxisScaleGizmo;
  113001. /**
  113002. * Internal gizmo used for interactions on the y axis
  113003. */
  113004. yGizmo: AxisScaleGizmo;
  113005. /**
  113006. * Internal gizmo used for interactions on the z axis
  113007. */
  113008. zGizmo: AxisScaleGizmo;
  113009. /**
  113010. * Internal gizmo used to scale all axis equally
  113011. */
  113012. uniformScaleGizmo: AxisScaleGizmo;
  113013. private _meshAttached;
  113014. private _updateGizmoRotationToMatchAttachedMesh;
  113015. private _snapDistance;
  113016. private _scaleRatio;
  113017. private _uniformScalingMesh;
  113018. private _octahedron;
  113019. /** Fires an event when any of it's sub gizmos are dragged */
  113020. onDragStartObservable: Observable<unknown>;
  113021. /** Fires an event when any of it's sub gizmos are released from dragging */
  113022. onDragEndObservable: Observable<unknown>;
  113023. attachedMesh: Nullable<AbstractMesh>;
  113024. /**
  113025. * Creates a ScaleGizmo
  113026. * @param gizmoLayer The utility layer the gizmo will be added to
  113027. */
  113028. constructor(gizmoLayer?: UtilityLayerRenderer);
  113029. updateGizmoRotationToMatchAttachedMesh: boolean;
  113030. /**
  113031. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113032. */
  113033. snapDistance: number;
  113034. /**
  113035. * Ratio for the scale of the gizmo (Default: 1)
  113036. */
  113037. scaleRatio: number;
  113038. /**
  113039. * Disposes of the gizmo
  113040. */
  113041. dispose(): void;
  113042. }
  113043. }
  113044. declare module BABYLON {
  113045. /**
  113046. * Single axis scale gizmo
  113047. */
  113048. export class AxisScaleGizmo extends Gizmo {
  113049. /**
  113050. * Drag behavior responsible for the gizmos dragging interactions
  113051. */
  113052. dragBehavior: PointerDragBehavior;
  113053. private _pointerObserver;
  113054. /**
  113055. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113056. */
  113057. snapDistance: number;
  113058. /**
  113059. * Event that fires each time the gizmo snaps to a new location.
  113060. * * snapDistance is the the change in distance
  113061. */
  113062. onSnapObservable: Observable<{
  113063. snapDistance: number;
  113064. }>;
  113065. /**
  113066. * If the scaling operation should be done on all axis (default: false)
  113067. */
  113068. uniformScaling: boolean;
  113069. private _isEnabled;
  113070. private _parent;
  113071. private _arrow;
  113072. private _coloredMaterial;
  113073. private _hoverMaterial;
  113074. /**
  113075. * Creates an AxisScaleGizmo
  113076. * @param gizmoLayer The utility layer the gizmo will be added to
  113077. * @param dragAxis The axis which the gizmo will be able to scale on
  113078. * @param color The color of the gizmo
  113079. */
  113080. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  113081. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113082. /**
  113083. * If the gizmo is enabled
  113084. */
  113085. isEnabled: boolean;
  113086. /**
  113087. * Disposes of the gizmo
  113088. */
  113089. dispose(): void;
  113090. /**
  113091. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  113092. * @param mesh The mesh to replace the default mesh of the gizmo
  113093. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  113094. */
  113095. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  113096. }
  113097. }
  113098. declare module BABYLON {
  113099. /**
  113100. * Bounding box gizmo
  113101. */
  113102. export class BoundingBoxGizmo extends Gizmo {
  113103. private _lineBoundingBox;
  113104. private _rotateSpheresParent;
  113105. private _scaleBoxesParent;
  113106. private _boundingDimensions;
  113107. private _renderObserver;
  113108. private _pointerObserver;
  113109. private _scaleDragSpeed;
  113110. private _tmpQuaternion;
  113111. private _tmpVector;
  113112. private _tmpRotationMatrix;
  113113. /**
  113114. * 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)
  113115. */
  113116. ignoreChildren: boolean;
  113117. /**
  113118. * 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)
  113119. */
  113120. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  113121. /**
  113122. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  113123. */
  113124. rotationSphereSize: number;
  113125. /**
  113126. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  113127. */
  113128. scaleBoxSize: number;
  113129. /**
  113130. * 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)
  113131. */
  113132. fixedDragMeshScreenSize: boolean;
  113133. /**
  113134. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  113135. */
  113136. fixedDragMeshScreenSizeDistanceFactor: number;
  113137. /**
  113138. * Fired when a rotation sphere or scale box is dragged
  113139. */
  113140. onDragStartObservable: Observable<{}>;
  113141. /**
  113142. * Fired when a scale box is dragged
  113143. */
  113144. onScaleBoxDragObservable: Observable<{}>;
  113145. /**
  113146. * Fired when a scale box drag is ended
  113147. */
  113148. onScaleBoxDragEndObservable: Observable<{}>;
  113149. /**
  113150. * Fired when a rotation sphere is dragged
  113151. */
  113152. onRotationSphereDragObservable: Observable<{}>;
  113153. /**
  113154. * Fired when a rotation sphere drag is ended
  113155. */
  113156. onRotationSphereDragEndObservable: Observable<{}>;
  113157. /**
  113158. * 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)
  113159. */
  113160. scalePivot: Nullable<Vector3>;
  113161. /**
  113162. * Mesh used as a pivot to rotate the attached mesh
  113163. */
  113164. private _anchorMesh;
  113165. private _existingMeshScale;
  113166. private _dragMesh;
  113167. private pointerDragBehavior;
  113168. private coloredMaterial;
  113169. private hoverColoredMaterial;
  113170. /**
  113171. * Sets the color of the bounding box gizmo
  113172. * @param color the color to set
  113173. */
  113174. setColor(color: Color3): void;
  113175. /**
  113176. * Creates an BoundingBoxGizmo
  113177. * @param gizmoLayer The utility layer the gizmo will be added to
  113178. * @param color The color of the gizmo
  113179. */
  113180. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  113181. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113182. private _selectNode;
  113183. /**
  113184. * Updates the bounding box information for the Gizmo
  113185. */
  113186. updateBoundingBox(): void;
  113187. private _updateRotationSpheres;
  113188. private _updateScaleBoxes;
  113189. /**
  113190. * Enables rotation on the specified axis and disables rotation on the others
  113191. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  113192. */
  113193. setEnabledRotationAxis(axis: string): void;
  113194. /**
  113195. * Enables/disables scaling
  113196. * @param enable if scaling should be enabled
  113197. */
  113198. setEnabledScaling(enable: boolean): void;
  113199. private _updateDummy;
  113200. /**
  113201. * Enables a pointer drag behavior on the bounding box of the gizmo
  113202. */
  113203. enableDragBehavior(): void;
  113204. /**
  113205. * Disposes of the gizmo
  113206. */
  113207. dispose(): void;
  113208. /**
  113209. * 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)
  113210. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  113211. * @returns the bounding box mesh with the passed in mesh as a child
  113212. */
  113213. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  113214. /**
  113215. * CustomMeshes are not supported by this gizmo
  113216. * @param mesh The mesh to replace the default mesh of the gizmo
  113217. */
  113218. setCustomMesh(mesh: Mesh): void;
  113219. }
  113220. }
  113221. declare module BABYLON {
  113222. /**
  113223. * Single plane rotation gizmo
  113224. */
  113225. export class PlaneRotationGizmo extends Gizmo {
  113226. /**
  113227. * Drag behavior responsible for the gizmos dragging interactions
  113228. */
  113229. dragBehavior: PointerDragBehavior;
  113230. private _pointerObserver;
  113231. /**
  113232. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  113233. */
  113234. snapDistance: number;
  113235. /**
  113236. * Event that fires each time the gizmo snaps to a new location.
  113237. * * snapDistance is the the change in distance
  113238. */
  113239. onSnapObservable: Observable<{
  113240. snapDistance: number;
  113241. }>;
  113242. private _isEnabled;
  113243. private _parent;
  113244. /**
  113245. * Creates a PlaneRotationGizmo
  113246. * @param gizmoLayer The utility layer the gizmo will be added to
  113247. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  113248. * @param color The color of the gizmo
  113249. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113250. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113251. */
  113252. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  113253. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113254. /**
  113255. * If the gizmo is enabled
  113256. */
  113257. isEnabled: boolean;
  113258. /**
  113259. * Disposes of the gizmo
  113260. */
  113261. dispose(): void;
  113262. }
  113263. }
  113264. declare module BABYLON {
  113265. /**
  113266. * Gizmo that enables rotating a mesh along 3 axis
  113267. */
  113268. export class RotationGizmo extends Gizmo {
  113269. /**
  113270. * Internal gizmo used for interactions on the x axis
  113271. */
  113272. xGizmo: PlaneRotationGizmo;
  113273. /**
  113274. * Internal gizmo used for interactions on the y axis
  113275. */
  113276. yGizmo: PlaneRotationGizmo;
  113277. /**
  113278. * Internal gizmo used for interactions on the z axis
  113279. */
  113280. zGizmo: PlaneRotationGizmo;
  113281. /** Fires an event when any of it's sub gizmos are dragged */
  113282. onDragStartObservable: Observable<unknown>;
  113283. /** Fires an event when any of it's sub gizmos are released from dragging */
  113284. onDragEndObservable: Observable<unknown>;
  113285. private _meshAttached;
  113286. attachedMesh: Nullable<AbstractMesh>;
  113287. /**
  113288. * Creates a RotationGizmo
  113289. * @param gizmoLayer The utility layer the gizmo will be added to
  113290. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113291. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113292. */
  113293. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  113294. updateGizmoRotationToMatchAttachedMesh: boolean;
  113295. /**
  113296. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113297. */
  113298. snapDistance: number;
  113299. /**
  113300. * Ratio for the scale of the gizmo (Default: 1)
  113301. */
  113302. scaleRatio: number;
  113303. /**
  113304. * Disposes of the gizmo
  113305. */
  113306. dispose(): void;
  113307. /**
  113308. * CustomMeshes are not supported by this gizmo
  113309. * @param mesh The mesh to replace the default mesh of the gizmo
  113310. */
  113311. setCustomMesh(mesh: Mesh): void;
  113312. }
  113313. }
  113314. declare module BABYLON {
  113315. /**
  113316. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  113317. */
  113318. export class GizmoManager implements IDisposable {
  113319. private scene;
  113320. /**
  113321. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  113322. */
  113323. gizmos: {
  113324. positionGizmo: Nullable<PositionGizmo>;
  113325. rotationGizmo: Nullable<RotationGizmo>;
  113326. scaleGizmo: Nullable<ScaleGizmo>;
  113327. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  113328. };
  113329. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  113330. clearGizmoOnEmptyPointerEvent: boolean;
  113331. /** Fires an event when the manager is attached to a mesh */
  113332. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  113333. private _gizmosEnabled;
  113334. private _pointerObserver;
  113335. private _attachedMesh;
  113336. private _boundingBoxColor;
  113337. private _defaultUtilityLayer;
  113338. private _defaultKeepDepthUtilityLayer;
  113339. /**
  113340. * When bounding box gizmo is enabled, this can be used to track drag/end events
  113341. */
  113342. boundingBoxDragBehavior: SixDofDragBehavior;
  113343. /**
  113344. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  113345. */
  113346. attachableMeshes: Nullable<Array<AbstractMesh>>;
  113347. /**
  113348. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  113349. */
  113350. usePointerToAttachGizmos: boolean;
  113351. /**
  113352. * Utility layer that the bounding box gizmo belongs to
  113353. */
  113354. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  113355. /**
  113356. * Utility layer that all gizmos besides bounding box belong to
  113357. */
  113358. readonly utilityLayer: UtilityLayerRenderer;
  113359. /**
  113360. * Instatiates a gizmo manager
  113361. * @param scene the scene to overlay the gizmos on top of
  113362. */
  113363. constructor(scene: Scene);
  113364. /**
  113365. * Attaches a set of gizmos to the specified mesh
  113366. * @param mesh The mesh the gizmo's should be attached to
  113367. */
  113368. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113369. /**
  113370. * If the position gizmo is enabled
  113371. */
  113372. positionGizmoEnabled: boolean;
  113373. /**
  113374. * If the rotation gizmo is enabled
  113375. */
  113376. rotationGizmoEnabled: boolean;
  113377. /**
  113378. * If the scale gizmo is enabled
  113379. */
  113380. scaleGizmoEnabled: boolean;
  113381. /**
  113382. * If the boundingBox gizmo is enabled
  113383. */
  113384. boundingBoxGizmoEnabled: boolean;
  113385. /**
  113386. * Disposes of the gizmo manager
  113387. */
  113388. dispose(): void;
  113389. }
  113390. }
  113391. declare module BABYLON {
  113392. /**
  113393. * A directional light is defined by a direction (what a surprise!).
  113394. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113395. * 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.
  113396. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113397. */
  113398. export class DirectionalLight extends ShadowLight {
  113399. private _shadowFrustumSize;
  113400. /**
  113401. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113402. */
  113403. /**
  113404. * Specifies a fix frustum size for the shadow generation.
  113405. */
  113406. shadowFrustumSize: number;
  113407. private _shadowOrthoScale;
  113408. /**
  113409. * Gets the shadow projection scale against the optimal computed one.
  113410. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113411. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113412. */
  113413. /**
  113414. * Sets the shadow projection scale against the optimal computed one.
  113415. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113416. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113417. */
  113418. shadowOrthoScale: number;
  113419. /**
  113420. * Automatically compute the projection matrix to best fit (including all the casters)
  113421. * on each frame.
  113422. */
  113423. autoUpdateExtends: boolean;
  113424. private _orthoLeft;
  113425. private _orthoRight;
  113426. private _orthoTop;
  113427. private _orthoBottom;
  113428. /**
  113429. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113430. * The directional light is emitted from everywhere in the given direction.
  113431. * It can cast shadows.
  113432. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113433. * @param name The friendly name of the light
  113434. * @param direction The direction of the light
  113435. * @param scene The scene the light belongs to
  113436. */
  113437. constructor(name: string, direction: Vector3, scene: Scene);
  113438. /**
  113439. * Returns the string "DirectionalLight".
  113440. * @return The class name
  113441. */
  113442. getClassName(): string;
  113443. /**
  113444. * Returns the integer 1.
  113445. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113446. */
  113447. getTypeID(): number;
  113448. /**
  113449. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  113450. * Returns the DirectionalLight Shadow projection matrix.
  113451. */
  113452. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113453. /**
  113454. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  113455. * Returns the DirectionalLight Shadow projection matrix.
  113456. */
  113457. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  113458. /**
  113459. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  113460. * Returns the DirectionalLight Shadow projection matrix.
  113461. */
  113462. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113463. protected _buildUniformLayout(): void;
  113464. /**
  113465. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  113466. * @param effect The effect to update
  113467. * @param lightIndex The index of the light in the effect to update
  113468. * @returns The directional light
  113469. */
  113470. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  113471. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  113472. /**
  113473. * Gets the minZ used for shadow according to both the scene and the light.
  113474. *
  113475. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113476. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113477. * @param activeCamera The camera we are returning the min for
  113478. * @returns the depth min z
  113479. */
  113480. getDepthMinZ(activeCamera: Camera): number;
  113481. /**
  113482. * Gets the maxZ used for shadow according to both the scene and the light.
  113483. *
  113484. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113485. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113486. * @param activeCamera The camera we are returning the max for
  113487. * @returns the depth max z
  113488. */
  113489. getDepthMaxZ(activeCamera: Camera): number;
  113490. /**
  113491. * Prepares the list of defines specific to the light type.
  113492. * @param defines the list of defines
  113493. * @param lightIndex defines the index of the light for the effect
  113494. */
  113495. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113496. }
  113497. }
  113498. declare module BABYLON {
  113499. /**
  113500. * Class containing static functions to help procedurally build meshes
  113501. */
  113502. export class HemisphereBuilder {
  113503. /**
  113504. * Creates a hemisphere mesh
  113505. * @param name defines the name of the mesh
  113506. * @param options defines the options used to create the mesh
  113507. * @param scene defines the hosting scene
  113508. * @returns the hemisphere mesh
  113509. */
  113510. static CreateHemisphere(name: string, options: {
  113511. segments?: number;
  113512. diameter?: number;
  113513. sideOrientation?: number;
  113514. }, scene: any): Mesh;
  113515. }
  113516. }
  113517. declare module BABYLON {
  113518. /**
  113519. * A spot light is defined by a position, a direction, an angle, and an exponent.
  113520. * These values define a cone of light starting from the position, emitting toward the direction.
  113521. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  113522. * and the exponent defines the speed of the decay of the light with distance (reach).
  113523. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113524. */
  113525. export class SpotLight extends ShadowLight {
  113526. private _angle;
  113527. private _innerAngle;
  113528. private _cosHalfAngle;
  113529. private _lightAngleScale;
  113530. private _lightAngleOffset;
  113531. /**
  113532. * Gets the cone angle of the spot light in Radians.
  113533. */
  113534. /**
  113535. * Sets the cone angle of the spot light in Radians.
  113536. */
  113537. angle: number;
  113538. /**
  113539. * Only used in gltf falloff mode, this defines the angle where
  113540. * the directional falloff will start before cutting at angle which could be seen
  113541. * as outer angle.
  113542. */
  113543. /**
  113544. * Only used in gltf falloff mode, this defines the angle where
  113545. * the directional falloff will start before cutting at angle which could be seen
  113546. * as outer angle.
  113547. */
  113548. innerAngle: number;
  113549. private _shadowAngleScale;
  113550. /**
  113551. * Allows scaling the angle of the light for shadow generation only.
  113552. */
  113553. /**
  113554. * Allows scaling the angle of the light for shadow generation only.
  113555. */
  113556. shadowAngleScale: number;
  113557. /**
  113558. * The light decay speed with the distance from the emission spot.
  113559. */
  113560. exponent: number;
  113561. private _projectionTextureMatrix;
  113562. /**
  113563. * Allows reading the projecton texture
  113564. */
  113565. readonly projectionTextureMatrix: Matrix;
  113566. protected _projectionTextureLightNear: number;
  113567. /**
  113568. * Gets the near clip of the Spotlight for texture projection.
  113569. */
  113570. /**
  113571. * Sets the near clip of the Spotlight for texture projection.
  113572. */
  113573. projectionTextureLightNear: number;
  113574. protected _projectionTextureLightFar: number;
  113575. /**
  113576. * Gets the far clip of the Spotlight for texture projection.
  113577. */
  113578. /**
  113579. * Sets the far clip of the Spotlight for texture projection.
  113580. */
  113581. projectionTextureLightFar: number;
  113582. protected _projectionTextureUpDirection: Vector3;
  113583. /**
  113584. * Gets the Up vector of the Spotlight for texture projection.
  113585. */
  113586. /**
  113587. * Sets the Up vector of the Spotlight for texture projection.
  113588. */
  113589. projectionTextureUpDirection: Vector3;
  113590. private _projectionTexture;
  113591. /**
  113592. * Gets the projection texture of the light.
  113593. */
  113594. /**
  113595. * Sets the projection texture of the light.
  113596. */
  113597. projectionTexture: Nullable<BaseTexture>;
  113598. private _projectionTextureViewLightDirty;
  113599. private _projectionTextureProjectionLightDirty;
  113600. private _projectionTextureDirty;
  113601. private _projectionTextureViewTargetVector;
  113602. private _projectionTextureViewLightMatrix;
  113603. private _projectionTextureProjectionLightMatrix;
  113604. private _projectionTextureScalingMatrix;
  113605. /**
  113606. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  113607. * It can cast shadows.
  113608. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113609. * @param name The light friendly name
  113610. * @param position The position of the spot light in the scene
  113611. * @param direction The direction of the light in the scene
  113612. * @param angle The cone angle of the light in Radians
  113613. * @param exponent The light decay speed with the distance from the emission spot
  113614. * @param scene The scene the lights belongs to
  113615. */
  113616. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  113617. /**
  113618. * Returns the string "SpotLight".
  113619. * @returns the class name
  113620. */
  113621. getClassName(): string;
  113622. /**
  113623. * Returns the integer 2.
  113624. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113625. */
  113626. getTypeID(): number;
  113627. /**
  113628. * Overrides the direction setter to recompute the projection texture view light Matrix.
  113629. */
  113630. protected _setDirection(value: Vector3): void;
  113631. /**
  113632. * Overrides the position setter to recompute the projection texture view light Matrix.
  113633. */
  113634. protected _setPosition(value: Vector3): void;
  113635. /**
  113636. * 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.
  113637. * Returns the SpotLight.
  113638. */
  113639. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113640. protected _computeProjectionTextureViewLightMatrix(): void;
  113641. protected _computeProjectionTextureProjectionLightMatrix(): void;
  113642. /**
  113643. * Main function for light texture projection matrix computing.
  113644. */
  113645. protected _computeProjectionTextureMatrix(): void;
  113646. protected _buildUniformLayout(): void;
  113647. private _computeAngleValues;
  113648. /**
  113649. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  113650. * @param effect The effect to update
  113651. * @param lightIndex The index of the light in the effect to update
  113652. * @returns The spot light
  113653. */
  113654. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  113655. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  113656. /**
  113657. * Disposes the light and the associated resources.
  113658. */
  113659. dispose(): void;
  113660. /**
  113661. * Prepares the list of defines specific to the light type.
  113662. * @param defines the list of defines
  113663. * @param lightIndex defines the index of the light for the effect
  113664. */
  113665. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113666. }
  113667. }
  113668. declare module BABYLON {
  113669. /**
  113670. * Gizmo that enables viewing a light
  113671. */
  113672. export class LightGizmo extends Gizmo {
  113673. private _lightMesh;
  113674. private _material;
  113675. private cachedPosition;
  113676. private cachedForward;
  113677. /**
  113678. * Creates a LightGizmo
  113679. * @param gizmoLayer The utility layer the gizmo will be added to
  113680. */
  113681. constructor(gizmoLayer?: UtilityLayerRenderer);
  113682. private _light;
  113683. /**
  113684. * The light that the gizmo is attached to
  113685. */
  113686. light: Nullable<Light>;
  113687. /**
  113688. * Gets the material used to render the light gizmo
  113689. */
  113690. readonly material: StandardMaterial;
  113691. /**
  113692. * @hidden
  113693. * Updates the gizmo to match the attached mesh's position/rotation
  113694. */
  113695. protected _update(): void;
  113696. private static _Scale;
  113697. /**
  113698. * Creates the lines for a light mesh
  113699. */
  113700. private static _createLightLines;
  113701. /**
  113702. * Disposes of the light gizmo
  113703. */
  113704. dispose(): void;
  113705. private static _CreateHemisphericLightMesh;
  113706. private static _CreatePointLightMesh;
  113707. private static _CreateSpotLightMesh;
  113708. private static _CreateDirectionalLightMesh;
  113709. }
  113710. }
  113711. declare module BABYLON {
  113712. /** @hidden */
  113713. export var backgroundFragmentDeclaration: {
  113714. name: string;
  113715. shader: string;
  113716. };
  113717. }
  113718. declare module BABYLON {
  113719. /** @hidden */
  113720. export var backgroundUboDeclaration: {
  113721. name: string;
  113722. shader: string;
  113723. };
  113724. }
  113725. declare module BABYLON {
  113726. /** @hidden */
  113727. export var backgroundPixelShader: {
  113728. name: string;
  113729. shader: string;
  113730. };
  113731. }
  113732. declare module BABYLON {
  113733. /** @hidden */
  113734. export var backgroundVertexDeclaration: {
  113735. name: string;
  113736. shader: string;
  113737. };
  113738. }
  113739. declare module BABYLON {
  113740. /** @hidden */
  113741. export var backgroundVertexShader: {
  113742. name: string;
  113743. shader: string;
  113744. };
  113745. }
  113746. declare module BABYLON {
  113747. /**
  113748. * Background material used to create an efficient environement around your scene.
  113749. */
  113750. export class BackgroundMaterial extends PushMaterial {
  113751. /**
  113752. * Standard reflectance value at parallel view angle.
  113753. */
  113754. static StandardReflectance0: number;
  113755. /**
  113756. * Standard reflectance value at grazing angle.
  113757. */
  113758. static StandardReflectance90: number;
  113759. protected _primaryColor: Color3;
  113760. /**
  113761. * Key light Color (multiply against the environement texture)
  113762. */
  113763. primaryColor: Color3;
  113764. protected __perceptualColor: Nullable<Color3>;
  113765. /**
  113766. * Experimental Internal Use Only.
  113767. *
  113768. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  113769. * This acts as a helper to set the primary color to a more "human friendly" value.
  113770. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  113771. * output color as close as possible from the chosen value.
  113772. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  113773. * part of lighting setup.)
  113774. */
  113775. _perceptualColor: Nullable<Color3>;
  113776. protected _primaryColorShadowLevel: float;
  113777. /**
  113778. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  113779. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  113780. */
  113781. primaryColorShadowLevel: float;
  113782. protected _primaryColorHighlightLevel: float;
  113783. /**
  113784. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  113785. * The primary color is used at the level chosen to define what the white area would look.
  113786. */
  113787. primaryColorHighlightLevel: float;
  113788. protected _reflectionTexture: Nullable<BaseTexture>;
  113789. /**
  113790. * Reflection Texture used in the material.
  113791. * Should be author in a specific way for the best result (refer to the documentation).
  113792. */
  113793. reflectionTexture: Nullable<BaseTexture>;
  113794. protected _reflectionBlur: float;
  113795. /**
  113796. * Reflection Texture level of blur.
  113797. *
  113798. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  113799. * texture twice.
  113800. */
  113801. reflectionBlur: float;
  113802. protected _diffuseTexture: Nullable<BaseTexture>;
  113803. /**
  113804. * Diffuse Texture used in the material.
  113805. * Should be author in a specific way for the best result (refer to the documentation).
  113806. */
  113807. diffuseTexture: Nullable<BaseTexture>;
  113808. protected _shadowLights: Nullable<IShadowLight[]>;
  113809. /**
  113810. * Specify the list of lights casting shadow on the material.
  113811. * All scene shadow lights will be included if null.
  113812. */
  113813. shadowLights: Nullable<IShadowLight[]>;
  113814. protected _shadowLevel: float;
  113815. /**
  113816. * Helps adjusting the shadow to a softer level if required.
  113817. * 0 means black shadows and 1 means no shadows.
  113818. */
  113819. shadowLevel: float;
  113820. protected _sceneCenter: Vector3;
  113821. /**
  113822. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  113823. * It is usually zero but might be interesting to modify according to your setup.
  113824. */
  113825. sceneCenter: Vector3;
  113826. protected _opacityFresnel: boolean;
  113827. /**
  113828. * This helps specifying that the material is falling off to the sky box at grazing angle.
  113829. * This helps ensuring a nice transition when the camera goes under the ground.
  113830. */
  113831. opacityFresnel: boolean;
  113832. protected _reflectionFresnel: boolean;
  113833. /**
  113834. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  113835. * This helps adding a mirror texture on the ground.
  113836. */
  113837. reflectionFresnel: boolean;
  113838. protected _reflectionFalloffDistance: number;
  113839. /**
  113840. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  113841. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  113842. */
  113843. reflectionFalloffDistance: number;
  113844. protected _reflectionAmount: number;
  113845. /**
  113846. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  113847. */
  113848. reflectionAmount: number;
  113849. protected _reflectionReflectance0: number;
  113850. /**
  113851. * This specifies the weight of the reflection at grazing angle.
  113852. */
  113853. reflectionReflectance0: number;
  113854. protected _reflectionReflectance90: number;
  113855. /**
  113856. * This specifies the weight of the reflection at a perpendicular point of view.
  113857. */
  113858. reflectionReflectance90: number;
  113859. /**
  113860. * Sets the reflection reflectance fresnel values according to the default standard
  113861. * empirically know to work well :-)
  113862. */
  113863. reflectionStandardFresnelWeight: number;
  113864. protected _useRGBColor: boolean;
  113865. /**
  113866. * Helps to directly use the maps channels instead of their level.
  113867. */
  113868. useRGBColor: boolean;
  113869. protected _enableNoise: boolean;
  113870. /**
  113871. * This helps reducing the banding effect that could occur on the background.
  113872. */
  113873. enableNoise: boolean;
  113874. /**
  113875. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113876. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  113877. * Recommended to be keep at 1.0 except for special cases.
  113878. */
  113879. fovMultiplier: number;
  113880. private _fovMultiplier;
  113881. /**
  113882. * Enable the FOV adjustment feature controlled by fovMultiplier.
  113883. */
  113884. useEquirectangularFOV: boolean;
  113885. private _maxSimultaneousLights;
  113886. /**
  113887. * Number of Simultaneous lights allowed on the material.
  113888. */
  113889. maxSimultaneousLights: int;
  113890. /**
  113891. * Default configuration related to image processing available in the Background Material.
  113892. */
  113893. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113894. /**
  113895. * Keep track of the image processing observer to allow dispose and replace.
  113896. */
  113897. private _imageProcessingObserver;
  113898. /**
  113899. * Attaches a new image processing configuration to the PBR Material.
  113900. * @param configuration (if null the scene configuration will be use)
  113901. */
  113902. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113903. /**
  113904. * Gets the image processing configuration used either in this material.
  113905. */
  113906. /**
  113907. * Sets the Default image processing configuration used either in the this material.
  113908. *
  113909. * If sets to null, the scene one is in use.
  113910. */
  113911. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  113912. /**
  113913. * Gets wether the color curves effect is enabled.
  113914. */
  113915. /**
  113916. * Sets wether the color curves effect is enabled.
  113917. */
  113918. cameraColorCurvesEnabled: boolean;
  113919. /**
  113920. * Gets wether the color grading effect is enabled.
  113921. */
  113922. /**
  113923. * Gets wether the color grading effect is enabled.
  113924. */
  113925. cameraColorGradingEnabled: boolean;
  113926. /**
  113927. * Gets wether tonemapping is enabled or not.
  113928. */
  113929. /**
  113930. * Sets wether tonemapping is enabled or not
  113931. */
  113932. cameraToneMappingEnabled: boolean;
  113933. /**
  113934. * The camera exposure used on this material.
  113935. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113936. * This corresponds to a photographic exposure.
  113937. */
  113938. /**
  113939. * The camera exposure used on this material.
  113940. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113941. * This corresponds to a photographic exposure.
  113942. */
  113943. cameraExposure: float;
  113944. /**
  113945. * Gets The camera contrast used on this material.
  113946. */
  113947. /**
  113948. * Sets The camera contrast used on this material.
  113949. */
  113950. cameraContrast: float;
  113951. /**
  113952. * Gets the Color Grading 2D Lookup Texture.
  113953. */
  113954. /**
  113955. * Sets the Color Grading 2D Lookup Texture.
  113956. */
  113957. cameraColorGradingTexture: Nullable<BaseTexture>;
  113958. /**
  113959. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113960. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113961. * 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;
  113962. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113963. */
  113964. /**
  113965. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113966. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113967. * 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;
  113968. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113969. */
  113970. cameraColorCurves: Nullable<ColorCurves>;
  113971. /**
  113972. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  113973. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  113974. */
  113975. switchToBGR: boolean;
  113976. private _renderTargets;
  113977. private _reflectionControls;
  113978. private _white;
  113979. private _primaryShadowColor;
  113980. private _primaryHighlightColor;
  113981. /**
  113982. * Instantiates a Background Material in the given scene
  113983. * @param name The friendly name of the material
  113984. * @param scene The scene to add the material to
  113985. */
  113986. constructor(name: string, scene: Scene);
  113987. /**
  113988. * Gets a boolean indicating that current material needs to register RTT
  113989. */
  113990. readonly hasRenderTargetTextures: boolean;
  113991. /**
  113992. * The entire material has been created in order to prevent overdraw.
  113993. * @returns false
  113994. */
  113995. needAlphaTesting(): boolean;
  113996. /**
  113997. * The entire material has been created in order to prevent overdraw.
  113998. * @returns true if blending is enable
  113999. */
  114000. needAlphaBlending(): boolean;
  114001. /**
  114002. * Checks wether the material is ready to be rendered for a given mesh.
  114003. * @param mesh The mesh to render
  114004. * @param subMesh The submesh to check against
  114005. * @param useInstances Specify wether or not the material is used with instances
  114006. * @returns true if all the dependencies are ready (Textures, Effects...)
  114007. */
  114008. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  114009. /**
  114010. * Compute the primary color according to the chosen perceptual color.
  114011. */
  114012. private _computePrimaryColorFromPerceptualColor;
  114013. /**
  114014. * Compute the highlights and shadow colors according to their chosen levels.
  114015. */
  114016. private _computePrimaryColors;
  114017. /**
  114018. * Build the uniform buffer used in the material.
  114019. */
  114020. buildUniformLayout(): void;
  114021. /**
  114022. * Unbind the material.
  114023. */
  114024. unbind(): void;
  114025. /**
  114026. * Bind only the world matrix to the material.
  114027. * @param world The world matrix to bind.
  114028. */
  114029. bindOnlyWorldMatrix(world: Matrix): void;
  114030. /**
  114031. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  114032. * @param world The world matrix to bind.
  114033. * @param subMesh The submesh to bind for.
  114034. */
  114035. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  114036. /**
  114037. * Checks to see if a texture is used in the material.
  114038. * @param texture - Base texture to use.
  114039. * @returns - Boolean specifying if a texture is used in the material.
  114040. */
  114041. hasTexture(texture: BaseTexture): boolean;
  114042. /**
  114043. * Dispose the material.
  114044. * @param forceDisposeEffect Force disposal of the associated effect.
  114045. * @param forceDisposeTextures Force disposal of the associated textures.
  114046. */
  114047. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  114048. /**
  114049. * Clones the material.
  114050. * @param name The cloned name.
  114051. * @returns The cloned material.
  114052. */
  114053. clone(name: string): BackgroundMaterial;
  114054. /**
  114055. * Serializes the current material to its JSON representation.
  114056. * @returns The JSON representation.
  114057. */
  114058. serialize(): any;
  114059. /**
  114060. * Gets the class name of the material
  114061. * @returns "BackgroundMaterial"
  114062. */
  114063. getClassName(): string;
  114064. /**
  114065. * Parse a JSON input to create back a background material.
  114066. * @param source The JSON data to parse
  114067. * @param scene The scene to create the parsed material in
  114068. * @param rootUrl The root url of the assets the material depends upon
  114069. * @returns the instantiated BackgroundMaterial.
  114070. */
  114071. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  114072. }
  114073. }
  114074. declare module BABYLON {
  114075. /**
  114076. * Represents the different options available during the creation of
  114077. * a Environment helper.
  114078. *
  114079. * This can control the default ground, skybox and image processing setup of your scene.
  114080. */
  114081. export interface IEnvironmentHelperOptions {
  114082. /**
  114083. * Specifies wether or not to create a ground.
  114084. * True by default.
  114085. */
  114086. createGround: boolean;
  114087. /**
  114088. * Specifies the ground size.
  114089. * 15 by default.
  114090. */
  114091. groundSize: number;
  114092. /**
  114093. * The texture used on the ground for the main color.
  114094. * Comes from the BabylonJS CDN by default.
  114095. *
  114096. * Remarks: Can be either a texture or a url.
  114097. */
  114098. groundTexture: string | BaseTexture;
  114099. /**
  114100. * The color mixed in the ground texture by default.
  114101. * BabylonJS clearColor by default.
  114102. */
  114103. groundColor: Color3;
  114104. /**
  114105. * Specifies the ground opacity.
  114106. * 1 by default.
  114107. */
  114108. groundOpacity: number;
  114109. /**
  114110. * Enables the ground to receive shadows.
  114111. * True by default.
  114112. */
  114113. enableGroundShadow: boolean;
  114114. /**
  114115. * Helps preventing the shadow to be fully black on the ground.
  114116. * 0.5 by default.
  114117. */
  114118. groundShadowLevel: number;
  114119. /**
  114120. * Creates a mirror texture attach to the ground.
  114121. * false by default.
  114122. */
  114123. enableGroundMirror: boolean;
  114124. /**
  114125. * Specifies the ground mirror size ratio.
  114126. * 0.3 by default as the default kernel is 64.
  114127. */
  114128. groundMirrorSizeRatio: number;
  114129. /**
  114130. * Specifies the ground mirror blur kernel size.
  114131. * 64 by default.
  114132. */
  114133. groundMirrorBlurKernel: number;
  114134. /**
  114135. * Specifies the ground mirror visibility amount.
  114136. * 1 by default
  114137. */
  114138. groundMirrorAmount: number;
  114139. /**
  114140. * Specifies the ground mirror reflectance weight.
  114141. * This uses the standard weight of the background material to setup the fresnel effect
  114142. * of the mirror.
  114143. * 1 by default.
  114144. */
  114145. groundMirrorFresnelWeight: number;
  114146. /**
  114147. * Specifies the ground mirror Falloff distance.
  114148. * This can helps reducing the size of the reflection.
  114149. * 0 by Default.
  114150. */
  114151. groundMirrorFallOffDistance: number;
  114152. /**
  114153. * Specifies the ground mirror texture type.
  114154. * Unsigned Int by Default.
  114155. */
  114156. groundMirrorTextureType: number;
  114157. /**
  114158. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  114159. * the shown objects.
  114160. */
  114161. groundYBias: number;
  114162. /**
  114163. * Specifies wether or not to create a skybox.
  114164. * True by default.
  114165. */
  114166. createSkybox: boolean;
  114167. /**
  114168. * Specifies the skybox size.
  114169. * 20 by default.
  114170. */
  114171. skyboxSize: number;
  114172. /**
  114173. * The texture used on the skybox for the main color.
  114174. * Comes from the BabylonJS CDN by default.
  114175. *
  114176. * Remarks: Can be either a texture or a url.
  114177. */
  114178. skyboxTexture: string | BaseTexture;
  114179. /**
  114180. * The color mixed in the skybox texture by default.
  114181. * BabylonJS clearColor by default.
  114182. */
  114183. skyboxColor: Color3;
  114184. /**
  114185. * The background rotation around the Y axis of the scene.
  114186. * This helps aligning the key lights of your scene with the background.
  114187. * 0 by default.
  114188. */
  114189. backgroundYRotation: number;
  114190. /**
  114191. * Compute automatically the size of the elements to best fit with the scene.
  114192. */
  114193. sizeAuto: boolean;
  114194. /**
  114195. * Default position of the rootMesh if autoSize is not true.
  114196. */
  114197. rootPosition: Vector3;
  114198. /**
  114199. * Sets up the image processing in the scene.
  114200. * true by default.
  114201. */
  114202. setupImageProcessing: boolean;
  114203. /**
  114204. * The texture used as your environment texture in the scene.
  114205. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  114206. *
  114207. * Remarks: Can be either a texture or a url.
  114208. */
  114209. environmentTexture: string | BaseTexture;
  114210. /**
  114211. * The value of the exposure to apply to the scene.
  114212. * 0.6 by default if setupImageProcessing is true.
  114213. */
  114214. cameraExposure: number;
  114215. /**
  114216. * The value of the contrast to apply to the scene.
  114217. * 1.6 by default if setupImageProcessing is true.
  114218. */
  114219. cameraContrast: number;
  114220. /**
  114221. * Specifies wether or not tonemapping should be enabled in the scene.
  114222. * true by default if setupImageProcessing is true.
  114223. */
  114224. toneMappingEnabled: boolean;
  114225. }
  114226. /**
  114227. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  114228. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  114229. * It also helps with the default setup of your imageProcessing configuration.
  114230. */
  114231. export class EnvironmentHelper {
  114232. /**
  114233. * Default ground texture URL.
  114234. */
  114235. private static _groundTextureCDNUrl;
  114236. /**
  114237. * Default skybox texture URL.
  114238. */
  114239. private static _skyboxTextureCDNUrl;
  114240. /**
  114241. * Default environment texture URL.
  114242. */
  114243. private static _environmentTextureCDNUrl;
  114244. /**
  114245. * Creates the default options for the helper.
  114246. */
  114247. private static _getDefaultOptions;
  114248. private _rootMesh;
  114249. /**
  114250. * Gets the root mesh created by the helper.
  114251. */
  114252. readonly rootMesh: Mesh;
  114253. private _skybox;
  114254. /**
  114255. * Gets the skybox created by the helper.
  114256. */
  114257. readonly skybox: Nullable<Mesh>;
  114258. private _skyboxTexture;
  114259. /**
  114260. * Gets the skybox texture created by the helper.
  114261. */
  114262. readonly skyboxTexture: Nullable<BaseTexture>;
  114263. private _skyboxMaterial;
  114264. /**
  114265. * Gets the skybox material created by the helper.
  114266. */
  114267. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  114268. private _ground;
  114269. /**
  114270. * Gets the ground mesh created by the helper.
  114271. */
  114272. readonly ground: Nullable<Mesh>;
  114273. private _groundTexture;
  114274. /**
  114275. * Gets the ground texture created by the helper.
  114276. */
  114277. readonly groundTexture: Nullable<BaseTexture>;
  114278. private _groundMirror;
  114279. /**
  114280. * Gets the ground mirror created by the helper.
  114281. */
  114282. readonly groundMirror: Nullable<MirrorTexture>;
  114283. /**
  114284. * Gets the ground mirror render list to helps pushing the meshes
  114285. * you wish in the ground reflection.
  114286. */
  114287. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  114288. private _groundMaterial;
  114289. /**
  114290. * Gets the ground material created by the helper.
  114291. */
  114292. readonly groundMaterial: Nullable<BackgroundMaterial>;
  114293. /**
  114294. * Stores the creation options.
  114295. */
  114296. private readonly _scene;
  114297. private _options;
  114298. /**
  114299. * This observable will be notified with any error during the creation of the environment,
  114300. * mainly texture creation errors.
  114301. */
  114302. onErrorObservable: Observable<{
  114303. message?: string;
  114304. exception?: any;
  114305. }>;
  114306. /**
  114307. * constructor
  114308. * @param options Defines the options we want to customize the helper
  114309. * @param scene The scene to add the material to
  114310. */
  114311. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  114312. /**
  114313. * Updates the background according to the new options
  114314. * @param options
  114315. */
  114316. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  114317. /**
  114318. * Sets the primary color of all the available elements.
  114319. * @param color the main color to affect to the ground and the background
  114320. */
  114321. setMainColor(color: Color3): void;
  114322. /**
  114323. * Setup the image processing according to the specified options.
  114324. */
  114325. private _setupImageProcessing;
  114326. /**
  114327. * Setup the environment texture according to the specified options.
  114328. */
  114329. private _setupEnvironmentTexture;
  114330. /**
  114331. * Setup the background according to the specified options.
  114332. */
  114333. private _setupBackground;
  114334. /**
  114335. * Get the scene sizes according to the setup.
  114336. */
  114337. private _getSceneSize;
  114338. /**
  114339. * Setup the ground according to the specified options.
  114340. */
  114341. private _setupGround;
  114342. /**
  114343. * Setup the ground material according to the specified options.
  114344. */
  114345. private _setupGroundMaterial;
  114346. /**
  114347. * Setup the ground diffuse texture according to the specified options.
  114348. */
  114349. private _setupGroundDiffuseTexture;
  114350. /**
  114351. * Setup the ground mirror texture according to the specified options.
  114352. */
  114353. private _setupGroundMirrorTexture;
  114354. /**
  114355. * Setup the ground to receive the mirror texture.
  114356. */
  114357. private _setupMirrorInGroundMaterial;
  114358. /**
  114359. * Setup the skybox according to the specified options.
  114360. */
  114361. private _setupSkybox;
  114362. /**
  114363. * Setup the skybox material according to the specified options.
  114364. */
  114365. private _setupSkyboxMaterial;
  114366. /**
  114367. * Setup the skybox reflection texture according to the specified options.
  114368. */
  114369. private _setupSkyboxReflectionTexture;
  114370. private _errorHandler;
  114371. /**
  114372. * Dispose all the elements created by the Helper.
  114373. */
  114374. dispose(): void;
  114375. }
  114376. }
  114377. declare module BABYLON {
  114378. /**
  114379. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  114380. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  114381. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  114382. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114383. */
  114384. export class PhotoDome extends TransformNode {
  114385. /**
  114386. * Define the image as a Monoscopic panoramic 360 image.
  114387. */
  114388. static readonly MODE_MONOSCOPIC: number;
  114389. /**
  114390. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114391. */
  114392. static readonly MODE_TOPBOTTOM: number;
  114393. /**
  114394. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114395. */
  114396. static readonly MODE_SIDEBYSIDE: number;
  114397. private _useDirectMapping;
  114398. /**
  114399. * The texture being displayed on the sphere
  114400. */
  114401. protected _photoTexture: Texture;
  114402. /**
  114403. * Gets or sets the texture being displayed on the sphere
  114404. */
  114405. photoTexture: Texture;
  114406. /**
  114407. * Observable raised when an error occured while loading the 360 image
  114408. */
  114409. onLoadErrorObservable: Observable<string>;
  114410. /**
  114411. * The skybox material
  114412. */
  114413. protected _material: BackgroundMaterial;
  114414. /**
  114415. * The surface used for the skybox
  114416. */
  114417. protected _mesh: Mesh;
  114418. /**
  114419. * Gets the mesh used for the skybox.
  114420. */
  114421. readonly mesh: Mesh;
  114422. /**
  114423. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114424. * Also see the options.resolution property.
  114425. */
  114426. fovMultiplier: number;
  114427. private _imageMode;
  114428. /**
  114429. * Gets or set the current video mode for the video. It can be:
  114430. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114431. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114432. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114433. */
  114434. imageMode: number;
  114435. /**
  114436. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114437. * @param name Element's name, child elements will append suffixes for their own names.
  114438. * @param urlsOfPhoto defines the url of the photo to display
  114439. * @param options defines an object containing optional or exposed sub element properties
  114440. * @param onError defines a callback called when an error occured while loading the texture
  114441. */
  114442. constructor(name: string, urlOfPhoto: string, options: {
  114443. resolution?: number;
  114444. size?: number;
  114445. useDirectMapping?: boolean;
  114446. faceForward?: boolean;
  114447. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  114448. private _onBeforeCameraRenderObserver;
  114449. private _changeImageMode;
  114450. /**
  114451. * Releases resources associated with this node.
  114452. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114453. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114454. */
  114455. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114456. }
  114457. }
  114458. declare module BABYLON {
  114459. /**
  114460. * Class used to host RGBD texture specific utilities
  114461. */
  114462. export class RGBDTextureTools {
  114463. /**
  114464. * Expand the RGBD Texture from RGBD to Half Float if possible.
  114465. * @param texture the texture to expand.
  114466. */
  114467. static ExpandRGBDTexture(texture: Texture): void;
  114468. }
  114469. }
  114470. declare module BABYLON {
  114471. /**
  114472. * Class used to host texture specific utilities
  114473. */
  114474. export class BRDFTextureTools {
  114475. /**
  114476. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  114477. * @param scene defines the hosting scene
  114478. * @returns the environment BRDF texture
  114479. */
  114480. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  114481. private static _environmentBRDFBase64Texture;
  114482. }
  114483. }
  114484. declare module BABYLON {
  114485. /**
  114486. * @hidden
  114487. */
  114488. export interface IMaterialClearCoatDefines {
  114489. CLEARCOAT: boolean;
  114490. CLEARCOAT_DEFAULTIOR: boolean;
  114491. CLEARCOAT_TEXTURE: boolean;
  114492. CLEARCOAT_TEXTUREDIRECTUV: number;
  114493. CLEARCOAT_BUMP: boolean;
  114494. CLEARCOAT_BUMPDIRECTUV: number;
  114495. CLEARCOAT_TINT: boolean;
  114496. CLEARCOAT_TINT_TEXTURE: boolean;
  114497. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  114498. /** @hidden */
  114499. _areTexturesDirty: boolean;
  114500. }
  114501. /**
  114502. * Define the code related to the clear coat parameters of the pbr material.
  114503. */
  114504. export class PBRClearCoatConfiguration {
  114505. /**
  114506. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114507. * The default fits with a polyurethane material.
  114508. */
  114509. private static readonly _DefaultIndexOfRefraction;
  114510. private _isEnabled;
  114511. /**
  114512. * Defines if the clear coat is enabled in the material.
  114513. */
  114514. isEnabled: boolean;
  114515. /**
  114516. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  114517. */
  114518. intensity: number;
  114519. /**
  114520. * Defines the clear coat layer roughness.
  114521. */
  114522. roughness: number;
  114523. private _indexOfRefraction;
  114524. /**
  114525. * Defines the index of refraction of the clear coat.
  114526. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114527. * The default fits with a polyurethane material.
  114528. * Changing the default value is more performance intensive.
  114529. */
  114530. indexOfRefraction: number;
  114531. private _texture;
  114532. /**
  114533. * Stores the clear coat values in a texture.
  114534. */
  114535. texture: Nullable<BaseTexture>;
  114536. private _bumpTexture;
  114537. /**
  114538. * Define the clear coat specific bump texture.
  114539. */
  114540. bumpTexture: Nullable<BaseTexture>;
  114541. private _isTintEnabled;
  114542. /**
  114543. * Defines if the clear coat tint is enabled in the material.
  114544. */
  114545. isTintEnabled: boolean;
  114546. /**
  114547. * Defines the clear coat tint of the material.
  114548. * This is only use if tint is enabled
  114549. */
  114550. tintColor: Color3;
  114551. /**
  114552. * Defines the distance at which the tint color should be found in the
  114553. * clear coat media.
  114554. * This is only use if tint is enabled
  114555. */
  114556. tintColorAtDistance: number;
  114557. /**
  114558. * Defines the clear coat layer thickness.
  114559. * This is only use if tint is enabled
  114560. */
  114561. tintThickness: number;
  114562. private _tintTexture;
  114563. /**
  114564. * Stores the clear tint values in a texture.
  114565. * rgb is tint
  114566. * a is a thickness factor
  114567. */
  114568. tintTexture: Nullable<BaseTexture>;
  114569. /** @hidden */
  114570. private _internalMarkAllSubMeshesAsTexturesDirty;
  114571. /** @hidden */
  114572. _markAllSubMeshesAsTexturesDirty(): void;
  114573. /**
  114574. * Instantiate a new istance of clear coat configuration.
  114575. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114576. */
  114577. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114578. /**
  114579. * Gets wehter the submesh is ready to be used or not.
  114580. * @param defines the list of "defines" to update.
  114581. * @param scene defines the scene the material belongs to.
  114582. * @param engine defines the engine the material belongs to.
  114583. * @param disableBumpMap defines wether the material disables bump or not.
  114584. * @returns - boolean indicating that the submesh is ready or not.
  114585. */
  114586. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  114587. /**
  114588. * Checks to see if a texture is used in the material.
  114589. * @param defines the list of "defines" to update.
  114590. * @param scene defines the scene to the material belongs to.
  114591. */
  114592. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  114593. /**
  114594. * Binds the material data.
  114595. * @param uniformBuffer defines the Uniform buffer to fill in.
  114596. * @param scene defines the scene the material belongs to.
  114597. * @param engine defines the engine the material belongs to.
  114598. * @param disableBumpMap defines wether the material disables bump or not.
  114599. * @param isFrozen defines wether the material is frozen or not.
  114600. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  114601. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  114602. */
  114603. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  114604. /**
  114605. * Checks to see if a texture is used in the material.
  114606. * @param texture - Base texture to use.
  114607. * @returns - Boolean specifying if a texture is used in the material.
  114608. */
  114609. hasTexture(texture: BaseTexture): boolean;
  114610. /**
  114611. * Returns an array of the actively used textures.
  114612. * @param activeTextures Array of BaseTextures
  114613. */
  114614. getActiveTextures(activeTextures: BaseTexture[]): void;
  114615. /**
  114616. * Returns the animatable textures.
  114617. * @param animatables Array of animatable textures.
  114618. */
  114619. getAnimatables(animatables: IAnimatable[]): void;
  114620. /**
  114621. * Disposes the resources of the material.
  114622. * @param forceDisposeTextures - Forces the disposal of all textures.
  114623. */
  114624. dispose(forceDisposeTextures?: boolean): void;
  114625. /**
  114626. * Get the current class name of the texture useful for serialization or dynamic coding.
  114627. * @returns "PBRClearCoatConfiguration"
  114628. */
  114629. getClassName(): string;
  114630. /**
  114631. * Add fallbacks to the effect fallbacks list.
  114632. * @param defines defines the Base texture to use.
  114633. * @param fallbacks defines the current fallback list.
  114634. * @param currentRank defines the current fallback rank.
  114635. * @returns the new fallback rank.
  114636. */
  114637. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114638. /**
  114639. * Add the required uniforms to the current list.
  114640. * @param uniforms defines the current uniform list.
  114641. */
  114642. static AddUniforms(uniforms: string[]): void;
  114643. /**
  114644. * Add the required samplers to the current list.
  114645. * @param samplers defines the current sampler list.
  114646. */
  114647. static AddSamplers(samplers: string[]): void;
  114648. /**
  114649. * Add the required uniforms to the current buffer.
  114650. * @param uniformBuffer defines the current uniform buffer.
  114651. */
  114652. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114653. /**
  114654. * Makes a duplicate of the current configuration into another one.
  114655. * @param clearCoatConfiguration define the config where to copy the info
  114656. */
  114657. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  114658. /**
  114659. * Serializes this clear coat configuration.
  114660. * @returns - An object with the serialized config.
  114661. */
  114662. serialize(): any;
  114663. /**
  114664. * Parses a anisotropy Configuration from a serialized object.
  114665. * @param source - Serialized object.
  114666. * @param scene Defines the scene we are parsing for
  114667. * @param rootUrl Defines the rootUrl to load from
  114668. */
  114669. parse(source: any, scene: Scene, rootUrl: string): void;
  114670. }
  114671. }
  114672. declare module BABYLON {
  114673. /**
  114674. * @hidden
  114675. */
  114676. export interface IMaterialAnisotropicDefines {
  114677. ANISOTROPIC: boolean;
  114678. ANISOTROPIC_TEXTURE: boolean;
  114679. ANISOTROPIC_TEXTUREDIRECTUV: number;
  114680. MAINUV1: boolean;
  114681. _areTexturesDirty: boolean;
  114682. _needUVs: boolean;
  114683. }
  114684. /**
  114685. * Define the code related to the anisotropic parameters of the pbr material.
  114686. */
  114687. export class PBRAnisotropicConfiguration {
  114688. private _isEnabled;
  114689. /**
  114690. * Defines if the anisotropy is enabled in the material.
  114691. */
  114692. isEnabled: boolean;
  114693. /**
  114694. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  114695. */
  114696. intensity: number;
  114697. /**
  114698. * Defines if the effect is along the tangents, bitangents or in between.
  114699. * By default, the effect is "strectching" the highlights along the tangents.
  114700. */
  114701. direction: Vector2;
  114702. private _texture;
  114703. /**
  114704. * Stores the anisotropy values in a texture.
  114705. * rg is direction (like normal from -1 to 1)
  114706. * b is a intensity
  114707. */
  114708. texture: Nullable<BaseTexture>;
  114709. /** @hidden */
  114710. private _internalMarkAllSubMeshesAsTexturesDirty;
  114711. /** @hidden */
  114712. _markAllSubMeshesAsTexturesDirty(): void;
  114713. /**
  114714. * Instantiate a new istance of anisotropy configuration.
  114715. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114716. */
  114717. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114718. /**
  114719. * Specifies that the submesh is ready to be used.
  114720. * @param defines the list of "defines" to update.
  114721. * @param scene defines the scene the material belongs to.
  114722. * @returns - boolean indicating that the submesh is ready or not.
  114723. */
  114724. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  114725. /**
  114726. * Checks to see if a texture is used in the material.
  114727. * @param defines the list of "defines" to update.
  114728. * @param mesh the mesh we are preparing the defines for.
  114729. * @param scene defines the scene the material belongs to.
  114730. */
  114731. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  114732. /**
  114733. * Binds the material data.
  114734. * @param uniformBuffer defines the Uniform buffer to fill in.
  114735. * @param scene defines the scene the material belongs to.
  114736. * @param isFrozen defines wether the material is frozen or not.
  114737. */
  114738. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114739. /**
  114740. * Checks to see if a texture is used in the material.
  114741. * @param texture - Base texture to use.
  114742. * @returns - Boolean specifying if a texture is used in the material.
  114743. */
  114744. hasTexture(texture: BaseTexture): boolean;
  114745. /**
  114746. * Returns an array of the actively used textures.
  114747. * @param activeTextures Array of BaseTextures
  114748. */
  114749. getActiveTextures(activeTextures: BaseTexture[]): void;
  114750. /**
  114751. * Returns the animatable textures.
  114752. * @param animatables Array of animatable textures.
  114753. */
  114754. getAnimatables(animatables: IAnimatable[]): void;
  114755. /**
  114756. * Disposes the resources of the material.
  114757. * @param forceDisposeTextures - Forces the disposal of all textures.
  114758. */
  114759. dispose(forceDisposeTextures?: boolean): void;
  114760. /**
  114761. * Get the current class name of the texture useful for serialization or dynamic coding.
  114762. * @returns "PBRAnisotropicConfiguration"
  114763. */
  114764. getClassName(): string;
  114765. /**
  114766. * Add fallbacks to the effect fallbacks list.
  114767. * @param defines defines the Base texture to use.
  114768. * @param fallbacks defines the current fallback list.
  114769. * @param currentRank defines the current fallback rank.
  114770. * @returns the new fallback rank.
  114771. */
  114772. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114773. /**
  114774. * Add the required uniforms to the current list.
  114775. * @param uniforms defines the current uniform list.
  114776. */
  114777. static AddUniforms(uniforms: string[]): void;
  114778. /**
  114779. * Add the required uniforms to the current buffer.
  114780. * @param uniformBuffer defines the current uniform buffer.
  114781. */
  114782. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114783. /**
  114784. * Add the required samplers to the current list.
  114785. * @param samplers defines the current sampler list.
  114786. */
  114787. static AddSamplers(samplers: string[]): void;
  114788. /**
  114789. * Makes a duplicate of the current configuration into another one.
  114790. * @param anisotropicConfiguration define the config where to copy the info
  114791. */
  114792. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  114793. /**
  114794. * Serializes this anisotropy configuration.
  114795. * @returns - An object with the serialized config.
  114796. */
  114797. serialize(): any;
  114798. /**
  114799. * Parses a anisotropy Configuration from a serialized object.
  114800. * @param source - Serialized object.
  114801. * @param scene Defines the scene we are parsing for
  114802. * @param rootUrl Defines the rootUrl to load from
  114803. */
  114804. parse(source: any, scene: Scene, rootUrl: string): void;
  114805. }
  114806. }
  114807. declare module BABYLON {
  114808. /**
  114809. * @hidden
  114810. */
  114811. export interface IMaterialBRDFDefines {
  114812. BRDF_V_HEIGHT_CORRELATED: boolean;
  114813. MS_BRDF_ENERGY_CONSERVATION: boolean;
  114814. SPHERICAL_HARMONICS: boolean;
  114815. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  114816. /** @hidden */
  114817. _areMiscDirty: boolean;
  114818. }
  114819. /**
  114820. * Define the code related to the BRDF parameters of the pbr material.
  114821. */
  114822. export class PBRBRDFConfiguration {
  114823. /**
  114824. * Default value used for the energy conservation.
  114825. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114826. */
  114827. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  114828. /**
  114829. * Default value used for the Smith Visibility Height Correlated mode.
  114830. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114831. */
  114832. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  114833. /**
  114834. * Default value used for the IBL diffuse part.
  114835. * This can help switching back to the polynomials mode globally which is a tiny bit
  114836. * less GPU intensive at the drawback of a lower quality.
  114837. */
  114838. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  114839. /**
  114840. * Default value used for activating energy conservation for the specular workflow.
  114841. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114842. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114843. */
  114844. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  114845. private _useEnergyConservation;
  114846. /**
  114847. * Defines if the material uses energy conservation.
  114848. */
  114849. useEnergyConservation: boolean;
  114850. private _useSmithVisibilityHeightCorrelated;
  114851. /**
  114852. * LEGACY Mode set to false
  114853. * Defines if the material uses height smith correlated visibility term.
  114854. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  114855. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  114856. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  114857. * Not relying on height correlated will also disable energy conservation.
  114858. */
  114859. useSmithVisibilityHeightCorrelated: boolean;
  114860. private _useSphericalHarmonics;
  114861. /**
  114862. * LEGACY Mode set to false
  114863. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  114864. * diffuse part of the IBL.
  114865. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  114866. * to the ground truth.
  114867. */
  114868. useSphericalHarmonics: boolean;
  114869. private _useSpecularGlossinessInputEnergyConservation;
  114870. /**
  114871. * Defines if the material uses energy conservation, when the specular workflow is active.
  114872. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114873. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114874. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  114875. */
  114876. useSpecularGlossinessInputEnergyConservation: boolean;
  114877. /** @hidden */
  114878. private _internalMarkAllSubMeshesAsMiscDirty;
  114879. /** @hidden */
  114880. _markAllSubMeshesAsMiscDirty(): void;
  114881. /**
  114882. * Instantiate a new istance of clear coat configuration.
  114883. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  114884. */
  114885. constructor(markAllSubMeshesAsMiscDirty: () => void);
  114886. /**
  114887. * Checks to see if a texture is used in the material.
  114888. * @param defines the list of "defines" to update.
  114889. */
  114890. prepareDefines(defines: IMaterialBRDFDefines): void;
  114891. /**
  114892. * Get the current class name of the texture useful for serialization or dynamic coding.
  114893. * @returns "PBRClearCoatConfiguration"
  114894. */
  114895. getClassName(): string;
  114896. /**
  114897. * Makes a duplicate of the current configuration into another one.
  114898. * @param brdfConfiguration define the config where to copy the info
  114899. */
  114900. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  114901. /**
  114902. * Serializes this BRDF configuration.
  114903. * @returns - An object with the serialized config.
  114904. */
  114905. serialize(): any;
  114906. /**
  114907. * Parses a anisotropy Configuration from a serialized object.
  114908. * @param source - Serialized object.
  114909. * @param scene Defines the scene we are parsing for
  114910. * @param rootUrl Defines the rootUrl to load from
  114911. */
  114912. parse(source: any, scene: Scene, rootUrl: string): void;
  114913. }
  114914. }
  114915. declare module BABYLON {
  114916. /**
  114917. * @hidden
  114918. */
  114919. export interface IMaterialSheenDefines {
  114920. SHEEN: boolean;
  114921. SHEEN_TEXTURE: boolean;
  114922. SHEEN_TEXTUREDIRECTUV: number;
  114923. SHEEN_LINKWITHALBEDO: boolean;
  114924. /** @hidden */
  114925. _areTexturesDirty: boolean;
  114926. }
  114927. /**
  114928. * Define the code related to the Sheen parameters of the pbr material.
  114929. */
  114930. export class PBRSheenConfiguration {
  114931. private _isEnabled;
  114932. /**
  114933. * Defines if the material uses sheen.
  114934. */
  114935. isEnabled: boolean;
  114936. private _linkSheenWithAlbedo;
  114937. /**
  114938. * Defines if the sheen is linked to the sheen color.
  114939. */
  114940. linkSheenWithAlbedo: boolean;
  114941. /**
  114942. * Defines the sheen intensity.
  114943. */
  114944. intensity: number;
  114945. /**
  114946. * Defines the sheen color.
  114947. */
  114948. color: Color3;
  114949. private _texture;
  114950. /**
  114951. * Stores the sheen tint values in a texture.
  114952. * rgb is tint
  114953. * a is a intensity
  114954. */
  114955. texture: Nullable<BaseTexture>;
  114956. /** @hidden */
  114957. private _internalMarkAllSubMeshesAsTexturesDirty;
  114958. /** @hidden */
  114959. _markAllSubMeshesAsTexturesDirty(): void;
  114960. /**
  114961. * Instantiate a new istance of clear coat configuration.
  114962. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114963. */
  114964. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114965. /**
  114966. * Specifies that the submesh is ready to be used.
  114967. * @param defines the list of "defines" to update.
  114968. * @param scene defines the scene the material belongs to.
  114969. * @returns - boolean indicating that the submesh is ready or not.
  114970. */
  114971. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  114972. /**
  114973. * Checks to see if a texture is used in the material.
  114974. * @param defines the list of "defines" to update.
  114975. * @param scene defines the scene the material belongs to.
  114976. */
  114977. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  114978. /**
  114979. * Binds the material data.
  114980. * @param uniformBuffer defines the Uniform buffer to fill in.
  114981. * @param scene defines the scene the material belongs to.
  114982. * @param isFrozen defines wether the material is frozen or not.
  114983. */
  114984. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114985. /**
  114986. * Checks to see if a texture is used in the material.
  114987. * @param texture - Base texture to use.
  114988. * @returns - Boolean specifying if a texture is used in the material.
  114989. */
  114990. hasTexture(texture: BaseTexture): boolean;
  114991. /**
  114992. * Returns an array of the actively used textures.
  114993. * @param activeTextures Array of BaseTextures
  114994. */
  114995. getActiveTextures(activeTextures: BaseTexture[]): void;
  114996. /**
  114997. * Returns the animatable textures.
  114998. * @param animatables Array of animatable textures.
  114999. */
  115000. getAnimatables(animatables: IAnimatable[]): void;
  115001. /**
  115002. * Disposes the resources of the material.
  115003. * @param forceDisposeTextures - Forces the disposal of all textures.
  115004. */
  115005. dispose(forceDisposeTextures?: boolean): void;
  115006. /**
  115007. * Get the current class name of the texture useful for serialization or dynamic coding.
  115008. * @returns "PBRSheenConfiguration"
  115009. */
  115010. getClassName(): string;
  115011. /**
  115012. * Add fallbacks to the effect fallbacks list.
  115013. * @param defines defines the Base texture to use.
  115014. * @param fallbacks defines the current fallback list.
  115015. * @param currentRank defines the current fallback rank.
  115016. * @returns the new fallback rank.
  115017. */
  115018. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115019. /**
  115020. * Add the required uniforms to the current list.
  115021. * @param uniforms defines the current uniform list.
  115022. */
  115023. static AddUniforms(uniforms: string[]): void;
  115024. /**
  115025. * Add the required uniforms to the current buffer.
  115026. * @param uniformBuffer defines the current uniform buffer.
  115027. */
  115028. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115029. /**
  115030. * Add the required samplers to the current list.
  115031. * @param samplers defines the current sampler list.
  115032. */
  115033. static AddSamplers(samplers: string[]): void;
  115034. /**
  115035. * Makes a duplicate of the current configuration into another one.
  115036. * @param sheenConfiguration define the config where to copy the info
  115037. */
  115038. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  115039. /**
  115040. * Serializes this BRDF configuration.
  115041. * @returns - An object with the serialized config.
  115042. */
  115043. serialize(): any;
  115044. /**
  115045. * Parses a anisotropy Configuration from a serialized object.
  115046. * @param source - Serialized object.
  115047. * @param scene Defines the scene we are parsing for
  115048. * @param rootUrl Defines the rootUrl to load from
  115049. */
  115050. parse(source: any, scene: Scene, rootUrl: string): void;
  115051. }
  115052. }
  115053. declare module BABYLON {
  115054. /**
  115055. * @hidden
  115056. */
  115057. export interface IMaterialSubSurfaceDefines {
  115058. SUBSURFACE: boolean;
  115059. SS_REFRACTION: boolean;
  115060. SS_TRANSLUCENCY: boolean;
  115061. SS_SCATERRING: boolean;
  115062. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115063. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115064. SS_REFRACTIONMAP_3D: boolean;
  115065. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115066. SS_LODINREFRACTIONALPHA: boolean;
  115067. SS_GAMMAREFRACTION: boolean;
  115068. SS_RGBDREFRACTION: boolean;
  115069. SS_LINEARSPECULARREFRACTION: boolean;
  115070. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115071. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115072. /** @hidden */
  115073. _areTexturesDirty: boolean;
  115074. }
  115075. /**
  115076. * Define the code related to the sub surface parameters of the pbr material.
  115077. */
  115078. export class PBRSubSurfaceConfiguration {
  115079. private _isRefractionEnabled;
  115080. /**
  115081. * Defines if the refraction is enabled in the material.
  115082. */
  115083. isRefractionEnabled: boolean;
  115084. private _isTranslucencyEnabled;
  115085. /**
  115086. * Defines if the translucency is enabled in the material.
  115087. */
  115088. isTranslucencyEnabled: boolean;
  115089. private _isScatteringEnabled;
  115090. /**
  115091. * Defines the refraction intensity of the material.
  115092. * The refraction when enabled replaces the Diffuse part of the material.
  115093. * The intensity helps transitionning between diffuse and refraction.
  115094. */
  115095. refractionIntensity: number;
  115096. /**
  115097. * Defines the translucency intensity of the material.
  115098. * When translucency has been enabled, this defines how much of the "translucency"
  115099. * is addded to the diffuse part of the material.
  115100. */
  115101. translucencyIntensity: number;
  115102. /**
  115103. * Defines the scattering intensity of the material.
  115104. * When scattering has been enabled, this defines how much of the "scattered light"
  115105. * is addded to the diffuse part of the material.
  115106. */
  115107. scatteringIntensity: number;
  115108. private _thicknessTexture;
  115109. /**
  115110. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  115111. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  115112. * 0 would mean minimumThickness
  115113. * 1 would mean maximumThickness
  115114. * The other channels might be use as a mask to vary the different effects intensity.
  115115. */
  115116. thicknessTexture: Nullable<BaseTexture>;
  115117. private _refractionTexture;
  115118. /**
  115119. * Defines the texture to use for refraction.
  115120. */
  115121. refractionTexture: Nullable<BaseTexture>;
  115122. private _indexOfRefraction;
  115123. /**
  115124. * Defines the index of refraction used in the material.
  115125. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  115126. */
  115127. indexOfRefraction: number;
  115128. private _invertRefractionY;
  115129. /**
  115130. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115131. */
  115132. invertRefractionY: boolean;
  115133. private _linkRefractionWithTransparency;
  115134. /**
  115135. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115136. * Materials half opaque for instance using refraction could benefit from this control.
  115137. */
  115138. linkRefractionWithTransparency: boolean;
  115139. /**
  115140. * Defines the minimum thickness stored in the thickness map.
  115141. * If no thickness map is defined, this value will be used to simulate thickness.
  115142. */
  115143. minimumThickness: number;
  115144. /**
  115145. * Defines the maximum thickness stored in the thickness map.
  115146. */
  115147. maximumThickness: number;
  115148. /**
  115149. * Defines the volume tint of the material.
  115150. * This is used for both translucency and scattering.
  115151. */
  115152. tintColor: Color3;
  115153. /**
  115154. * Defines the distance at which the tint color should be found in the media.
  115155. * This is used for refraction only.
  115156. */
  115157. tintColorAtDistance: number;
  115158. /**
  115159. * Defines how far each channel transmit through the media.
  115160. * It is defined as a color to simplify it selection.
  115161. */
  115162. diffusionDistance: Color3;
  115163. private _useMaskFromThicknessTexture;
  115164. /**
  115165. * Stores the intensity of the different subsurface effects in the thickness texture.
  115166. * * the green channel is the translucency intensity.
  115167. * * the blue channel is the scattering intensity.
  115168. * * the alpha channel is the refraction intensity.
  115169. */
  115170. useMaskFromThicknessTexture: boolean;
  115171. /** @hidden */
  115172. private _internalMarkAllSubMeshesAsTexturesDirty;
  115173. /** @hidden */
  115174. _markAllSubMeshesAsTexturesDirty(): void;
  115175. /**
  115176. * Instantiate a new istance of sub surface configuration.
  115177. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115178. */
  115179. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115180. /**
  115181. * Gets wehter the submesh is ready to be used or not.
  115182. * @param defines the list of "defines" to update.
  115183. * @param scene defines the scene the material belongs to.
  115184. * @returns - boolean indicating that the submesh is ready or not.
  115185. */
  115186. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  115187. /**
  115188. * Checks to see if a texture is used in the material.
  115189. * @param defines the list of "defines" to update.
  115190. * @param scene defines the scene to the material belongs to.
  115191. */
  115192. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  115193. /**
  115194. * Binds the material data.
  115195. * @param uniformBuffer defines the Uniform buffer to fill in.
  115196. * @param scene defines the scene the material belongs to.
  115197. * @param engine defines the engine the material belongs to.
  115198. * @param isFrozen defines wether the material is frozen or not.
  115199. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  115200. */
  115201. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  115202. /**
  115203. * Unbinds the material from the mesh.
  115204. * @param activeEffect defines the effect that should be unbound from.
  115205. * @returns true if unbound, otherwise false
  115206. */
  115207. unbind(activeEffect: Effect): boolean;
  115208. /**
  115209. * Returns the texture used for refraction or null if none is used.
  115210. * @param scene defines the scene the material belongs to.
  115211. * @returns - Refraction texture if present. If no refraction texture and refraction
  115212. * is linked with transparency, returns environment texture. Otherwise, returns null.
  115213. */
  115214. private _getRefractionTexture;
  115215. /**
  115216. * Returns true if alpha blending should be disabled.
  115217. */
  115218. readonly disableAlphaBlending: boolean;
  115219. /**
  115220. * Fills the list of render target textures.
  115221. * @param renderTargets the list of render targets to update
  115222. */
  115223. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  115224. /**
  115225. * Checks to see if a texture is used in the material.
  115226. * @param texture - Base texture to use.
  115227. * @returns - Boolean specifying if a texture is used in the material.
  115228. */
  115229. hasTexture(texture: BaseTexture): boolean;
  115230. /**
  115231. * Gets a boolean indicating that current material needs to register RTT
  115232. * @returns true if this uses a render target otherwise false.
  115233. */
  115234. hasRenderTargetTextures(): boolean;
  115235. /**
  115236. * Returns an array of the actively used textures.
  115237. * @param activeTextures Array of BaseTextures
  115238. */
  115239. getActiveTextures(activeTextures: BaseTexture[]): void;
  115240. /**
  115241. * Returns the animatable textures.
  115242. * @param animatables Array of animatable textures.
  115243. */
  115244. getAnimatables(animatables: IAnimatable[]): void;
  115245. /**
  115246. * Disposes the resources of the material.
  115247. * @param forceDisposeTextures - Forces the disposal of all textures.
  115248. */
  115249. dispose(forceDisposeTextures?: boolean): void;
  115250. /**
  115251. * Get the current class name of the texture useful for serialization or dynamic coding.
  115252. * @returns "PBRSubSurfaceConfiguration"
  115253. */
  115254. getClassName(): string;
  115255. /**
  115256. * Add fallbacks to the effect fallbacks list.
  115257. * @param defines defines the Base texture to use.
  115258. * @param fallbacks defines the current fallback list.
  115259. * @param currentRank defines the current fallback rank.
  115260. * @returns the new fallback rank.
  115261. */
  115262. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115263. /**
  115264. * Add the required uniforms to the current list.
  115265. * @param uniforms defines the current uniform list.
  115266. */
  115267. static AddUniforms(uniforms: string[]): void;
  115268. /**
  115269. * Add the required samplers to the current list.
  115270. * @param samplers defines the current sampler list.
  115271. */
  115272. static AddSamplers(samplers: string[]): void;
  115273. /**
  115274. * Add the required uniforms to the current buffer.
  115275. * @param uniformBuffer defines the current uniform buffer.
  115276. */
  115277. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115278. /**
  115279. * Makes a duplicate of the current configuration into another one.
  115280. * @param configuration define the config where to copy the info
  115281. */
  115282. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  115283. /**
  115284. * Serializes this Sub Surface configuration.
  115285. * @returns - An object with the serialized config.
  115286. */
  115287. serialize(): any;
  115288. /**
  115289. * Parses a anisotropy Configuration from a serialized object.
  115290. * @param source - Serialized object.
  115291. * @param scene Defines the scene we are parsing for
  115292. * @param rootUrl Defines the rootUrl to load from
  115293. */
  115294. parse(source: any, scene: Scene, rootUrl: string): void;
  115295. }
  115296. }
  115297. declare module BABYLON {
  115298. /** @hidden */
  115299. export var pbrFragmentDeclaration: {
  115300. name: string;
  115301. shader: string;
  115302. };
  115303. }
  115304. declare module BABYLON {
  115305. /** @hidden */
  115306. export var pbrUboDeclaration: {
  115307. name: string;
  115308. shader: string;
  115309. };
  115310. }
  115311. declare module BABYLON {
  115312. /** @hidden */
  115313. export var pbrFragmentExtraDeclaration: {
  115314. name: string;
  115315. shader: string;
  115316. };
  115317. }
  115318. declare module BABYLON {
  115319. /** @hidden */
  115320. export var pbrFragmentSamplersDeclaration: {
  115321. name: string;
  115322. shader: string;
  115323. };
  115324. }
  115325. declare module BABYLON {
  115326. /** @hidden */
  115327. export var pbrHelperFunctions: {
  115328. name: string;
  115329. shader: string;
  115330. };
  115331. }
  115332. declare module BABYLON {
  115333. /** @hidden */
  115334. export var harmonicsFunctions: {
  115335. name: string;
  115336. shader: string;
  115337. };
  115338. }
  115339. declare module BABYLON {
  115340. /** @hidden */
  115341. export var pbrDirectLightingSetupFunctions: {
  115342. name: string;
  115343. shader: string;
  115344. };
  115345. }
  115346. declare module BABYLON {
  115347. /** @hidden */
  115348. export var pbrDirectLightingFalloffFunctions: {
  115349. name: string;
  115350. shader: string;
  115351. };
  115352. }
  115353. declare module BABYLON {
  115354. /** @hidden */
  115355. export var pbrBRDFFunctions: {
  115356. name: string;
  115357. shader: string;
  115358. };
  115359. }
  115360. declare module BABYLON {
  115361. /** @hidden */
  115362. export var pbrDirectLightingFunctions: {
  115363. name: string;
  115364. shader: string;
  115365. };
  115366. }
  115367. declare module BABYLON {
  115368. /** @hidden */
  115369. export var pbrIBLFunctions: {
  115370. name: string;
  115371. shader: string;
  115372. };
  115373. }
  115374. declare module BABYLON {
  115375. /** @hidden */
  115376. export var pbrDebug: {
  115377. name: string;
  115378. shader: string;
  115379. };
  115380. }
  115381. declare module BABYLON {
  115382. /** @hidden */
  115383. export var pbrPixelShader: {
  115384. name: string;
  115385. shader: string;
  115386. };
  115387. }
  115388. declare module BABYLON {
  115389. /** @hidden */
  115390. export var pbrVertexDeclaration: {
  115391. name: string;
  115392. shader: string;
  115393. };
  115394. }
  115395. declare module BABYLON {
  115396. /** @hidden */
  115397. export var pbrVertexShader: {
  115398. name: string;
  115399. shader: string;
  115400. };
  115401. }
  115402. declare module BABYLON {
  115403. /**
  115404. * Manages the defines for the PBR Material.
  115405. * @hidden
  115406. */
  115407. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115408. PBR: boolean;
  115409. MAINUV1: boolean;
  115410. MAINUV2: boolean;
  115411. UV1: boolean;
  115412. UV2: boolean;
  115413. ALBEDO: boolean;
  115414. ALBEDODIRECTUV: number;
  115415. VERTEXCOLOR: boolean;
  115416. AMBIENT: boolean;
  115417. AMBIENTDIRECTUV: number;
  115418. AMBIENTINGRAYSCALE: boolean;
  115419. OPACITY: boolean;
  115420. VERTEXALPHA: boolean;
  115421. OPACITYDIRECTUV: number;
  115422. OPACITYRGB: boolean;
  115423. ALPHATEST: boolean;
  115424. DEPTHPREPASS: boolean;
  115425. ALPHABLEND: boolean;
  115426. ALPHAFROMALBEDO: boolean;
  115427. ALPHATESTVALUE: string;
  115428. SPECULAROVERALPHA: boolean;
  115429. RADIANCEOVERALPHA: boolean;
  115430. ALPHAFRESNEL: boolean;
  115431. LINEARALPHAFRESNEL: boolean;
  115432. PREMULTIPLYALPHA: boolean;
  115433. EMISSIVE: boolean;
  115434. EMISSIVEDIRECTUV: number;
  115435. REFLECTIVITY: boolean;
  115436. REFLECTIVITYDIRECTUV: number;
  115437. SPECULARTERM: boolean;
  115438. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  115439. MICROSURFACEAUTOMATIC: boolean;
  115440. LODBASEDMICROSFURACE: boolean;
  115441. MICROSURFACEMAP: boolean;
  115442. MICROSURFACEMAPDIRECTUV: number;
  115443. METALLICWORKFLOW: boolean;
  115444. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  115445. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  115446. METALLNESSSTOREINMETALMAPBLUE: boolean;
  115447. AOSTOREINMETALMAPRED: boolean;
  115448. METALLICF0FACTORFROMMETALLICMAP: boolean;
  115449. ENVIRONMENTBRDF: boolean;
  115450. ENVIRONMENTBRDF_RGBD: boolean;
  115451. NORMAL: boolean;
  115452. TANGENT: boolean;
  115453. BUMP: boolean;
  115454. BUMPDIRECTUV: number;
  115455. OBJECTSPACE_NORMALMAP: boolean;
  115456. PARALLAX: boolean;
  115457. PARALLAXOCCLUSION: boolean;
  115458. NORMALXYSCALE: boolean;
  115459. LIGHTMAP: boolean;
  115460. LIGHTMAPDIRECTUV: number;
  115461. USELIGHTMAPASSHADOWMAP: boolean;
  115462. GAMMALIGHTMAP: boolean;
  115463. RGBDLIGHTMAP: boolean;
  115464. REFLECTION: boolean;
  115465. REFLECTIONMAP_3D: boolean;
  115466. REFLECTIONMAP_SPHERICAL: boolean;
  115467. REFLECTIONMAP_PLANAR: boolean;
  115468. REFLECTIONMAP_CUBIC: boolean;
  115469. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  115470. REFLECTIONMAP_PROJECTION: boolean;
  115471. REFLECTIONMAP_SKYBOX: boolean;
  115472. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  115473. REFLECTIONMAP_EXPLICIT: boolean;
  115474. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  115475. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  115476. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  115477. INVERTCUBICMAP: boolean;
  115478. USESPHERICALFROMREFLECTIONMAP: boolean;
  115479. USEIRRADIANCEMAP: boolean;
  115480. SPHERICAL_HARMONICS: boolean;
  115481. USESPHERICALINVERTEX: boolean;
  115482. REFLECTIONMAP_OPPOSITEZ: boolean;
  115483. LODINREFLECTIONALPHA: boolean;
  115484. GAMMAREFLECTION: boolean;
  115485. RGBDREFLECTION: boolean;
  115486. LINEARSPECULARREFLECTION: boolean;
  115487. RADIANCEOCCLUSION: boolean;
  115488. HORIZONOCCLUSION: boolean;
  115489. INSTANCES: boolean;
  115490. NUM_BONE_INFLUENCERS: number;
  115491. BonesPerMesh: number;
  115492. BONETEXTURE: boolean;
  115493. NONUNIFORMSCALING: boolean;
  115494. MORPHTARGETS: boolean;
  115495. MORPHTARGETS_NORMAL: boolean;
  115496. MORPHTARGETS_TANGENT: boolean;
  115497. MORPHTARGETS_UV: boolean;
  115498. NUM_MORPH_INFLUENCERS: number;
  115499. IMAGEPROCESSING: boolean;
  115500. VIGNETTE: boolean;
  115501. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115502. VIGNETTEBLENDMODEOPAQUE: boolean;
  115503. TONEMAPPING: boolean;
  115504. TONEMAPPING_ACES: boolean;
  115505. CONTRAST: boolean;
  115506. COLORCURVES: boolean;
  115507. COLORGRADING: boolean;
  115508. COLORGRADING3D: boolean;
  115509. SAMPLER3DGREENDEPTH: boolean;
  115510. SAMPLER3DBGRMAP: boolean;
  115511. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115512. EXPOSURE: boolean;
  115513. MULTIVIEW: boolean;
  115514. USEPHYSICALLIGHTFALLOFF: boolean;
  115515. USEGLTFLIGHTFALLOFF: boolean;
  115516. TWOSIDEDLIGHTING: boolean;
  115517. SHADOWFLOAT: boolean;
  115518. CLIPPLANE: boolean;
  115519. CLIPPLANE2: boolean;
  115520. CLIPPLANE3: boolean;
  115521. CLIPPLANE4: boolean;
  115522. POINTSIZE: boolean;
  115523. FOG: boolean;
  115524. LOGARITHMICDEPTH: boolean;
  115525. FORCENORMALFORWARD: boolean;
  115526. SPECULARAA: boolean;
  115527. CLEARCOAT: boolean;
  115528. CLEARCOAT_DEFAULTIOR: boolean;
  115529. CLEARCOAT_TEXTURE: boolean;
  115530. CLEARCOAT_TEXTUREDIRECTUV: number;
  115531. CLEARCOAT_BUMP: boolean;
  115532. CLEARCOAT_BUMPDIRECTUV: number;
  115533. CLEARCOAT_TINT: boolean;
  115534. CLEARCOAT_TINT_TEXTURE: boolean;
  115535. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115536. ANISOTROPIC: boolean;
  115537. ANISOTROPIC_TEXTURE: boolean;
  115538. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115539. BRDF_V_HEIGHT_CORRELATED: boolean;
  115540. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115541. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115542. SHEEN: boolean;
  115543. SHEEN_TEXTURE: boolean;
  115544. SHEEN_TEXTUREDIRECTUV: number;
  115545. SHEEN_LINKWITHALBEDO: boolean;
  115546. SUBSURFACE: boolean;
  115547. SS_REFRACTION: boolean;
  115548. SS_TRANSLUCENCY: boolean;
  115549. SS_SCATERRING: boolean;
  115550. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115551. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115552. SS_REFRACTIONMAP_3D: boolean;
  115553. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115554. SS_LODINREFRACTIONALPHA: boolean;
  115555. SS_GAMMAREFRACTION: boolean;
  115556. SS_RGBDREFRACTION: boolean;
  115557. SS_LINEARSPECULARREFRACTION: boolean;
  115558. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115559. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115560. UNLIT: boolean;
  115561. DEBUGMODE: number;
  115562. /**
  115563. * Initializes the PBR Material defines.
  115564. */
  115565. constructor();
  115566. /**
  115567. * Resets the PBR Material defines.
  115568. */
  115569. reset(): void;
  115570. }
  115571. /**
  115572. * The Physically based material base class of BJS.
  115573. *
  115574. * This offers the main features of a standard PBR material.
  115575. * For more information, please refer to the documentation :
  115576. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115577. */
  115578. export abstract class PBRBaseMaterial extends PushMaterial {
  115579. /**
  115580. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115581. */
  115582. static readonly PBRMATERIAL_OPAQUE: number;
  115583. /**
  115584. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115585. */
  115586. static readonly PBRMATERIAL_ALPHATEST: number;
  115587. /**
  115588. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115589. */
  115590. static readonly PBRMATERIAL_ALPHABLEND: number;
  115591. /**
  115592. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115593. * They are also discarded below the alpha cutoff threshold to improve performances.
  115594. */
  115595. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115596. /**
  115597. * Defines the default value of how much AO map is occluding the analytical lights
  115598. * (point spot...).
  115599. */
  115600. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115601. /**
  115602. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  115603. */
  115604. static readonly LIGHTFALLOFF_PHYSICAL: number;
  115605. /**
  115606. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  115607. * to enhance interoperability with other engines.
  115608. */
  115609. static readonly LIGHTFALLOFF_GLTF: number;
  115610. /**
  115611. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  115612. * to enhance interoperability with other materials.
  115613. */
  115614. static readonly LIGHTFALLOFF_STANDARD: number;
  115615. /**
  115616. * Intensity of the direct lights e.g. the four lights available in your scene.
  115617. * This impacts both the direct diffuse and specular highlights.
  115618. */
  115619. protected _directIntensity: number;
  115620. /**
  115621. * Intensity of the emissive part of the material.
  115622. * This helps controlling the emissive effect without modifying the emissive color.
  115623. */
  115624. protected _emissiveIntensity: number;
  115625. /**
  115626. * Intensity of the environment e.g. how much the environment will light the object
  115627. * either through harmonics for rough material or through the refelction for shiny ones.
  115628. */
  115629. protected _environmentIntensity: number;
  115630. /**
  115631. * This is a special control allowing the reduction of the specular highlights coming from the
  115632. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115633. */
  115634. protected _specularIntensity: number;
  115635. /**
  115636. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  115637. */
  115638. private _lightingInfos;
  115639. /**
  115640. * Debug Control allowing disabling the bump map on this material.
  115641. */
  115642. protected _disableBumpMap: boolean;
  115643. /**
  115644. * AKA Diffuse Texture in standard nomenclature.
  115645. */
  115646. protected _albedoTexture: Nullable<BaseTexture>;
  115647. /**
  115648. * AKA Occlusion Texture in other nomenclature.
  115649. */
  115650. protected _ambientTexture: Nullable<BaseTexture>;
  115651. /**
  115652. * AKA Occlusion Texture Intensity in other nomenclature.
  115653. */
  115654. protected _ambientTextureStrength: number;
  115655. /**
  115656. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115657. * 1 means it completely occludes it
  115658. * 0 mean it has no impact
  115659. */
  115660. protected _ambientTextureImpactOnAnalyticalLights: number;
  115661. /**
  115662. * Stores the alpha values in a texture.
  115663. */
  115664. protected _opacityTexture: Nullable<BaseTexture>;
  115665. /**
  115666. * Stores the reflection values in a texture.
  115667. */
  115668. protected _reflectionTexture: Nullable<BaseTexture>;
  115669. /**
  115670. * Stores the emissive values in a texture.
  115671. */
  115672. protected _emissiveTexture: Nullable<BaseTexture>;
  115673. /**
  115674. * AKA Specular texture in other nomenclature.
  115675. */
  115676. protected _reflectivityTexture: Nullable<BaseTexture>;
  115677. /**
  115678. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115679. */
  115680. protected _metallicTexture: Nullable<BaseTexture>;
  115681. /**
  115682. * Specifies the metallic scalar of the metallic/roughness workflow.
  115683. * Can also be used to scale the metalness values of the metallic texture.
  115684. */
  115685. protected _metallic: Nullable<number>;
  115686. /**
  115687. * Specifies the roughness scalar of the metallic/roughness workflow.
  115688. * Can also be used to scale the roughness values of the metallic texture.
  115689. */
  115690. protected _roughness: Nullable<number>;
  115691. /**
  115692. * Specifies the an F0 factor to help configuring the material F0.
  115693. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  115694. * to 0.5 the previously hard coded value stays the same.
  115695. * Can also be used to scale the F0 values of the metallic texture.
  115696. */
  115697. protected _metallicF0Factor: number;
  115698. /**
  115699. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  115700. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  115701. * your expectation as it multiplies with the texture data.
  115702. */
  115703. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  115704. /**
  115705. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115706. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115707. */
  115708. protected _microSurfaceTexture: Nullable<BaseTexture>;
  115709. /**
  115710. * Stores surface normal data used to displace a mesh in a texture.
  115711. */
  115712. protected _bumpTexture: Nullable<BaseTexture>;
  115713. /**
  115714. * Stores the pre-calculated light information of a mesh in a texture.
  115715. */
  115716. protected _lightmapTexture: Nullable<BaseTexture>;
  115717. /**
  115718. * The color of a material in ambient lighting.
  115719. */
  115720. protected _ambientColor: Color3;
  115721. /**
  115722. * AKA Diffuse Color in other nomenclature.
  115723. */
  115724. protected _albedoColor: Color3;
  115725. /**
  115726. * AKA Specular Color in other nomenclature.
  115727. */
  115728. protected _reflectivityColor: Color3;
  115729. /**
  115730. * The color applied when light is reflected from a material.
  115731. */
  115732. protected _reflectionColor: Color3;
  115733. /**
  115734. * The color applied when light is emitted from a material.
  115735. */
  115736. protected _emissiveColor: Color3;
  115737. /**
  115738. * AKA Glossiness in other nomenclature.
  115739. */
  115740. protected _microSurface: number;
  115741. /**
  115742. * Specifies that the material will use the light map as a show map.
  115743. */
  115744. protected _useLightmapAsShadowmap: boolean;
  115745. /**
  115746. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115747. * makes the reflect vector face the model (under horizon).
  115748. */
  115749. protected _useHorizonOcclusion: boolean;
  115750. /**
  115751. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115752. * too much the area relying on ambient texture to define their ambient occlusion.
  115753. */
  115754. protected _useRadianceOcclusion: boolean;
  115755. /**
  115756. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115757. */
  115758. protected _useAlphaFromAlbedoTexture: boolean;
  115759. /**
  115760. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  115761. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115762. */
  115763. protected _useSpecularOverAlpha: boolean;
  115764. /**
  115765. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115766. */
  115767. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115768. /**
  115769. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115770. */
  115771. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  115772. /**
  115773. * Specifies if the metallic texture contains the roughness information in its green channel.
  115774. */
  115775. protected _useRoughnessFromMetallicTextureGreen: boolean;
  115776. /**
  115777. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115778. */
  115779. protected _useMetallnessFromMetallicTextureBlue: boolean;
  115780. /**
  115781. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115782. */
  115783. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  115784. /**
  115785. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115786. */
  115787. protected _useAmbientInGrayScale: boolean;
  115788. /**
  115789. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115790. * The material will try to infer what glossiness each pixel should be.
  115791. */
  115792. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  115793. /**
  115794. * Defines the falloff type used in this material.
  115795. * It by default is Physical.
  115796. */
  115797. protected _lightFalloff: number;
  115798. /**
  115799. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115800. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115801. */
  115802. protected _useRadianceOverAlpha: boolean;
  115803. /**
  115804. * Allows using an object space normal map (instead of tangent space).
  115805. */
  115806. protected _useObjectSpaceNormalMap: boolean;
  115807. /**
  115808. * Allows using the bump map in parallax mode.
  115809. */
  115810. protected _useParallax: boolean;
  115811. /**
  115812. * Allows using the bump map in parallax occlusion mode.
  115813. */
  115814. protected _useParallaxOcclusion: boolean;
  115815. /**
  115816. * Controls the scale bias of the parallax mode.
  115817. */
  115818. protected _parallaxScaleBias: number;
  115819. /**
  115820. * If sets to true, disables all the lights affecting the material.
  115821. */
  115822. protected _disableLighting: boolean;
  115823. /**
  115824. * Number of Simultaneous lights allowed on the material.
  115825. */
  115826. protected _maxSimultaneousLights: number;
  115827. /**
  115828. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115829. */
  115830. protected _invertNormalMapX: boolean;
  115831. /**
  115832. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115833. */
  115834. protected _invertNormalMapY: boolean;
  115835. /**
  115836. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115837. */
  115838. protected _twoSidedLighting: boolean;
  115839. /**
  115840. * Defines the alpha limits in alpha test mode.
  115841. */
  115842. protected _alphaCutOff: number;
  115843. /**
  115844. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115845. */
  115846. protected _forceAlphaTest: boolean;
  115847. /**
  115848. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115849. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115850. */
  115851. protected _useAlphaFresnel: boolean;
  115852. /**
  115853. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115854. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115855. */
  115856. protected _useLinearAlphaFresnel: boolean;
  115857. /**
  115858. * The transparency mode of the material.
  115859. */
  115860. protected _transparencyMode: Nullable<number>;
  115861. /**
  115862. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  115863. * from cos thetav and roughness:
  115864. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  115865. */
  115866. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  115867. /**
  115868. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115869. */
  115870. protected _forceIrradianceInFragment: boolean;
  115871. /**
  115872. * Force normal to face away from face.
  115873. */
  115874. protected _forceNormalForward: boolean;
  115875. /**
  115876. * Enables specular anti aliasing in the PBR shader.
  115877. * It will both interacts on the Geometry for analytical and IBL lighting.
  115878. * It also prefilter the roughness map based on the bump values.
  115879. */
  115880. protected _enableSpecularAntiAliasing: boolean;
  115881. /**
  115882. * Default configuration related to image processing available in the PBR Material.
  115883. */
  115884. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115885. /**
  115886. * Keep track of the image processing observer to allow dispose and replace.
  115887. */
  115888. private _imageProcessingObserver;
  115889. /**
  115890. * Attaches a new image processing configuration to the PBR Material.
  115891. * @param configuration
  115892. */
  115893. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115894. /**
  115895. * Stores the available render targets.
  115896. */
  115897. private _renderTargets;
  115898. /**
  115899. * Sets the global ambient color for the material used in lighting calculations.
  115900. */
  115901. private _globalAmbientColor;
  115902. /**
  115903. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  115904. */
  115905. private _useLogarithmicDepth;
  115906. /**
  115907. * If set to true, no lighting calculations will be applied.
  115908. */
  115909. private _unlit;
  115910. private _debugMode;
  115911. /**
  115912. * @hidden
  115913. * This is reserved for the inspector.
  115914. * Defines the material debug mode.
  115915. * It helps seeing only some components of the material while troubleshooting.
  115916. */
  115917. debugMode: number;
  115918. /**
  115919. * @hidden
  115920. * This is reserved for the inspector.
  115921. * Specify from where on screen the debug mode should start.
  115922. * The value goes from -1 (full screen) to 1 (not visible)
  115923. * It helps with side by side comparison against the final render
  115924. * This defaults to -1
  115925. */
  115926. private debugLimit;
  115927. /**
  115928. * @hidden
  115929. * This is reserved for the inspector.
  115930. * As the default viewing range might not be enough (if the ambient is really small for instance)
  115931. * You can use the factor to better multiply the final value.
  115932. */
  115933. private debugFactor;
  115934. /**
  115935. * Defines the clear coat layer parameters for the material.
  115936. */
  115937. readonly clearCoat: PBRClearCoatConfiguration;
  115938. /**
  115939. * Defines the anisotropic parameters for the material.
  115940. */
  115941. readonly anisotropy: PBRAnisotropicConfiguration;
  115942. /**
  115943. * Defines the BRDF parameters for the material.
  115944. */
  115945. readonly brdf: PBRBRDFConfiguration;
  115946. /**
  115947. * Defines the Sheen parameters for the material.
  115948. */
  115949. readonly sheen: PBRSheenConfiguration;
  115950. /**
  115951. * Defines the SubSurface parameters for the material.
  115952. */
  115953. readonly subSurface: PBRSubSurfaceConfiguration;
  115954. /**
  115955. * Custom callback helping to override the default shader used in the material.
  115956. */
  115957. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  115958. protected _rebuildInParallel: boolean;
  115959. /**
  115960. * Instantiates a new PBRMaterial instance.
  115961. *
  115962. * @param name The material name
  115963. * @param scene The scene the material will be use in.
  115964. */
  115965. constructor(name: string, scene: Scene);
  115966. /**
  115967. * Gets a boolean indicating that current material needs to register RTT
  115968. */
  115969. readonly hasRenderTargetTextures: boolean;
  115970. /**
  115971. * Gets the name of the material class.
  115972. */
  115973. getClassName(): string;
  115974. /**
  115975. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115976. */
  115977. /**
  115978. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115979. */
  115980. useLogarithmicDepth: boolean;
  115981. /**
  115982. * Gets the current transparency mode.
  115983. */
  115984. /**
  115985. * Sets the transparency mode of the material.
  115986. *
  115987. * | Value | Type | Description |
  115988. * | ----- | ----------------------------------- | ----------- |
  115989. * | 0 | OPAQUE | |
  115990. * | 1 | ALPHATEST | |
  115991. * | 2 | ALPHABLEND | |
  115992. * | 3 | ALPHATESTANDBLEND | |
  115993. *
  115994. */
  115995. transparencyMode: Nullable<number>;
  115996. /**
  115997. * Returns true if alpha blending should be disabled.
  115998. */
  115999. private readonly _disableAlphaBlending;
  116000. /**
  116001. * Specifies whether or not this material should be rendered in alpha blend mode.
  116002. */
  116003. needAlphaBlending(): boolean;
  116004. /**
  116005. * Specifies if the mesh will require alpha blending.
  116006. * @param mesh - BJS mesh.
  116007. */
  116008. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  116009. /**
  116010. * Specifies whether or not this material should be rendered in alpha test mode.
  116011. */
  116012. needAlphaTesting(): boolean;
  116013. /**
  116014. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  116015. */
  116016. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  116017. /**
  116018. * Gets the texture used for the alpha test.
  116019. */
  116020. getAlphaTestTexture(): Nullable<BaseTexture>;
  116021. /**
  116022. * Specifies that the submesh is ready to be used.
  116023. * @param mesh - BJS mesh.
  116024. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  116025. * @param useInstances - Specifies that instances should be used.
  116026. * @returns - boolean indicating that the submesh is ready or not.
  116027. */
  116028. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116029. /**
  116030. * Specifies if the material uses metallic roughness workflow.
  116031. * @returns boolean specifiying if the material uses metallic roughness workflow.
  116032. */
  116033. isMetallicWorkflow(): boolean;
  116034. private _prepareEffect;
  116035. private _prepareDefines;
  116036. /**
  116037. * Force shader compilation
  116038. */
  116039. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  116040. /**
  116041. * Initializes the uniform buffer layout for the shader.
  116042. */
  116043. buildUniformLayout(): void;
  116044. /**
  116045. * Unbinds the material from the mesh
  116046. */
  116047. unbind(): void;
  116048. /**
  116049. * Binds the submesh data.
  116050. * @param world - The world matrix.
  116051. * @param mesh - The BJS mesh.
  116052. * @param subMesh - A submesh of the BJS mesh.
  116053. */
  116054. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116055. /**
  116056. * Returns the animatable textures.
  116057. * @returns - Array of animatable textures.
  116058. */
  116059. getAnimatables(): IAnimatable[];
  116060. /**
  116061. * Returns the texture used for reflections.
  116062. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  116063. */
  116064. private _getReflectionTexture;
  116065. /**
  116066. * Returns an array of the actively used textures.
  116067. * @returns - Array of BaseTextures
  116068. */
  116069. getActiveTextures(): BaseTexture[];
  116070. /**
  116071. * Checks to see if a texture is used in the material.
  116072. * @param texture - Base texture to use.
  116073. * @returns - Boolean specifying if a texture is used in the material.
  116074. */
  116075. hasTexture(texture: BaseTexture): boolean;
  116076. /**
  116077. * Disposes the resources of the material.
  116078. * @param forceDisposeEffect - Forces the disposal of effects.
  116079. * @param forceDisposeTextures - Forces the disposal of all textures.
  116080. */
  116081. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  116082. }
  116083. }
  116084. declare module BABYLON {
  116085. /**
  116086. * The Physically based material of BJS.
  116087. *
  116088. * This offers the main features of a standard PBR material.
  116089. * For more information, please refer to the documentation :
  116090. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116091. */
  116092. export class PBRMaterial extends PBRBaseMaterial {
  116093. /**
  116094. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116095. */
  116096. static readonly PBRMATERIAL_OPAQUE: number;
  116097. /**
  116098. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116099. */
  116100. static readonly PBRMATERIAL_ALPHATEST: number;
  116101. /**
  116102. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116103. */
  116104. static readonly PBRMATERIAL_ALPHABLEND: number;
  116105. /**
  116106. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116107. * They are also discarded below the alpha cutoff threshold to improve performances.
  116108. */
  116109. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116110. /**
  116111. * Defines the default value of how much AO map is occluding the analytical lights
  116112. * (point spot...).
  116113. */
  116114. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116115. /**
  116116. * Intensity of the direct lights e.g. the four lights available in your scene.
  116117. * This impacts both the direct diffuse and specular highlights.
  116118. */
  116119. directIntensity: number;
  116120. /**
  116121. * Intensity of the emissive part of the material.
  116122. * This helps controlling the emissive effect without modifying the emissive color.
  116123. */
  116124. emissiveIntensity: number;
  116125. /**
  116126. * Intensity of the environment e.g. how much the environment will light the object
  116127. * either through harmonics for rough material or through the refelction for shiny ones.
  116128. */
  116129. environmentIntensity: number;
  116130. /**
  116131. * This is a special control allowing the reduction of the specular highlights coming from the
  116132. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116133. */
  116134. specularIntensity: number;
  116135. /**
  116136. * Debug Control allowing disabling the bump map on this material.
  116137. */
  116138. disableBumpMap: boolean;
  116139. /**
  116140. * AKA Diffuse Texture in standard nomenclature.
  116141. */
  116142. albedoTexture: BaseTexture;
  116143. /**
  116144. * AKA Occlusion Texture in other nomenclature.
  116145. */
  116146. ambientTexture: BaseTexture;
  116147. /**
  116148. * AKA Occlusion Texture Intensity in other nomenclature.
  116149. */
  116150. ambientTextureStrength: number;
  116151. /**
  116152. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116153. * 1 means it completely occludes it
  116154. * 0 mean it has no impact
  116155. */
  116156. ambientTextureImpactOnAnalyticalLights: number;
  116157. /**
  116158. * Stores the alpha values in a texture.
  116159. */
  116160. opacityTexture: BaseTexture;
  116161. /**
  116162. * Stores the reflection values in a texture.
  116163. */
  116164. reflectionTexture: Nullable<BaseTexture>;
  116165. /**
  116166. * Stores the emissive values in a texture.
  116167. */
  116168. emissiveTexture: BaseTexture;
  116169. /**
  116170. * AKA Specular texture in other nomenclature.
  116171. */
  116172. reflectivityTexture: BaseTexture;
  116173. /**
  116174. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116175. */
  116176. metallicTexture: BaseTexture;
  116177. /**
  116178. * Specifies the metallic scalar of the metallic/roughness workflow.
  116179. * Can also be used to scale the metalness values of the metallic texture.
  116180. */
  116181. metallic: Nullable<number>;
  116182. /**
  116183. * Specifies the roughness scalar of the metallic/roughness workflow.
  116184. * Can also be used to scale the roughness values of the metallic texture.
  116185. */
  116186. roughness: Nullable<number>;
  116187. /**
  116188. * Specifies the an F0 factor to help configuring the material F0.
  116189. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116190. * to 0.5 the previously hard coded value stays the same.
  116191. * Can also be used to scale the F0 values of the metallic texture.
  116192. */
  116193. metallicF0Factor: number;
  116194. /**
  116195. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116196. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116197. * your expectation as it multiplies with the texture data.
  116198. */
  116199. useMetallicF0FactorFromMetallicTexture: boolean;
  116200. /**
  116201. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116202. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116203. */
  116204. microSurfaceTexture: BaseTexture;
  116205. /**
  116206. * Stores surface normal data used to displace a mesh in a texture.
  116207. */
  116208. bumpTexture: BaseTexture;
  116209. /**
  116210. * Stores the pre-calculated light information of a mesh in a texture.
  116211. */
  116212. lightmapTexture: BaseTexture;
  116213. /**
  116214. * Stores the refracted light information in a texture.
  116215. */
  116216. refractionTexture: Nullable<BaseTexture>;
  116217. /**
  116218. * The color of a material in ambient lighting.
  116219. */
  116220. ambientColor: Color3;
  116221. /**
  116222. * AKA Diffuse Color in other nomenclature.
  116223. */
  116224. albedoColor: Color3;
  116225. /**
  116226. * AKA Specular Color in other nomenclature.
  116227. */
  116228. reflectivityColor: Color3;
  116229. /**
  116230. * The color reflected from the material.
  116231. */
  116232. reflectionColor: Color3;
  116233. /**
  116234. * The color emitted from the material.
  116235. */
  116236. emissiveColor: Color3;
  116237. /**
  116238. * AKA Glossiness in other nomenclature.
  116239. */
  116240. microSurface: number;
  116241. /**
  116242. * source material index of refraction (IOR)' / 'destination material IOR.
  116243. */
  116244. indexOfRefraction: number;
  116245. /**
  116246. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116247. */
  116248. invertRefractionY: boolean;
  116249. /**
  116250. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116251. * Materials half opaque for instance using refraction could benefit from this control.
  116252. */
  116253. linkRefractionWithTransparency: boolean;
  116254. /**
  116255. * If true, the light map contains occlusion information instead of lighting info.
  116256. */
  116257. useLightmapAsShadowmap: boolean;
  116258. /**
  116259. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116260. */
  116261. useAlphaFromAlbedoTexture: boolean;
  116262. /**
  116263. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116264. */
  116265. forceAlphaTest: boolean;
  116266. /**
  116267. * Defines the alpha limits in alpha test mode.
  116268. */
  116269. alphaCutOff: number;
  116270. /**
  116271. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  116272. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116273. */
  116274. useSpecularOverAlpha: boolean;
  116275. /**
  116276. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116277. */
  116278. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116279. /**
  116280. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116281. */
  116282. useRoughnessFromMetallicTextureAlpha: boolean;
  116283. /**
  116284. * Specifies if the metallic texture contains the roughness information in its green channel.
  116285. */
  116286. useRoughnessFromMetallicTextureGreen: boolean;
  116287. /**
  116288. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116289. */
  116290. useMetallnessFromMetallicTextureBlue: boolean;
  116291. /**
  116292. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116293. */
  116294. useAmbientOcclusionFromMetallicTextureRed: boolean;
  116295. /**
  116296. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116297. */
  116298. useAmbientInGrayScale: boolean;
  116299. /**
  116300. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116301. * The material will try to infer what glossiness each pixel should be.
  116302. */
  116303. useAutoMicroSurfaceFromReflectivityMap: boolean;
  116304. /**
  116305. * BJS is using an harcoded light falloff based on a manually sets up range.
  116306. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116307. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116308. */
  116309. /**
  116310. * BJS is using an harcoded light falloff based on a manually sets up range.
  116311. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116312. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116313. */
  116314. usePhysicalLightFalloff: boolean;
  116315. /**
  116316. * In order to support the falloff compatibility with gltf, a special mode has been added
  116317. * to reproduce the gltf light falloff.
  116318. */
  116319. /**
  116320. * In order to support the falloff compatibility with gltf, a special mode has been added
  116321. * to reproduce the gltf light falloff.
  116322. */
  116323. useGLTFLightFalloff: boolean;
  116324. /**
  116325. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116326. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116327. */
  116328. useRadianceOverAlpha: boolean;
  116329. /**
  116330. * Allows using an object space normal map (instead of tangent space).
  116331. */
  116332. useObjectSpaceNormalMap: boolean;
  116333. /**
  116334. * Allows using the bump map in parallax mode.
  116335. */
  116336. useParallax: boolean;
  116337. /**
  116338. * Allows using the bump map in parallax occlusion mode.
  116339. */
  116340. useParallaxOcclusion: boolean;
  116341. /**
  116342. * Controls the scale bias of the parallax mode.
  116343. */
  116344. parallaxScaleBias: number;
  116345. /**
  116346. * If sets to true, disables all the lights affecting the material.
  116347. */
  116348. disableLighting: boolean;
  116349. /**
  116350. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116351. */
  116352. forceIrradianceInFragment: boolean;
  116353. /**
  116354. * Number of Simultaneous lights allowed on the material.
  116355. */
  116356. maxSimultaneousLights: number;
  116357. /**
  116358. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116359. */
  116360. invertNormalMapX: boolean;
  116361. /**
  116362. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116363. */
  116364. invertNormalMapY: boolean;
  116365. /**
  116366. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116367. */
  116368. twoSidedLighting: boolean;
  116369. /**
  116370. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116371. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116372. */
  116373. useAlphaFresnel: boolean;
  116374. /**
  116375. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116376. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116377. */
  116378. useLinearAlphaFresnel: boolean;
  116379. /**
  116380. * Let user defines the brdf lookup texture used for IBL.
  116381. * A default 8bit version is embedded but you could point at :
  116382. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  116383. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  116384. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  116385. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  116386. */
  116387. environmentBRDFTexture: Nullable<BaseTexture>;
  116388. /**
  116389. * Force normal to face away from face.
  116390. */
  116391. forceNormalForward: boolean;
  116392. /**
  116393. * Enables specular anti aliasing in the PBR shader.
  116394. * It will both interacts on the Geometry for analytical and IBL lighting.
  116395. * It also prefilter the roughness map based on the bump values.
  116396. */
  116397. enableSpecularAntiAliasing: boolean;
  116398. /**
  116399. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116400. * makes the reflect vector face the model (under horizon).
  116401. */
  116402. useHorizonOcclusion: boolean;
  116403. /**
  116404. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116405. * too much the area relying on ambient texture to define their ambient occlusion.
  116406. */
  116407. useRadianceOcclusion: boolean;
  116408. /**
  116409. * If set to true, no lighting calculations will be applied.
  116410. */
  116411. unlit: boolean;
  116412. /**
  116413. * Gets the image processing configuration used either in this material.
  116414. */
  116415. /**
  116416. * Sets the Default image processing configuration used either in the this material.
  116417. *
  116418. * If sets to null, the scene one is in use.
  116419. */
  116420. imageProcessingConfiguration: ImageProcessingConfiguration;
  116421. /**
  116422. * Gets wether the color curves effect is enabled.
  116423. */
  116424. /**
  116425. * Sets wether the color curves effect is enabled.
  116426. */
  116427. cameraColorCurvesEnabled: boolean;
  116428. /**
  116429. * Gets wether the color grading effect is enabled.
  116430. */
  116431. /**
  116432. * Gets wether the color grading effect is enabled.
  116433. */
  116434. cameraColorGradingEnabled: boolean;
  116435. /**
  116436. * Gets wether tonemapping is enabled or not.
  116437. */
  116438. /**
  116439. * Sets wether tonemapping is enabled or not
  116440. */
  116441. cameraToneMappingEnabled: boolean;
  116442. /**
  116443. * The camera exposure used on this material.
  116444. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116445. * This corresponds to a photographic exposure.
  116446. */
  116447. /**
  116448. * The camera exposure used on this material.
  116449. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116450. * This corresponds to a photographic exposure.
  116451. */
  116452. cameraExposure: number;
  116453. /**
  116454. * Gets The camera contrast used on this material.
  116455. */
  116456. /**
  116457. * Sets The camera contrast used on this material.
  116458. */
  116459. cameraContrast: number;
  116460. /**
  116461. * Gets the Color Grading 2D Lookup Texture.
  116462. */
  116463. /**
  116464. * Sets the Color Grading 2D Lookup Texture.
  116465. */
  116466. cameraColorGradingTexture: Nullable<BaseTexture>;
  116467. /**
  116468. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116469. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116470. * 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;
  116471. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116472. */
  116473. /**
  116474. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116475. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116476. * 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;
  116477. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116478. */
  116479. cameraColorCurves: Nullable<ColorCurves>;
  116480. /**
  116481. * Instantiates a new PBRMaterial instance.
  116482. *
  116483. * @param name The material name
  116484. * @param scene The scene the material will be use in.
  116485. */
  116486. constructor(name: string, scene: Scene);
  116487. /**
  116488. * Returns the name of this material class.
  116489. */
  116490. getClassName(): string;
  116491. /**
  116492. * Makes a duplicate of the current material.
  116493. * @param name - name to use for the new material.
  116494. */
  116495. clone(name: string): PBRMaterial;
  116496. /**
  116497. * Serializes this PBR Material.
  116498. * @returns - An object with the serialized material.
  116499. */
  116500. serialize(): any;
  116501. /**
  116502. * Parses a PBR Material from a serialized object.
  116503. * @param source - Serialized object.
  116504. * @param scene - BJS scene instance.
  116505. * @param rootUrl - url for the scene object
  116506. * @returns - PBRMaterial
  116507. */
  116508. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  116509. }
  116510. }
  116511. declare module BABYLON {
  116512. /**
  116513. * Direct draw surface info
  116514. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  116515. */
  116516. export interface DDSInfo {
  116517. /**
  116518. * Width of the texture
  116519. */
  116520. width: number;
  116521. /**
  116522. * Width of the texture
  116523. */
  116524. height: number;
  116525. /**
  116526. * Number of Mipmaps for the texture
  116527. * @see https://en.wikipedia.org/wiki/Mipmap
  116528. */
  116529. mipmapCount: number;
  116530. /**
  116531. * If the textures format is a known fourCC format
  116532. * @see https://www.fourcc.org/
  116533. */
  116534. isFourCC: boolean;
  116535. /**
  116536. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  116537. */
  116538. isRGB: boolean;
  116539. /**
  116540. * If the texture is a lumincance format
  116541. */
  116542. isLuminance: boolean;
  116543. /**
  116544. * If this is a cube texture
  116545. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  116546. */
  116547. isCube: boolean;
  116548. /**
  116549. * If the texture is a compressed format eg. FOURCC_DXT1
  116550. */
  116551. isCompressed: boolean;
  116552. /**
  116553. * The dxgiFormat of the texture
  116554. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  116555. */
  116556. dxgiFormat: number;
  116557. /**
  116558. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  116559. */
  116560. textureType: number;
  116561. /**
  116562. * Sphericle polynomial created for the dds texture
  116563. */
  116564. sphericalPolynomial?: SphericalPolynomial;
  116565. }
  116566. /**
  116567. * Class used to provide DDS decompression tools
  116568. */
  116569. export class DDSTools {
  116570. /**
  116571. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  116572. */
  116573. static StoreLODInAlphaChannel: boolean;
  116574. /**
  116575. * Gets DDS information from an array buffer
  116576. * @param arrayBuffer defines the array buffer to read data from
  116577. * @returns the DDS information
  116578. */
  116579. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  116580. private static _FloatView;
  116581. private static _Int32View;
  116582. private static _ToHalfFloat;
  116583. private static _FromHalfFloat;
  116584. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  116585. private static _GetHalfFloatRGBAArrayBuffer;
  116586. private static _GetFloatRGBAArrayBuffer;
  116587. private static _GetFloatAsUIntRGBAArrayBuffer;
  116588. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  116589. private static _GetRGBAArrayBuffer;
  116590. private static _ExtractLongWordOrder;
  116591. private static _GetRGBArrayBuffer;
  116592. private static _GetLuminanceArrayBuffer;
  116593. /**
  116594. * Uploads DDS Levels to a Babylon Texture
  116595. * @hidden
  116596. */
  116597. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  116598. }
  116599. interface ThinEngine {
  116600. /**
  116601. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  116602. * @param rootUrl defines the url where the file to load is located
  116603. * @param scene defines the current scene
  116604. * @param lodScale defines scale to apply to the mip map selection
  116605. * @param lodOffset defines offset to apply to the mip map selection
  116606. * @param onLoad defines an optional callback raised when the texture is loaded
  116607. * @param onError defines an optional callback raised if there is an issue to load the texture
  116608. * @param format defines the format of the data
  116609. * @param forcedExtension defines the extension to use to pick the right loader
  116610. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  116611. * @returns the cube texture as an InternalTexture
  116612. */
  116613. 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;
  116614. }
  116615. }
  116616. declare module BABYLON {
  116617. /**
  116618. * Implementation of the DDS Texture Loader.
  116619. * @hidden
  116620. */
  116621. export class _DDSTextureLoader implements IInternalTextureLoader {
  116622. /**
  116623. * Defines wether the loader supports cascade loading the different faces.
  116624. */
  116625. readonly supportCascades: boolean;
  116626. /**
  116627. * This returns if the loader support the current file information.
  116628. * @param extension defines the file extension of the file being loaded
  116629. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116630. * @param fallback defines the fallback internal texture if any
  116631. * @param isBase64 defines whether the texture is encoded as a base64
  116632. * @param isBuffer defines whether the texture data are stored as a buffer
  116633. * @returns true if the loader can load the specified file
  116634. */
  116635. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116636. /**
  116637. * Transform the url before loading if required.
  116638. * @param rootUrl the url of the texture
  116639. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116640. * @returns the transformed texture
  116641. */
  116642. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116643. /**
  116644. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116645. * @param rootUrl the url of the texture
  116646. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116647. * @returns the fallback texture
  116648. */
  116649. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116650. /**
  116651. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116652. * @param data contains the texture data
  116653. * @param texture defines the BabylonJS internal texture
  116654. * @param createPolynomials will be true if polynomials have been requested
  116655. * @param onLoad defines the callback to trigger once the texture is ready
  116656. * @param onError defines the callback to trigger in case of error
  116657. */
  116658. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116659. /**
  116660. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116661. * @param data contains the texture data
  116662. * @param texture defines the BabylonJS internal texture
  116663. * @param callback defines the method to call once ready to upload
  116664. */
  116665. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116666. }
  116667. }
  116668. declare module BABYLON {
  116669. /**
  116670. * Implementation of the ENV Texture Loader.
  116671. * @hidden
  116672. */
  116673. export class _ENVTextureLoader implements IInternalTextureLoader {
  116674. /**
  116675. * Defines wether the loader supports cascade loading the different faces.
  116676. */
  116677. readonly supportCascades: boolean;
  116678. /**
  116679. * This returns if the loader support the current file information.
  116680. * @param extension defines the file extension of the file being loaded
  116681. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116682. * @param fallback defines the fallback internal texture if any
  116683. * @param isBase64 defines whether the texture is encoded as a base64
  116684. * @param isBuffer defines whether the texture data are stored as a buffer
  116685. * @returns true if the loader can load the specified file
  116686. */
  116687. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116688. /**
  116689. * Transform the url before loading if required.
  116690. * @param rootUrl the url of the texture
  116691. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116692. * @returns the transformed texture
  116693. */
  116694. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116695. /**
  116696. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116697. * @param rootUrl the url of the texture
  116698. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116699. * @returns the fallback texture
  116700. */
  116701. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116702. /**
  116703. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116704. * @param data contains the texture data
  116705. * @param texture defines the BabylonJS internal texture
  116706. * @param createPolynomials will be true if polynomials have been requested
  116707. * @param onLoad defines the callback to trigger once the texture is ready
  116708. * @param onError defines the callback to trigger in case of error
  116709. */
  116710. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116711. /**
  116712. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116713. * @param data contains the texture data
  116714. * @param texture defines the BabylonJS internal texture
  116715. * @param callback defines the method to call once ready to upload
  116716. */
  116717. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116718. }
  116719. }
  116720. declare module BABYLON {
  116721. /**
  116722. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  116723. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  116724. */
  116725. export class KhronosTextureContainer {
  116726. /** contents of the KTX container file */
  116727. arrayBuffer: any;
  116728. private static HEADER_LEN;
  116729. private static COMPRESSED_2D;
  116730. private static COMPRESSED_3D;
  116731. private static TEX_2D;
  116732. private static TEX_3D;
  116733. /**
  116734. * Gets the openGL type
  116735. */
  116736. glType: number;
  116737. /**
  116738. * Gets the openGL type size
  116739. */
  116740. glTypeSize: number;
  116741. /**
  116742. * Gets the openGL format
  116743. */
  116744. glFormat: number;
  116745. /**
  116746. * Gets the openGL internal format
  116747. */
  116748. glInternalFormat: number;
  116749. /**
  116750. * Gets the base internal format
  116751. */
  116752. glBaseInternalFormat: number;
  116753. /**
  116754. * Gets image width in pixel
  116755. */
  116756. pixelWidth: number;
  116757. /**
  116758. * Gets image height in pixel
  116759. */
  116760. pixelHeight: number;
  116761. /**
  116762. * Gets image depth in pixels
  116763. */
  116764. pixelDepth: number;
  116765. /**
  116766. * Gets the number of array elements
  116767. */
  116768. numberOfArrayElements: number;
  116769. /**
  116770. * Gets the number of faces
  116771. */
  116772. numberOfFaces: number;
  116773. /**
  116774. * Gets the number of mipmap levels
  116775. */
  116776. numberOfMipmapLevels: number;
  116777. /**
  116778. * Gets the bytes of key value data
  116779. */
  116780. bytesOfKeyValueData: number;
  116781. /**
  116782. * Gets the load type
  116783. */
  116784. loadType: number;
  116785. /**
  116786. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  116787. */
  116788. isInvalid: boolean;
  116789. /**
  116790. * Creates a new KhronosTextureContainer
  116791. * @param arrayBuffer contents of the KTX container file
  116792. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  116793. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  116794. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  116795. */
  116796. constructor(
  116797. /** contents of the KTX container file */
  116798. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  116799. /**
  116800. * Uploads KTX content to a Babylon Texture.
  116801. * It is assumed that the texture has already been created & is currently bound
  116802. * @hidden
  116803. */
  116804. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  116805. private _upload2DCompressedLevels;
  116806. }
  116807. }
  116808. declare module BABYLON {
  116809. /**
  116810. * Implementation of the KTX Texture Loader.
  116811. * @hidden
  116812. */
  116813. export class _KTXTextureLoader implements IInternalTextureLoader {
  116814. /**
  116815. * Defines wether the loader supports cascade loading the different faces.
  116816. */
  116817. readonly supportCascades: boolean;
  116818. /**
  116819. * This returns if the loader support the current file information.
  116820. * @param extension defines the file extension of the file being loaded
  116821. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116822. * @param fallback defines the fallback internal texture if any
  116823. * @param isBase64 defines whether the texture is encoded as a base64
  116824. * @param isBuffer defines whether the texture data are stored as a buffer
  116825. * @returns true if the loader can load the specified file
  116826. */
  116827. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116828. /**
  116829. * Transform the url before loading if required.
  116830. * @param rootUrl the url of the texture
  116831. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116832. * @returns the transformed texture
  116833. */
  116834. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116835. /**
  116836. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116837. * @param rootUrl the url of the texture
  116838. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116839. * @returns the fallback texture
  116840. */
  116841. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116842. /**
  116843. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116844. * @param data contains the texture data
  116845. * @param texture defines the BabylonJS internal texture
  116846. * @param createPolynomials will be true if polynomials have been requested
  116847. * @param onLoad defines the callback to trigger once the texture is ready
  116848. * @param onError defines the callback to trigger in case of error
  116849. */
  116850. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116851. /**
  116852. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116853. * @param data contains the texture data
  116854. * @param texture defines the BabylonJS internal texture
  116855. * @param callback defines the method to call once ready to upload
  116856. */
  116857. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  116858. }
  116859. }
  116860. declare module BABYLON {
  116861. /**
  116862. * Options for the default xr helper
  116863. */
  116864. export class WebXRDefaultExperienceOptions {
  116865. /**
  116866. * Floor meshes that should be used for teleporting
  116867. */
  116868. floorMeshes: Array<AbstractMesh>;
  116869. /**
  116870. * Enable or disable default UI to enter XR
  116871. */
  116872. disableDefaultUI: boolean;
  116873. }
  116874. /**
  116875. * Default experience which provides a similar setup to the previous webVRExperience
  116876. */
  116877. export class WebXRDefaultExperience {
  116878. /**
  116879. * Base experience
  116880. */
  116881. baseExperience: WebXRExperienceHelper;
  116882. /**
  116883. * Input experience extension
  116884. */
  116885. input: WebXRInput;
  116886. /**
  116887. * Loads the controller models
  116888. */
  116889. controllerModelLoader: WebXRControllerModelLoader;
  116890. /**
  116891. * Enables laser pointer and selection
  116892. */
  116893. pointerSelection: WebXRControllerPointerSelection;
  116894. /**
  116895. * Enables teleportation
  116896. */
  116897. teleportation: WebXRControllerTeleportation;
  116898. /**
  116899. * Enables ui for enetering/exiting xr
  116900. */
  116901. enterExitUI: WebXREnterExitUI;
  116902. /**
  116903. * Default target xr should render to
  116904. */
  116905. renderTarget: WebXRRenderTarget;
  116906. /**
  116907. * Creates the default xr experience
  116908. * @param scene scene
  116909. * @param options options for basic configuration
  116910. * @returns resulting WebXRDefaultExperience
  116911. */
  116912. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116913. private constructor();
  116914. /**
  116915. * DIsposes of the experience helper
  116916. */
  116917. dispose(): void;
  116918. }
  116919. }
  116920. declare module BABYLON {
  116921. /** @hidden */
  116922. export var _forceSceneHelpersToBundle: boolean;
  116923. interface Scene {
  116924. /**
  116925. * Creates a default light for the scene.
  116926. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  116927. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  116928. */
  116929. createDefaultLight(replace?: boolean): void;
  116930. /**
  116931. * Creates a default camera for the scene.
  116932. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  116933. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116934. * @param replace has default false, when true replaces the active camera in the scene
  116935. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  116936. */
  116937. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116938. /**
  116939. * Creates a default camera and a default light.
  116940. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  116941. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116942. * @param replace has the default false, when true replaces the active camera/light in the scene
  116943. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  116944. */
  116945. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116946. /**
  116947. * Creates a new sky box
  116948. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  116949. * @param environmentTexture defines the texture to use as environment texture
  116950. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  116951. * @param scale defines the overall scale of the skybox
  116952. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  116953. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  116954. * @returns a new mesh holding the sky box
  116955. */
  116956. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  116957. /**
  116958. * Creates a new environment
  116959. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  116960. * @param options defines the options you can use to configure the environment
  116961. * @returns the new EnvironmentHelper
  116962. */
  116963. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  116964. /**
  116965. * Creates a new VREXperienceHelper
  116966. * @see http://doc.babylonjs.com/how_to/webvr_helper
  116967. * @param webVROptions defines the options used to create the new VREXperienceHelper
  116968. * @returns a new VREXperienceHelper
  116969. */
  116970. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  116971. /**
  116972. * Creates a new WebXRDefaultExperience
  116973. * @see http://doc.babylonjs.com/how_to/webxr
  116974. * @param options experience options
  116975. * @returns a promise for a new WebXRDefaultExperience
  116976. */
  116977. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116978. }
  116979. }
  116980. declare module BABYLON {
  116981. /**
  116982. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  116983. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  116984. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  116985. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  116986. */
  116987. export class VideoDome extends TransformNode {
  116988. /**
  116989. * Define the video source as a Monoscopic panoramic 360 video.
  116990. */
  116991. static readonly MODE_MONOSCOPIC: number;
  116992. /**
  116993. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116994. */
  116995. static readonly MODE_TOPBOTTOM: number;
  116996. /**
  116997. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116998. */
  116999. static readonly MODE_SIDEBYSIDE: number;
  117000. private _halfDome;
  117001. private _useDirectMapping;
  117002. /**
  117003. * The video texture being displayed on the sphere
  117004. */
  117005. protected _videoTexture: VideoTexture;
  117006. /**
  117007. * Gets the video texture being displayed on the sphere
  117008. */
  117009. readonly videoTexture: VideoTexture;
  117010. /**
  117011. * The skybox material
  117012. */
  117013. protected _material: BackgroundMaterial;
  117014. /**
  117015. * The surface used for the skybox
  117016. */
  117017. protected _mesh: Mesh;
  117018. /**
  117019. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  117020. */
  117021. private _halfDomeMask;
  117022. /**
  117023. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117024. * Also see the options.resolution property.
  117025. */
  117026. fovMultiplier: number;
  117027. private _videoMode;
  117028. /**
  117029. * Gets or set the current video mode for the video. It can be:
  117030. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  117031. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117032. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117033. */
  117034. videoMode: number;
  117035. /**
  117036. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  117037. *
  117038. */
  117039. /**
  117040. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  117041. */
  117042. halfDome: boolean;
  117043. /**
  117044. * Oberserver used in Stereoscopic VR Mode.
  117045. */
  117046. private _onBeforeCameraRenderObserver;
  117047. /**
  117048. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117049. * @param name Element's name, child elements will append suffixes for their own names.
  117050. * @param urlsOrVideo defines the url(s) or the video element to use
  117051. * @param options An object containing optional or exposed sub element properties
  117052. */
  117053. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  117054. resolution?: number;
  117055. clickToPlay?: boolean;
  117056. autoPlay?: boolean;
  117057. loop?: boolean;
  117058. size?: number;
  117059. poster?: string;
  117060. faceForward?: boolean;
  117061. useDirectMapping?: boolean;
  117062. halfDomeMode?: boolean;
  117063. }, scene: Scene);
  117064. private _changeVideoMode;
  117065. /**
  117066. * Releases resources associated with this node.
  117067. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117068. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117069. */
  117070. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  117071. }
  117072. }
  117073. declare module BABYLON {
  117074. /**
  117075. * This class can be used to get instrumentation data from a Babylon engine
  117076. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117077. */
  117078. export class EngineInstrumentation implements IDisposable {
  117079. /**
  117080. * Define the instrumented engine.
  117081. */
  117082. engine: Engine;
  117083. private _captureGPUFrameTime;
  117084. private _gpuFrameTimeToken;
  117085. private _gpuFrameTime;
  117086. private _captureShaderCompilationTime;
  117087. private _shaderCompilationTime;
  117088. private _onBeginFrameObserver;
  117089. private _onEndFrameObserver;
  117090. private _onBeforeShaderCompilationObserver;
  117091. private _onAfterShaderCompilationObserver;
  117092. /**
  117093. * Gets the perf counter used for GPU frame time
  117094. */
  117095. readonly gpuFrameTimeCounter: PerfCounter;
  117096. /**
  117097. * Gets the GPU frame time capture status
  117098. */
  117099. /**
  117100. * Enable or disable the GPU frame time capture
  117101. */
  117102. captureGPUFrameTime: boolean;
  117103. /**
  117104. * Gets the perf counter used for shader compilation time
  117105. */
  117106. readonly shaderCompilationTimeCounter: PerfCounter;
  117107. /**
  117108. * Gets the shader compilation time capture status
  117109. */
  117110. /**
  117111. * Enable or disable the shader compilation time capture
  117112. */
  117113. captureShaderCompilationTime: boolean;
  117114. /**
  117115. * Instantiates a new engine instrumentation.
  117116. * This class can be used to get instrumentation data from a Babylon engine
  117117. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117118. * @param engine Defines the engine to instrument
  117119. */
  117120. constructor(
  117121. /**
  117122. * Define the instrumented engine.
  117123. */
  117124. engine: Engine);
  117125. /**
  117126. * Dispose and release associated resources.
  117127. */
  117128. dispose(): void;
  117129. }
  117130. }
  117131. declare module BABYLON {
  117132. /**
  117133. * This class can be used to get instrumentation data from a Babylon engine
  117134. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117135. */
  117136. export class SceneInstrumentation implements IDisposable {
  117137. /**
  117138. * Defines the scene to instrument
  117139. */
  117140. scene: Scene;
  117141. private _captureActiveMeshesEvaluationTime;
  117142. private _activeMeshesEvaluationTime;
  117143. private _captureRenderTargetsRenderTime;
  117144. private _renderTargetsRenderTime;
  117145. private _captureFrameTime;
  117146. private _frameTime;
  117147. private _captureRenderTime;
  117148. private _renderTime;
  117149. private _captureInterFrameTime;
  117150. private _interFrameTime;
  117151. private _captureParticlesRenderTime;
  117152. private _particlesRenderTime;
  117153. private _captureSpritesRenderTime;
  117154. private _spritesRenderTime;
  117155. private _capturePhysicsTime;
  117156. private _physicsTime;
  117157. private _captureAnimationsTime;
  117158. private _animationsTime;
  117159. private _captureCameraRenderTime;
  117160. private _cameraRenderTime;
  117161. private _onBeforeActiveMeshesEvaluationObserver;
  117162. private _onAfterActiveMeshesEvaluationObserver;
  117163. private _onBeforeRenderTargetsRenderObserver;
  117164. private _onAfterRenderTargetsRenderObserver;
  117165. private _onAfterRenderObserver;
  117166. private _onBeforeDrawPhaseObserver;
  117167. private _onAfterDrawPhaseObserver;
  117168. private _onBeforeAnimationsObserver;
  117169. private _onBeforeParticlesRenderingObserver;
  117170. private _onAfterParticlesRenderingObserver;
  117171. private _onBeforeSpritesRenderingObserver;
  117172. private _onAfterSpritesRenderingObserver;
  117173. private _onBeforePhysicsObserver;
  117174. private _onAfterPhysicsObserver;
  117175. private _onAfterAnimationsObserver;
  117176. private _onBeforeCameraRenderObserver;
  117177. private _onAfterCameraRenderObserver;
  117178. /**
  117179. * Gets the perf counter used for active meshes evaluation time
  117180. */
  117181. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  117182. /**
  117183. * Gets the active meshes evaluation time capture status
  117184. */
  117185. /**
  117186. * Enable or disable the active meshes evaluation time capture
  117187. */
  117188. captureActiveMeshesEvaluationTime: boolean;
  117189. /**
  117190. * Gets the perf counter used for render targets render time
  117191. */
  117192. readonly renderTargetsRenderTimeCounter: PerfCounter;
  117193. /**
  117194. * Gets the render targets render time capture status
  117195. */
  117196. /**
  117197. * Enable or disable the render targets render time capture
  117198. */
  117199. captureRenderTargetsRenderTime: boolean;
  117200. /**
  117201. * Gets the perf counter used for particles render time
  117202. */
  117203. readonly particlesRenderTimeCounter: PerfCounter;
  117204. /**
  117205. * Gets the particles render time capture status
  117206. */
  117207. /**
  117208. * Enable or disable the particles render time capture
  117209. */
  117210. captureParticlesRenderTime: boolean;
  117211. /**
  117212. * Gets the perf counter used for sprites render time
  117213. */
  117214. readonly spritesRenderTimeCounter: PerfCounter;
  117215. /**
  117216. * Gets the sprites render time capture status
  117217. */
  117218. /**
  117219. * Enable or disable the sprites render time capture
  117220. */
  117221. captureSpritesRenderTime: boolean;
  117222. /**
  117223. * Gets the perf counter used for physics time
  117224. */
  117225. readonly physicsTimeCounter: PerfCounter;
  117226. /**
  117227. * Gets the physics time capture status
  117228. */
  117229. /**
  117230. * Enable or disable the physics time capture
  117231. */
  117232. capturePhysicsTime: boolean;
  117233. /**
  117234. * Gets the perf counter used for animations time
  117235. */
  117236. readonly animationsTimeCounter: PerfCounter;
  117237. /**
  117238. * Gets the animations time capture status
  117239. */
  117240. /**
  117241. * Enable or disable the animations time capture
  117242. */
  117243. captureAnimationsTime: boolean;
  117244. /**
  117245. * Gets the perf counter used for frame time capture
  117246. */
  117247. readonly frameTimeCounter: PerfCounter;
  117248. /**
  117249. * Gets the frame time capture status
  117250. */
  117251. /**
  117252. * Enable or disable the frame time capture
  117253. */
  117254. captureFrameTime: boolean;
  117255. /**
  117256. * Gets the perf counter used for inter-frames time capture
  117257. */
  117258. readonly interFrameTimeCounter: PerfCounter;
  117259. /**
  117260. * Gets the inter-frames time capture status
  117261. */
  117262. /**
  117263. * Enable or disable the inter-frames time capture
  117264. */
  117265. captureInterFrameTime: boolean;
  117266. /**
  117267. * Gets the perf counter used for render time capture
  117268. */
  117269. readonly renderTimeCounter: PerfCounter;
  117270. /**
  117271. * Gets the render time capture status
  117272. */
  117273. /**
  117274. * Enable or disable the render time capture
  117275. */
  117276. captureRenderTime: boolean;
  117277. /**
  117278. * Gets the perf counter used for camera render time capture
  117279. */
  117280. readonly cameraRenderTimeCounter: PerfCounter;
  117281. /**
  117282. * Gets the camera render time capture status
  117283. */
  117284. /**
  117285. * Enable or disable the camera render time capture
  117286. */
  117287. captureCameraRenderTime: boolean;
  117288. /**
  117289. * Gets the perf counter used for draw calls
  117290. */
  117291. readonly drawCallsCounter: PerfCounter;
  117292. /**
  117293. * Instantiates a new scene instrumentation.
  117294. * This class can be used to get instrumentation data from a Babylon engine
  117295. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117296. * @param scene Defines the scene to instrument
  117297. */
  117298. constructor(
  117299. /**
  117300. * Defines the scene to instrument
  117301. */
  117302. scene: Scene);
  117303. /**
  117304. * Dispose and release associated resources.
  117305. */
  117306. dispose(): void;
  117307. }
  117308. }
  117309. declare module BABYLON {
  117310. /** @hidden */
  117311. export var glowMapGenerationPixelShader: {
  117312. name: string;
  117313. shader: string;
  117314. };
  117315. }
  117316. declare module BABYLON {
  117317. /** @hidden */
  117318. export var glowMapGenerationVertexShader: {
  117319. name: string;
  117320. shader: string;
  117321. };
  117322. }
  117323. declare module BABYLON {
  117324. /**
  117325. * Effect layer options. This helps customizing the behaviour
  117326. * of the effect layer.
  117327. */
  117328. export interface IEffectLayerOptions {
  117329. /**
  117330. * Multiplication factor apply to the canvas size to compute the render target size
  117331. * used to generated the objects (the smaller the faster).
  117332. */
  117333. mainTextureRatio: number;
  117334. /**
  117335. * Enforces a fixed size texture to ensure effect stability across devices.
  117336. */
  117337. mainTextureFixedSize?: number;
  117338. /**
  117339. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  117340. */
  117341. alphaBlendingMode: number;
  117342. /**
  117343. * The camera attached to the layer.
  117344. */
  117345. camera: Nullable<Camera>;
  117346. /**
  117347. * The rendering group to draw the layer in.
  117348. */
  117349. renderingGroupId: number;
  117350. }
  117351. /**
  117352. * The effect layer Helps adding post process effect blended with the main pass.
  117353. *
  117354. * This can be for instance use to generate glow or higlight effects on the scene.
  117355. *
  117356. * The effect layer class can not be used directly and is intented to inherited from to be
  117357. * customized per effects.
  117358. */
  117359. export abstract class EffectLayer {
  117360. private _vertexBuffers;
  117361. private _indexBuffer;
  117362. private _cachedDefines;
  117363. private _effectLayerMapGenerationEffect;
  117364. private _effectLayerOptions;
  117365. private _mergeEffect;
  117366. protected _scene: Scene;
  117367. protected _engine: Engine;
  117368. protected _maxSize: number;
  117369. protected _mainTextureDesiredSize: ISize;
  117370. protected _mainTexture: RenderTargetTexture;
  117371. protected _shouldRender: boolean;
  117372. protected _postProcesses: PostProcess[];
  117373. protected _textures: BaseTexture[];
  117374. protected _emissiveTextureAndColor: {
  117375. texture: Nullable<BaseTexture>;
  117376. color: Color4;
  117377. };
  117378. /**
  117379. * The name of the layer
  117380. */
  117381. name: string;
  117382. /**
  117383. * The clear color of the texture used to generate the glow map.
  117384. */
  117385. neutralColor: Color4;
  117386. /**
  117387. * Specifies wether the highlight layer is enabled or not.
  117388. */
  117389. isEnabled: boolean;
  117390. /**
  117391. * Gets the camera attached to the layer.
  117392. */
  117393. readonly camera: Nullable<Camera>;
  117394. /**
  117395. * Gets the rendering group id the layer should render in.
  117396. */
  117397. renderingGroupId: number;
  117398. /**
  117399. * An event triggered when the effect layer has been disposed.
  117400. */
  117401. onDisposeObservable: Observable<EffectLayer>;
  117402. /**
  117403. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  117404. */
  117405. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  117406. /**
  117407. * An event triggered when the generated texture is being merged in the scene.
  117408. */
  117409. onBeforeComposeObservable: Observable<EffectLayer>;
  117410. /**
  117411. * An event triggered when the mesh is rendered into the effect render target.
  117412. */
  117413. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  117414. /**
  117415. * An event triggered after the mesh has been rendered into the effect render target.
  117416. */
  117417. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  117418. /**
  117419. * An event triggered when the generated texture has been merged in the scene.
  117420. */
  117421. onAfterComposeObservable: Observable<EffectLayer>;
  117422. /**
  117423. * An event triggered when the efffect layer changes its size.
  117424. */
  117425. onSizeChangedObservable: Observable<EffectLayer>;
  117426. /** @hidden */
  117427. static _SceneComponentInitialization: (scene: Scene) => void;
  117428. /**
  117429. * Instantiates a new effect Layer and references it in the scene.
  117430. * @param name The name of the layer
  117431. * @param scene The scene to use the layer in
  117432. */
  117433. constructor(
  117434. /** The Friendly of the effect in the scene */
  117435. name: string, scene: Scene);
  117436. /**
  117437. * Get the effect name of the layer.
  117438. * @return The effect name
  117439. */
  117440. abstract getEffectName(): string;
  117441. /**
  117442. * Checks for the readiness of the element composing the layer.
  117443. * @param subMesh the mesh to check for
  117444. * @param useInstances specify wether or not to use instances to render the mesh
  117445. * @return true if ready otherwise, false
  117446. */
  117447. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117448. /**
  117449. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117450. * @returns true if the effect requires stencil during the main canvas render pass.
  117451. */
  117452. abstract needStencil(): boolean;
  117453. /**
  117454. * Create the merge effect. This is the shader use to blit the information back
  117455. * to the main canvas at the end of the scene rendering.
  117456. * @returns The effect containing the shader used to merge the effect on the main canvas
  117457. */
  117458. protected abstract _createMergeEffect(): Effect;
  117459. /**
  117460. * Creates the render target textures and post processes used in the effect layer.
  117461. */
  117462. protected abstract _createTextureAndPostProcesses(): void;
  117463. /**
  117464. * Implementation specific of rendering the generating effect on the main canvas.
  117465. * @param effect The effect used to render through
  117466. */
  117467. protected abstract _internalRender(effect: Effect): void;
  117468. /**
  117469. * Sets the required values for both the emissive texture and and the main color.
  117470. */
  117471. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117472. /**
  117473. * Free any resources and references associated to a mesh.
  117474. * Internal use
  117475. * @param mesh The mesh to free.
  117476. */
  117477. abstract _disposeMesh(mesh: Mesh): void;
  117478. /**
  117479. * Serializes this layer (Glow or Highlight for example)
  117480. * @returns a serialized layer object
  117481. */
  117482. abstract serialize?(): any;
  117483. /**
  117484. * Initializes the effect layer with the required options.
  117485. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  117486. */
  117487. protected _init(options: Partial<IEffectLayerOptions>): void;
  117488. /**
  117489. * Generates the index buffer of the full screen quad blending to the main canvas.
  117490. */
  117491. private _generateIndexBuffer;
  117492. /**
  117493. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  117494. */
  117495. private _generateVertexBuffer;
  117496. /**
  117497. * Sets the main texture desired size which is the closest power of two
  117498. * of the engine canvas size.
  117499. */
  117500. private _setMainTextureSize;
  117501. /**
  117502. * Creates the main texture for the effect layer.
  117503. */
  117504. protected _createMainTexture(): void;
  117505. /**
  117506. * Adds specific effects defines.
  117507. * @param defines The defines to add specifics to.
  117508. */
  117509. protected _addCustomEffectDefines(defines: string[]): void;
  117510. /**
  117511. * Checks for the readiness of the element composing the layer.
  117512. * @param subMesh the mesh to check for
  117513. * @param useInstances specify wether or not to use instances to render the mesh
  117514. * @param emissiveTexture the associated emissive texture used to generate the glow
  117515. * @return true if ready otherwise, false
  117516. */
  117517. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  117518. /**
  117519. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  117520. */
  117521. render(): void;
  117522. /**
  117523. * Determine if a given mesh will be used in the current effect.
  117524. * @param mesh mesh to test
  117525. * @returns true if the mesh will be used
  117526. */
  117527. hasMesh(mesh: AbstractMesh): boolean;
  117528. /**
  117529. * Returns true if the layer contains information to display, otherwise false.
  117530. * @returns true if the glow layer should be rendered
  117531. */
  117532. shouldRender(): boolean;
  117533. /**
  117534. * Returns true if the mesh should render, otherwise false.
  117535. * @param mesh The mesh to render
  117536. * @returns true if it should render otherwise false
  117537. */
  117538. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  117539. /**
  117540. * Returns true if the mesh can be rendered, otherwise false.
  117541. * @param mesh The mesh to render
  117542. * @param material The material used on the mesh
  117543. * @returns true if it can be rendered otherwise false
  117544. */
  117545. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117546. /**
  117547. * Returns true if the mesh should render, otherwise false.
  117548. * @param mesh The mesh to render
  117549. * @returns true if it should render otherwise false
  117550. */
  117551. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  117552. /**
  117553. * Renders the submesh passed in parameter to the generation map.
  117554. */
  117555. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  117556. /**
  117557. * Defines wether the current material of the mesh should be use to render the effect.
  117558. * @param mesh defines the current mesh to render
  117559. */
  117560. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117561. /**
  117562. * Rebuild the required buffers.
  117563. * @hidden Internal use only.
  117564. */
  117565. _rebuild(): void;
  117566. /**
  117567. * Dispose only the render target textures and post process.
  117568. */
  117569. private _disposeTextureAndPostProcesses;
  117570. /**
  117571. * Dispose the highlight layer and free resources.
  117572. */
  117573. dispose(): void;
  117574. /**
  117575. * Gets the class name of the effect layer
  117576. * @returns the string with the class name of the effect layer
  117577. */
  117578. getClassName(): string;
  117579. /**
  117580. * Creates an effect layer from parsed effect layer data
  117581. * @param parsedEffectLayer defines effect layer data
  117582. * @param scene defines the current scene
  117583. * @param rootUrl defines the root URL containing the effect layer information
  117584. * @returns a parsed effect Layer
  117585. */
  117586. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  117587. }
  117588. }
  117589. declare module BABYLON {
  117590. interface AbstractScene {
  117591. /**
  117592. * The list of effect layers (highlights/glow) added to the scene
  117593. * @see http://doc.babylonjs.com/how_to/highlight_layer
  117594. * @see http://doc.babylonjs.com/how_to/glow_layer
  117595. */
  117596. effectLayers: Array<EffectLayer>;
  117597. /**
  117598. * Removes the given effect layer from this scene.
  117599. * @param toRemove defines the effect layer to remove
  117600. * @returns the index of the removed effect layer
  117601. */
  117602. removeEffectLayer(toRemove: EffectLayer): number;
  117603. /**
  117604. * Adds the given effect layer to this scene
  117605. * @param newEffectLayer defines the effect layer to add
  117606. */
  117607. addEffectLayer(newEffectLayer: EffectLayer): void;
  117608. }
  117609. /**
  117610. * Defines the layer scene component responsible to manage any effect layers
  117611. * in a given scene.
  117612. */
  117613. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  117614. /**
  117615. * The component name helpfull to identify the component in the list of scene components.
  117616. */
  117617. readonly name: string;
  117618. /**
  117619. * The scene the component belongs to.
  117620. */
  117621. scene: Scene;
  117622. private _engine;
  117623. private _renderEffects;
  117624. private _needStencil;
  117625. private _previousStencilState;
  117626. /**
  117627. * Creates a new instance of the component for the given scene
  117628. * @param scene Defines the scene to register the component in
  117629. */
  117630. constructor(scene: Scene);
  117631. /**
  117632. * Registers the component in a given scene
  117633. */
  117634. register(): void;
  117635. /**
  117636. * Rebuilds the elements related to this component in case of
  117637. * context lost for instance.
  117638. */
  117639. rebuild(): void;
  117640. /**
  117641. * Serializes the component data to the specified json object
  117642. * @param serializationObject The object to serialize to
  117643. */
  117644. serialize(serializationObject: any): void;
  117645. /**
  117646. * Adds all the elements from the container to the scene
  117647. * @param container the container holding the elements
  117648. */
  117649. addFromContainer(container: AbstractScene): void;
  117650. /**
  117651. * Removes all the elements in the container from the scene
  117652. * @param container contains the elements to remove
  117653. * @param dispose if the removed element should be disposed (default: false)
  117654. */
  117655. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117656. /**
  117657. * Disposes the component and the associated ressources.
  117658. */
  117659. dispose(): void;
  117660. private _isReadyForMesh;
  117661. private _renderMainTexture;
  117662. private _setStencil;
  117663. private _setStencilBack;
  117664. private _draw;
  117665. private _drawCamera;
  117666. private _drawRenderingGroup;
  117667. }
  117668. }
  117669. declare module BABYLON {
  117670. /** @hidden */
  117671. export var glowMapMergePixelShader: {
  117672. name: string;
  117673. shader: string;
  117674. };
  117675. }
  117676. declare module BABYLON {
  117677. /** @hidden */
  117678. export var glowMapMergeVertexShader: {
  117679. name: string;
  117680. shader: string;
  117681. };
  117682. }
  117683. declare module BABYLON {
  117684. interface AbstractScene {
  117685. /**
  117686. * Return a the first highlight layer of the scene with a given name.
  117687. * @param name The name of the highlight layer to look for.
  117688. * @return The highlight layer if found otherwise null.
  117689. */
  117690. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  117691. }
  117692. /**
  117693. * Glow layer options. This helps customizing the behaviour
  117694. * of the glow layer.
  117695. */
  117696. export interface IGlowLayerOptions {
  117697. /**
  117698. * Multiplication factor apply to the canvas size to compute the render target size
  117699. * used to generated the glowing objects (the smaller the faster).
  117700. */
  117701. mainTextureRatio: number;
  117702. /**
  117703. * Enforces a fixed size texture to ensure resize independant blur.
  117704. */
  117705. mainTextureFixedSize?: number;
  117706. /**
  117707. * How big is the kernel of the blur texture.
  117708. */
  117709. blurKernelSize: number;
  117710. /**
  117711. * The camera attached to the layer.
  117712. */
  117713. camera: Nullable<Camera>;
  117714. /**
  117715. * Enable MSAA by chosing the number of samples.
  117716. */
  117717. mainTextureSamples?: number;
  117718. /**
  117719. * The rendering group to draw the layer in.
  117720. */
  117721. renderingGroupId: number;
  117722. }
  117723. /**
  117724. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  117725. *
  117726. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  117727. *
  117728. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  117729. */
  117730. export class GlowLayer extends EffectLayer {
  117731. /**
  117732. * Effect Name of the layer.
  117733. */
  117734. static readonly EffectName: string;
  117735. /**
  117736. * The default blur kernel size used for the glow.
  117737. */
  117738. static DefaultBlurKernelSize: number;
  117739. /**
  117740. * The default texture size ratio used for the glow.
  117741. */
  117742. static DefaultTextureRatio: number;
  117743. /**
  117744. * Sets the kernel size of the blur.
  117745. */
  117746. /**
  117747. * Gets the kernel size of the blur.
  117748. */
  117749. blurKernelSize: number;
  117750. /**
  117751. * Sets the glow intensity.
  117752. */
  117753. /**
  117754. * Gets the glow intensity.
  117755. */
  117756. intensity: number;
  117757. private _options;
  117758. private _intensity;
  117759. private _horizontalBlurPostprocess1;
  117760. private _verticalBlurPostprocess1;
  117761. private _horizontalBlurPostprocess2;
  117762. private _verticalBlurPostprocess2;
  117763. private _blurTexture1;
  117764. private _blurTexture2;
  117765. private _postProcesses1;
  117766. private _postProcesses2;
  117767. private _includedOnlyMeshes;
  117768. private _excludedMeshes;
  117769. private _meshesUsingTheirOwnMaterials;
  117770. /**
  117771. * Callback used to let the user override the color selection on a per mesh basis
  117772. */
  117773. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  117774. /**
  117775. * Callback used to let the user override the texture selection on a per mesh basis
  117776. */
  117777. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  117778. /**
  117779. * Instantiates a new glow Layer and references it to the scene.
  117780. * @param name The name of the layer
  117781. * @param scene The scene to use the layer in
  117782. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  117783. */
  117784. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  117785. /**
  117786. * Get the effect name of the layer.
  117787. * @return The effect name
  117788. */
  117789. getEffectName(): string;
  117790. /**
  117791. * Create the merge effect. This is the shader use to blit the information back
  117792. * to the main canvas at the end of the scene rendering.
  117793. */
  117794. protected _createMergeEffect(): Effect;
  117795. /**
  117796. * Creates the render target textures and post processes used in the glow layer.
  117797. */
  117798. protected _createTextureAndPostProcesses(): void;
  117799. /**
  117800. * Checks for the readiness of the element composing the layer.
  117801. * @param subMesh the mesh to check for
  117802. * @param useInstances specify wether or not to use instances to render the mesh
  117803. * @param emissiveTexture the associated emissive texture used to generate the glow
  117804. * @return true if ready otherwise, false
  117805. */
  117806. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117807. /**
  117808. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117809. */
  117810. needStencil(): boolean;
  117811. /**
  117812. * Returns true if the mesh can be rendered, otherwise false.
  117813. * @param mesh The mesh to render
  117814. * @param material The material used on the mesh
  117815. * @returns true if it can be rendered otherwise false
  117816. */
  117817. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117818. /**
  117819. * Implementation specific of rendering the generating effect on the main canvas.
  117820. * @param effect The effect used to render through
  117821. */
  117822. protected _internalRender(effect: Effect): void;
  117823. /**
  117824. * Sets the required values for both the emissive texture and and the main color.
  117825. */
  117826. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117827. /**
  117828. * Returns true if the mesh should render, otherwise false.
  117829. * @param mesh The mesh to render
  117830. * @returns true if it should render otherwise false
  117831. */
  117832. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117833. /**
  117834. * Adds specific effects defines.
  117835. * @param defines The defines to add specifics to.
  117836. */
  117837. protected _addCustomEffectDefines(defines: string[]): void;
  117838. /**
  117839. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  117840. * @param mesh The mesh to exclude from the glow layer
  117841. */
  117842. addExcludedMesh(mesh: Mesh): void;
  117843. /**
  117844. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  117845. * @param mesh The mesh to remove
  117846. */
  117847. removeExcludedMesh(mesh: Mesh): void;
  117848. /**
  117849. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  117850. * @param mesh The mesh to include in the glow layer
  117851. */
  117852. addIncludedOnlyMesh(mesh: Mesh): void;
  117853. /**
  117854. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  117855. * @param mesh The mesh to remove
  117856. */
  117857. removeIncludedOnlyMesh(mesh: Mesh): void;
  117858. /**
  117859. * Determine if a given mesh will be used in the glow layer
  117860. * @param mesh The mesh to test
  117861. * @returns true if the mesh will be highlighted by the current glow layer
  117862. */
  117863. hasMesh(mesh: AbstractMesh): boolean;
  117864. /**
  117865. * Defines wether the current material of the mesh should be use to render the effect.
  117866. * @param mesh defines the current mesh to render
  117867. */
  117868. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117869. /**
  117870. * Add a mesh to be rendered through its own material and not with emissive only.
  117871. * @param mesh The mesh for which we need to use its material
  117872. */
  117873. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  117874. /**
  117875. * Remove a mesh from being rendered through its own material and not with emissive only.
  117876. * @param mesh The mesh for which we need to not use its material
  117877. */
  117878. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  117879. /**
  117880. * Free any resources and references associated to a mesh.
  117881. * Internal use
  117882. * @param mesh The mesh to free.
  117883. * @hidden
  117884. */
  117885. _disposeMesh(mesh: Mesh): void;
  117886. /**
  117887. * Gets the class name of the effect layer
  117888. * @returns the string with the class name of the effect layer
  117889. */
  117890. getClassName(): string;
  117891. /**
  117892. * Serializes this glow layer
  117893. * @returns a serialized glow layer object
  117894. */
  117895. serialize(): any;
  117896. /**
  117897. * Creates a Glow Layer from parsed glow layer data
  117898. * @param parsedGlowLayer defines glow layer data
  117899. * @param scene defines the current scene
  117900. * @param rootUrl defines the root URL containing the glow layer information
  117901. * @returns a parsed Glow Layer
  117902. */
  117903. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  117904. }
  117905. }
  117906. declare module BABYLON {
  117907. /** @hidden */
  117908. export var glowBlurPostProcessPixelShader: {
  117909. name: string;
  117910. shader: string;
  117911. };
  117912. }
  117913. declare module BABYLON {
  117914. interface AbstractScene {
  117915. /**
  117916. * Return a the first highlight layer of the scene with a given name.
  117917. * @param name The name of the highlight layer to look for.
  117918. * @return The highlight layer if found otherwise null.
  117919. */
  117920. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  117921. }
  117922. /**
  117923. * Highlight layer options. This helps customizing the behaviour
  117924. * of the highlight layer.
  117925. */
  117926. export interface IHighlightLayerOptions {
  117927. /**
  117928. * Multiplication factor apply to the canvas size to compute the render target size
  117929. * used to generated the glowing objects (the smaller the faster).
  117930. */
  117931. mainTextureRatio: number;
  117932. /**
  117933. * Enforces a fixed size texture to ensure resize independant blur.
  117934. */
  117935. mainTextureFixedSize?: number;
  117936. /**
  117937. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  117938. * of the picture to blur (the smaller the faster).
  117939. */
  117940. blurTextureSizeRatio: number;
  117941. /**
  117942. * How big in texel of the blur texture is the vertical blur.
  117943. */
  117944. blurVerticalSize: number;
  117945. /**
  117946. * How big in texel of the blur texture is the horizontal blur.
  117947. */
  117948. blurHorizontalSize: number;
  117949. /**
  117950. * Alpha blending mode used to apply the blur. Default is combine.
  117951. */
  117952. alphaBlendingMode: number;
  117953. /**
  117954. * The camera attached to the layer.
  117955. */
  117956. camera: Nullable<Camera>;
  117957. /**
  117958. * Should we display highlight as a solid stroke?
  117959. */
  117960. isStroke?: boolean;
  117961. /**
  117962. * The rendering group to draw the layer in.
  117963. */
  117964. renderingGroupId: number;
  117965. }
  117966. /**
  117967. * The highlight layer Helps adding a glow effect around a mesh.
  117968. *
  117969. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  117970. * glowy meshes to your scene.
  117971. *
  117972. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  117973. */
  117974. export class HighlightLayer extends EffectLayer {
  117975. name: string;
  117976. /**
  117977. * Effect Name of the highlight layer.
  117978. */
  117979. static readonly EffectName: string;
  117980. /**
  117981. * The neutral color used during the preparation of the glow effect.
  117982. * This is black by default as the blend operation is a blend operation.
  117983. */
  117984. static NeutralColor: Color4;
  117985. /**
  117986. * Stencil value used for glowing meshes.
  117987. */
  117988. static GlowingMeshStencilReference: number;
  117989. /**
  117990. * Stencil value used for the other meshes in the scene.
  117991. */
  117992. static NormalMeshStencilReference: number;
  117993. /**
  117994. * Specifies whether or not the inner glow is ACTIVE in the layer.
  117995. */
  117996. innerGlow: boolean;
  117997. /**
  117998. * Specifies whether or not the outer glow is ACTIVE in the layer.
  117999. */
  118000. outerGlow: boolean;
  118001. /**
  118002. * Specifies the horizontal size of the blur.
  118003. */
  118004. /**
  118005. * Gets the horizontal size of the blur.
  118006. */
  118007. blurHorizontalSize: number;
  118008. /**
  118009. * Specifies the vertical size of the blur.
  118010. */
  118011. /**
  118012. * Gets the vertical size of the blur.
  118013. */
  118014. blurVerticalSize: number;
  118015. /**
  118016. * An event triggered when the highlight layer is being blurred.
  118017. */
  118018. onBeforeBlurObservable: Observable<HighlightLayer>;
  118019. /**
  118020. * An event triggered when the highlight layer has been blurred.
  118021. */
  118022. onAfterBlurObservable: Observable<HighlightLayer>;
  118023. private _instanceGlowingMeshStencilReference;
  118024. private _options;
  118025. private _downSamplePostprocess;
  118026. private _horizontalBlurPostprocess;
  118027. private _verticalBlurPostprocess;
  118028. private _blurTexture;
  118029. private _meshes;
  118030. private _excludedMeshes;
  118031. /**
  118032. * Instantiates a new highlight Layer and references it to the scene..
  118033. * @param name The name of the layer
  118034. * @param scene The scene to use the layer in
  118035. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  118036. */
  118037. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  118038. /**
  118039. * Get the effect name of the layer.
  118040. * @return The effect name
  118041. */
  118042. getEffectName(): string;
  118043. /**
  118044. * Create the merge effect. This is the shader use to blit the information back
  118045. * to the main canvas at the end of the scene rendering.
  118046. */
  118047. protected _createMergeEffect(): Effect;
  118048. /**
  118049. * Creates the render target textures and post processes used in the highlight layer.
  118050. */
  118051. protected _createTextureAndPostProcesses(): void;
  118052. /**
  118053. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118054. */
  118055. needStencil(): boolean;
  118056. /**
  118057. * Checks for the readiness of the element composing the layer.
  118058. * @param subMesh the mesh to check for
  118059. * @param useInstances specify wether or not to use instances to render the mesh
  118060. * @param emissiveTexture the associated emissive texture used to generate the glow
  118061. * @return true if ready otherwise, false
  118062. */
  118063. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118064. /**
  118065. * Implementation specific of rendering the generating effect on the main canvas.
  118066. * @param effect The effect used to render through
  118067. */
  118068. protected _internalRender(effect: Effect): void;
  118069. /**
  118070. * Returns true if the layer contains information to display, otherwise false.
  118071. */
  118072. shouldRender(): boolean;
  118073. /**
  118074. * Returns true if the mesh should render, otherwise false.
  118075. * @param mesh The mesh to render
  118076. * @returns true if it should render otherwise false
  118077. */
  118078. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118079. /**
  118080. * Sets the required values for both the emissive texture and and the main color.
  118081. */
  118082. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118083. /**
  118084. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  118085. * @param mesh The mesh to exclude from the highlight layer
  118086. */
  118087. addExcludedMesh(mesh: Mesh): void;
  118088. /**
  118089. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  118090. * @param mesh The mesh to highlight
  118091. */
  118092. removeExcludedMesh(mesh: Mesh): void;
  118093. /**
  118094. * Determine if a given mesh will be highlighted by the current HighlightLayer
  118095. * @param mesh mesh to test
  118096. * @returns true if the mesh will be highlighted by the current HighlightLayer
  118097. */
  118098. hasMesh(mesh: AbstractMesh): boolean;
  118099. /**
  118100. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  118101. * @param mesh The mesh to highlight
  118102. * @param color The color of the highlight
  118103. * @param glowEmissiveOnly Extract the glow from the emissive texture
  118104. */
  118105. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  118106. /**
  118107. * Remove a mesh from the highlight layer in order to make it stop glowing.
  118108. * @param mesh The mesh to highlight
  118109. */
  118110. removeMesh(mesh: Mesh): void;
  118111. /**
  118112. * Force the stencil to the normal expected value for none glowing parts
  118113. */
  118114. private _defaultStencilReference;
  118115. /**
  118116. * Free any resources and references associated to a mesh.
  118117. * Internal use
  118118. * @param mesh The mesh to free.
  118119. * @hidden
  118120. */
  118121. _disposeMesh(mesh: Mesh): void;
  118122. /**
  118123. * Dispose the highlight layer and free resources.
  118124. */
  118125. dispose(): void;
  118126. /**
  118127. * Gets the class name of the effect layer
  118128. * @returns the string with the class name of the effect layer
  118129. */
  118130. getClassName(): string;
  118131. /**
  118132. * Serializes this Highlight layer
  118133. * @returns a serialized Highlight layer object
  118134. */
  118135. serialize(): any;
  118136. /**
  118137. * Creates a Highlight layer from parsed Highlight layer data
  118138. * @param parsedHightlightLayer defines the Highlight layer data
  118139. * @param scene defines the current scene
  118140. * @param rootUrl defines the root URL containing the Highlight layer information
  118141. * @returns a parsed Highlight layer
  118142. */
  118143. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  118144. }
  118145. }
  118146. declare module BABYLON {
  118147. interface AbstractScene {
  118148. /**
  118149. * The list of layers (background and foreground) of the scene
  118150. */
  118151. layers: Array<Layer>;
  118152. }
  118153. /**
  118154. * Defines the layer scene component responsible to manage any layers
  118155. * in a given scene.
  118156. */
  118157. export class LayerSceneComponent implements ISceneComponent {
  118158. /**
  118159. * The component name helpfull to identify the component in the list of scene components.
  118160. */
  118161. readonly name: string;
  118162. /**
  118163. * The scene the component belongs to.
  118164. */
  118165. scene: Scene;
  118166. private _engine;
  118167. /**
  118168. * Creates a new instance of the component for the given scene
  118169. * @param scene Defines the scene to register the component in
  118170. */
  118171. constructor(scene: Scene);
  118172. /**
  118173. * Registers the component in a given scene
  118174. */
  118175. register(): void;
  118176. /**
  118177. * Rebuilds the elements related to this component in case of
  118178. * context lost for instance.
  118179. */
  118180. rebuild(): void;
  118181. /**
  118182. * Disposes the component and the associated ressources.
  118183. */
  118184. dispose(): void;
  118185. private _draw;
  118186. private _drawCameraPredicate;
  118187. private _drawCameraBackground;
  118188. private _drawCameraForeground;
  118189. private _drawRenderTargetPredicate;
  118190. private _drawRenderTargetBackground;
  118191. private _drawRenderTargetForeground;
  118192. /**
  118193. * Adds all the elements from the container to the scene
  118194. * @param container the container holding the elements
  118195. */
  118196. addFromContainer(container: AbstractScene): void;
  118197. /**
  118198. * Removes all the elements in the container from the scene
  118199. * @param container contains the elements to remove
  118200. * @param dispose if the removed element should be disposed (default: false)
  118201. */
  118202. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118203. }
  118204. }
  118205. declare module BABYLON {
  118206. /** @hidden */
  118207. export var layerPixelShader: {
  118208. name: string;
  118209. shader: string;
  118210. };
  118211. }
  118212. declare module BABYLON {
  118213. /** @hidden */
  118214. export var layerVertexShader: {
  118215. name: string;
  118216. shader: string;
  118217. };
  118218. }
  118219. declare module BABYLON {
  118220. /**
  118221. * This represents a full screen 2d layer.
  118222. * This can be useful to display a picture in the background of your scene for instance.
  118223. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118224. */
  118225. export class Layer {
  118226. /**
  118227. * Define the name of the layer.
  118228. */
  118229. name: string;
  118230. /**
  118231. * Define the texture the layer should display.
  118232. */
  118233. texture: Nullable<Texture>;
  118234. /**
  118235. * Is the layer in background or foreground.
  118236. */
  118237. isBackground: boolean;
  118238. /**
  118239. * Define the color of the layer (instead of texture).
  118240. */
  118241. color: Color4;
  118242. /**
  118243. * Define the scale of the layer in order to zoom in out of the texture.
  118244. */
  118245. scale: Vector2;
  118246. /**
  118247. * Define an offset for the layer in order to shift the texture.
  118248. */
  118249. offset: Vector2;
  118250. /**
  118251. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  118252. */
  118253. alphaBlendingMode: number;
  118254. /**
  118255. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  118256. * Alpha test will not mix with the background color in case of transparency.
  118257. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  118258. */
  118259. alphaTest: boolean;
  118260. /**
  118261. * Define a mask to restrict the layer to only some of the scene cameras.
  118262. */
  118263. layerMask: number;
  118264. /**
  118265. * Define the list of render target the layer is visible into.
  118266. */
  118267. renderTargetTextures: RenderTargetTexture[];
  118268. /**
  118269. * Define if the layer is only used in renderTarget or if it also
  118270. * renders in the main frame buffer of the canvas.
  118271. */
  118272. renderOnlyInRenderTargetTextures: boolean;
  118273. private _scene;
  118274. private _vertexBuffers;
  118275. private _indexBuffer;
  118276. private _effect;
  118277. private _alphaTestEffect;
  118278. /**
  118279. * An event triggered when the layer is disposed.
  118280. */
  118281. onDisposeObservable: Observable<Layer>;
  118282. private _onDisposeObserver;
  118283. /**
  118284. * Back compatibility with callback before the onDisposeObservable existed.
  118285. * The set callback will be triggered when the layer has been disposed.
  118286. */
  118287. onDispose: () => void;
  118288. /**
  118289. * An event triggered before rendering the scene
  118290. */
  118291. onBeforeRenderObservable: Observable<Layer>;
  118292. private _onBeforeRenderObserver;
  118293. /**
  118294. * Back compatibility with callback before the onBeforeRenderObservable existed.
  118295. * The set callback will be triggered just before rendering the layer.
  118296. */
  118297. onBeforeRender: () => void;
  118298. /**
  118299. * An event triggered after rendering the scene
  118300. */
  118301. onAfterRenderObservable: Observable<Layer>;
  118302. private _onAfterRenderObserver;
  118303. /**
  118304. * Back compatibility with callback before the onAfterRenderObservable existed.
  118305. * The set callback will be triggered just after rendering the layer.
  118306. */
  118307. onAfterRender: () => void;
  118308. /**
  118309. * Instantiates a new layer.
  118310. * This represents a full screen 2d layer.
  118311. * This can be useful to display a picture in the background of your scene for instance.
  118312. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118313. * @param name Define the name of the layer in the scene
  118314. * @param imgUrl Define the url of the texture to display in the layer
  118315. * @param scene Define the scene the layer belongs to
  118316. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  118317. * @param color Defines a color for the layer
  118318. */
  118319. constructor(
  118320. /**
  118321. * Define the name of the layer.
  118322. */
  118323. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  118324. private _createIndexBuffer;
  118325. /** @hidden */
  118326. _rebuild(): void;
  118327. /**
  118328. * Renders the layer in the scene.
  118329. */
  118330. render(): void;
  118331. /**
  118332. * Disposes and releases the associated ressources.
  118333. */
  118334. dispose(): void;
  118335. }
  118336. }
  118337. declare module BABYLON {
  118338. /** @hidden */
  118339. export var lensFlarePixelShader: {
  118340. name: string;
  118341. shader: string;
  118342. };
  118343. }
  118344. declare module BABYLON {
  118345. /** @hidden */
  118346. export var lensFlareVertexShader: {
  118347. name: string;
  118348. shader: string;
  118349. };
  118350. }
  118351. declare module BABYLON {
  118352. /**
  118353. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118354. * It is usually composed of several `lensFlare`.
  118355. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118356. */
  118357. export class LensFlareSystem {
  118358. /**
  118359. * Define the name of the lens flare system
  118360. */
  118361. name: string;
  118362. /**
  118363. * List of lens flares used in this system.
  118364. */
  118365. lensFlares: LensFlare[];
  118366. /**
  118367. * Define a limit from the border the lens flare can be visible.
  118368. */
  118369. borderLimit: number;
  118370. /**
  118371. * Define a viewport border we do not want to see the lens flare in.
  118372. */
  118373. viewportBorder: number;
  118374. /**
  118375. * Define a predicate which could limit the list of meshes able to occlude the effect.
  118376. */
  118377. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  118378. /**
  118379. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  118380. */
  118381. layerMask: number;
  118382. /**
  118383. * Define the id of the lens flare system in the scene.
  118384. * (equal to name by default)
  118385. */
  118386. id: string;
  118387. private _scene;
  118388. private _emitter;
  118389. private _vertexBuffers;
  118390. private _indexBuffer;
  118391. private _effect;
  118392. private _positionX;
  118393. private _positionY;
  118394. private _isEnabled;
  118395. /** @hidden */
  118396. static _SceneComponentInitialization: (scene: Scene) => void;
  118397. /**
  118398. * Instantiates a lens flare system.
  118399. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118400. * It is usually composed of several `lensFlare`.
  118401. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118402. * @param name Define the name of the lens flare system in the scene
  118403. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  118404. * @param scene Define the scene the lens flare system belongs to
  118405. */
  118406. constructor(
  118407. /**
  118408. * Define the name of the lens flare system
  118409. */
  118410. name: string, emitter: any, scene: Scene);
  118411. /**
  118412. * Define if the lens flare system is enabled.
  118413. */
  118414. isEnabled: boolean;
  118415. /**
  118416. * Get the scene the effects belongs to.
  118417. * @returns the scene holding the lens flare system
  118418. */
  118419. getScene(): Scene;
  118420. /**
  118421. * Get the emitter of the lens flare system.
  118422. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118423. * @returns the emitter of the lens flare system
  118424. */
  118425. getEmitter(): any;
  118426. /**
  118427. * Set the emitter of the lens flare system.
  118428. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118429. * @param newEmitter Define the new emitter of the system
  118430. */
  118431. setEmitter(newEmitter: any): void;
  118432. /**
  118433. * Get the lens flare system emitter position.
  118434. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  118435. * @returns the position
  118436. */
  118437. getEmitterPosition(): Vector3;
  118438. /**
  118439. * @hidden
  118440. */
  118441. computeEffectivePosition(globalViewport: Viewport): boolean;
  118442. /** @hidden */
  118443. _isVisible(): boolean;
  118444. /**
  118445. * @hidden
  118446. */
  118447. render(): boolean;
  118448. /**
  118449. * Dispose and release the lens flare with its associated resources.
  118450. */
  118451. dispose(): void;
  118452. /**
  118453. * Parse a lens flare system from a JSON repressentation
  118454. * @param parsedLensFlareSystem Define the JSON to parse
  118455. * @param scene Define the scene the parsed system should be instantiated in
  118456. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  118457. * @returns the parsed system
  118458. */
  118459. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  118460. /**
  118461. * Serialize the current Lens Flare System into a JSON representation.
  118462. * @returns the serialized JSON
  118463. */
  118464. serialize(): any;
  118465. }
  118466. }
  118467. declare module BABYLON {
  118468. /**
  118469. * This represents one of the lens effect in a `lensFlareSystem`.
  118470. * It controls one of the indiviual texture used in the effect.
  118471. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118472. */
  118473. export class LensFlare {
  118474. /**
  118475. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118476. */
  118477. size: number;
  118478. /**
  118479. * 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.
  118480. */
  118481. position: number;
  118482. /**
  118483. * Define the lens color.
  118484. */
  118485. color: Color3;
  118486. /**
  118487. * Define the lens texture.
  118488. */
  118489. texture: Nullable<Texture>;
  118490. /**
  118491. * Define the alpha mode to render this particular lens.
  118492. */
  118493. alphaMode: number;
  118494. private _system;
  118495. /**
  118496. * Creates a new Lens Flare.
  118497. * This represents one of the lens effect in a `lensFlareSystem`.
  118498. * It controls one of the indiviual texture used in the effect.
  118499. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118500. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  118501. * @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.
  118502. * @param color Define the lens color
  118503. * @param imgUrl Define the lens texture url
  118504. * @param system Define the `lensFlareSystem` this flare is part of
  118505. * @returns The newly created Lens Flare
  118506. */
  118507. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  118508. /**
  118509. * Instantiates a new Lens Flare.
  118510. * This represents one of the lens effect in a `lensFlareSystem`.
  118511. * It controls one of the indiviual texture used in the effect.
  118512. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118513. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  118514. * @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.
  118515. * @param color Define the lens color
  118516. * @param imgUrl Define the lens texture url
  118517. * @param system Define the `lensFlareSystem` this flare is part of
  118518. */
  118519. constructor(
  118520. /**
  118521. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118522. */
  118523. size: number,
  118524. /**
  118525. * 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.
  118526. */
  118527. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  118528. /**
  118529. * Dispose and release the lens flare with its associated resources.
  118530. */
  118531. dispose(): void;
  118532. }
  118533. }
  118534. declare module BABYLON {
  118535. interface AbstractScene {
  118536. /**
  118537. * The list of lens flare system added to the scene
  118538. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118539. */
  118540. lensFlareSystems: Array<LensFlareSystem>;
  118541. /**
  118542. * Removes the given lens flare system from this scene.
  118543. * @param toRemove The lens flare system to remove
  118544. * @returns The index of the removed lens flare system
  118545. */
  118546. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  118547. /**
  118548. * Adds the given lens flare system to this scene
  118549. * @param newLensFlareSystem The lens flare system to add
  118550. */
  118551. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  118552. /**
  118553. * Gets a lens flare system using its name
  118554. * @param name defines the name to look for
  118555. * @returns the lens flare system or null if not found
  118556. */
  118557. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  118558. /**
  118559. * Gets a lens flare system using its id
  118560. * @param id defines the id to look for
  118561. * @returns the lens flare system or null if not found
  118562. */
  118563. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  118564. }
  118565. /**
  118566. * Defines the lens flare scene component responsible to manage any lens flares
  118567. * in a given scene.
  118568. */
  118569. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  118570. /**
  118571. * The component name helpfull to identify the component in the list of scene components.
  118572. */
  118573. readonly name: string;
  118574. /**
  118575. * The scene the component belongs to.
  118576. */
  118577. scene: Scene;
  118578. /**
  118579. * Creates a new instance of the component for the given scene
  118580. * @param scene Defines the scene to register the component in
  118581. */
  118582. constructor(scene: Scene);
  118583. /**
  118584. * Registers the component in a given scene
  118585. */
  118586. register(): void;
  118587. /**
  118588. * Rebuilds the elements related to this component in case of
  118589. * context lost for instance.
  118590. */
  118591. rebuild(): void;
  118592. /**
  118593. * Adds all the elements from the container to the scene
  118594. * @param container the container holding the elements
  118595. */
  118596. addFromContainer(container: AbstractScene): void;
  118597. /**
  118598. * Removes all the elements in the container from the scene
  118599. * @param container contains the elements to remove
  118600. * @param dispose if the removed element should be disposed (default: false)
  118601. */
  118602. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118603. /**
  118604. * Serializes the component data to the specified json object
  118605. * @param serializationObject The object to serialize to
  118606. */
  118607. serialize(serializationObject: any): void;
  118608. /**
  118609. * Disposes the component and the associated ressources.
  118610. */
  118611. dispose(): void;
  118612. private _draw;
  118613. }
  118614. }
  118615. declare module BABYLON {
  118616. /**
  118617. * Defines the shadow generator component responsible to manage any shadow generators
  118618. * in a given scene.
  118619. */
  118620. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  118621. /**
  118622. * The component name helpfull to identify the component in the list of scene components.
  118623. */
  118624. readonly name: string;
  118625. /**
  118626. * The scene the component belongs to.
  118627. */
  118628. scene: Scene;
  118629. /**
  118630. * Creates a new instance of the component for the given scene
  118631. * @param scene Defines the scene to register the component in
  118632. */
  118633. constructor(scene: Scene);
  118634. /**
  118635. * Registers the component in a given scene
  118636. */
  118637. register(): void;
  118638. /**
  118639. * Rebuilds the elements related to this component in case of
  118640. * context lost for instance.
  118641. */
  118642. rebuild(): void;
  118643. /**
  118644. * Serializes the component data to the specified json object
  118645. * @param serializationObject The object to serialize to
  118646. */
  118647. serialize(serializationObject: any): void;
  118648. /**
  118649. * Adds all the elements from the container to the scene
  118650. * @param container the container holding the elements
  118651. */
  118652. addFromContainer(container: AbstractScene): void;
  118653. /**
  118654. * Removes all the elements in the container from the scene
  118655. * @param container contains the elements to remove
  118656. * @param dispose if the removed element should be disposed (default: false)
  118657. */
  118658. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118659. /**
  118660. * Rebuilds the elements related to this component in case of
  118661. * context lost for instance.
  118662. */
  118663. dispose(): void;
  118664. private _gatherRenderTargets;
  118665. }
  118666. }
  118667. declare module BABYLON {
  118668. /**
  118669. * A point light is a light defined by an unique point in world space.
  118670. * The light is emitted in every direction from this point.
  118671. * A good example of a point light is a standard light bulb.
  118672. * Documentation: https://doc.babylonjs.com/babylon101/lights
  118673. */
  118674. export class PointLight extends ShadowLight {
  118675. private _shadowAngle;
  118676. /**
  118677. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118678. * This specifies what angle the shadow will use to be created.
  118679. *
  118680. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118681. */
  118682. /**
  118683. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118684. * This specifies what angle the shadow will use to be created.
  118685. *
  118686. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118687. */
  118688. shadowAngle: number;
  118689. /**
  118690. * Gets the direction if it has been set.
  118691. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118692. */
  118693. /**
  118694. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118695. */
  118696. direction: Vector3;
  118697. /**
  118698. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  118699. * A PointLight emits the light in every direction.
  118700. * It can cast shadows.
  118701. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  118702. * ```javascript
  118703. * var pointLight = new PointLight("pl", camera.position, scene);
  118704. * ```
  118705. * Documentation : https://doc.babylonjs.com/babylon101/lights
  118706. * @param name The light friendly name
  118707. * @param position The position of the point light in the scene
  118708. * @param scene The scene the lights belongs to
  118709. */
  118710. constructor(name: string, position: Vector3, scene: Scene);
  118711. /**
  118712. * Returns the string "PointLight"
  118713. * @returns the class name
  118714. */
  118715. getClassName(): string;
  118716. /**
  118717. * Returns the integer 0.
  118718. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  118719. */
  118720. getTypeID(): number;
  118721. /**
  118722. * Specifies wether or not the shadowmap should be a cube texture.
  118723. * @returns true if the shadowmap needs to be a cube texture.
  118724. */
  118725. needCube(): boolean;
  118726. /**
  118727. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  118728. * @param faceIndex The index of the face we are computed the direction to generate shadow
  118729. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  118730. */
  118731. getShadowDirection(faceIndex?: number): Vector3;
  118732. /**
  118733. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  118734. * - fov = PI / 2
  118735. * - aspect ratio : 1.0
  118736. * - z-near and far equal to the active camera minZ and maxZ.
  118737. * Returns the PointLight.
  118738. */
  118739. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  118740. protected _buildUniformLayout(): void;
  118741. /**
  118742. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  118743. * @param effect The effect to update
  118744. * @param lightIndex The index of the light in the effect to update
  118745. * @returns The point light
  118746. */
  118747. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  118748. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  118749. /**
  118750. * Prepares the list of defines specific to the light type.
  118751. * @param defines the list of defines
  118752. * @param lightIndex defines the index of the light for the effect
  118753. */
  118754. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  118755. }
  118756. }
  118757. declare module BABYLON {
  118758. /**
  118759. * Header information of HDR texture files.
  118760. */
  118761. export interface HDRInfo {
  118762. /**
  118763. * The height of the texture in pixels.
  118764. */
  118765. height: number;
  118766. /**
  118767. * The width of the texture in pixels.
  118768. */
  118769. width: number;
  118770. /**
  118771. * The index of the beginning of the data in the binary file.
  118772. */
  118773. dataPosition: number;
  118774. }
  118775. /**
  118776. * This groups tools to convert HDR texture to native colors array.
  118777. */
  118778. export class HDRTools {
  118779. private static Ldexp;
  118780. private static Rgbe2float;
  118781. private static readStringLine;
  118782. /**
  118783. * Reads header information from an RGBE texture stored in a native array.
  118784. * More information on this format are available here:
  118785. * https://en.wikipedia.org/wiki/RGBE_image_format
  118786. *
  118787. * @param uint8array The binary file stored in native array.
  118788. * @return The header information.
  118789. */
  118790. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  118791. /**
  118792. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  118793. * This RGBE texture needs to store the information as a panorama.
  118794. *
  118795. * More information on this format are available here:
  118796. * https://en.wikipedia.org/wiki/RGBE_image_format
  118797. *
  118798. * @param buffer The binary file stored in an array buffer.
  118799. * @param size The expected size of the extracted cubemap.
  118800. * @return The Cube Map information.
  118801. */
  118802. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  118803. /**
  118804. * Returns the pixels data extracted from an RGBE texture.
  118805. * This pixels will be stored left to right up to down in the R G B order in one array.
  118806. *
  118807. * More information on this format are available here:
  118808. * https://en.wikipedia.org/wiki/RGBE_image_format
  118809. *
  118810. * @param uint8array The binary file stored in an array buffer.
  118811. * @param hdrInfo The header information of the file.
  118812. * @return The pixels data in RGB right to left up to down order.
  118813. */
  118814. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  118815. private static RGBE_ReadPixels_RLE;
  118816. }
  118817. }
  118818. declare module BABYLON {
  118819. /**
  118820. * This represents a texture coming from an HDR input.
  118821. *
  118822. * The only supported format is currently panorama picture stored in RGBE format.
  118823. * Example of such files can be found on HDRLib: http://hdrlib.com/
  118824. */
  118825. export class HDRCubeTexture extends BaseTexture {
  118826. private static _facesMapping;
  118827. private _generateHarmonics;
  118828. private _noMipmap;
  118829. private _textureMatrix;
  118830. private _size;
  118831. private _onLoad;
  118832. private _onError;
  118833. /**
  118834. * The texture URL.
  118835. */
  118836. url: string;
  118837. /**
  118838. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  118839. */
  118840. coordinatesMode: number;
  118841. protected _isBlocking: boolean;
  118842. /**
  118843. * Sets wether or not the texture is blocking during loading.
  118844. */
  118845. /**
  118846. * Gets wether or not the texture is blocking during loading.
  118847. */
  118848. isBlocking: boolean;
  118849. protected _rotationY: number;
  118850. /**
  118851. * Sets texture matrix rotation angle around Y axis in radians.
  118852. */
  118853. /**
  118854. * Gets texture matrix rotation angle around Y axis radians.
  118855. */
  118856. rotationY: number;
  118857. /**
  118858. * Gets or sets the center of the bounding box associated with the cube texture
  118859. * It must define where the camera used to render the texture was set
  118860. */
  118861. boundingBoxPosition: Vector3;
  118862. private _boundingBoxSize;
  118863. /**
  118864. * Gets or sets the size of the bounding box associated with the cube texture
  118865. * When defined, the cubemap will switch to local mode
  118866. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  118867. * @example https://www.babylonjs-playground.com/#RNASML
  118868. */
  118869. boundingBoxSize: Vector3;
  118870. /**
  118871. * Instantiates an HDRTexture from the following parameters.
  118872. *
  118873. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  118874. * @param scene The scene the texture will be used in
  118875. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  118876. * @param noMipmap Forces to not generate the mipmap if true
  118877. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  118878. * @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)
  118879. * @param reserved Reserved flag for internal use.
  118880. */
  118881. 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>);
  118882. /**
  118883. * Get the current class name of the texture useful for serialization or dynamic coding.
  118884. * @returns "HDRCubeTexture"
  118885. */
  118886. getClassName(): string;
  118887. /**
  118888. * Occurs when the file is raw .hdr file.
  118889. */
  118890. private loadTexture;
  118891. clone(): HDRCubeTexture;
  118892. delayLoad(): void;
  118893. /**
  118894. * Get the texture reflection matrix used to rotate/transform the reflection.
  118895. * @returns the reflection matrix
  118896. */
  118897. getReflectionTextureMatrix(): Matrix;
  118898. /**
  118899. * Set the texture reflection matrix used to rotate/transform the reflection.
  118900. * @param value Define the reflection matrix to set
  118901. */
  118902. setReflectionTextureMatrix(value: Matrix): void;
  118903. /**
  118904. * Parses a JSON representation of an HDR Texture in order to create the texture
  118905. * @param parsedTexture Define the JSON representation
  118906. * @param scene Define the scene the texture should be created in
  118907. * @param rootUrl Define the root url in case we need to load relative dependencies
  118908. * @returns the newly created texture after parsing
  118909. */
  118910. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  118911. serialize(): any;
  118912. }
  118913. }
  118914. declare module BABYLON {
  118915. /**
  118916. * Class used to control physics engine
  118917. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  118918. */
  118919. export class PhysicsEngine implements IPhysicsEngine {
  118920. private _physicsPlugin;
  118921. /**
  118922. * Global value used to control the smallest number supported by the simulation
  118923. */
  118924. static Epsilon: number;
  118925. private _impostors;
  118926. private _joints;
  118927. /**
  118928. * Gets the gravity vector used by the simulation
  118929. */
  118930. gravity: Vector3;
  118931. /**
  118932. * Factory used to create the default physics plugin.
  118933. * @returns The default physics plugin
  118934. */
  118935. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  118936. /**
  118937. * Creates a new Physics Engine
  118938. * @param gravity defines the gravity vector used by the simulation
  118939. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  118940. */
  118941. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  118942. /**
  118943. * Sets the gravity vector used by the simulation
  118944. * @param gravity defines the gravity vector to use
  118945. */
  118946. setGravity(gravity: Vector3): void;
  118947. /**
  118948. * Set the time step of the physics engine.
  118949. * Default is 1/60.
  118950. * To slow it down, enter 1/600 for example.
  118951. * To speed it up, 1/30
  118952. * @param newTimeStep defines the new timestep to apply to this world.
  118953. */
  118954. setTimeStep(newTimeStep?: number): void;
  118955. /**
  118956. * Get the time step of the physics engine.
  118957. * @returns the current time step
  118958. */
  118959. getTimeStep(): number;
  118960. /**
  118961. * Release all resources
  118962. */
  118963. dispose(): void;
  118964. /**
  118965. * Gets the name of the current physics plugin
  118966. * @returns the name of the plugin
  118967. */
  118968. getPhysicsPluginName(): string;
  118969. /**
  118970. * Adding a new impostor for the impostor tracking.
  118971. * This will be done by the impostor itself.
  118972. * @param impostor the impostor to add
  118973. */
  118974. addImpostor(impostor: PhysicsImpostor): void;
  118975. /**
  118976. * Remove an impostor from the engine.
  118977. * This impostor and its mesh will not longer be updated by the physics engine.
  118978. * @param impostor the impostor to remove
  118979. */
  118980. removeImpostor(impostor: PhysicsImpostor): void;
  118981. /**
  118982. * Add a joint to the physics engine
  118983. * @param mainImpostor defines the main impostor to which the joint is added.
  118984. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  118985. * @param joint defines the joint that will connect both impostors.
  118986. */
  118987. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118988. /**
  118989. * Removes a joint from the simulation
  118990. * @param mainImpostor defines the impostor used with the joint
  118991. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  118992. * @param joint defines the joint to remove
  118993. */
  118994. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118995. /**
  118996. * Called by the scene. No need to call it.
  118997. * @param delta defines the timespam between frames
  118998. */
  118999. _step(delta: number): void;
  119000. /**
  119001. * Gets the current plugin used to run the simulation
  119002. * @returns current plugin
  119003. */
  119004. getPhysicsPlugin(): IPhysicsEnginePlugin;
  119005. /**
  119006. * Gets the list of physic impostors
  119007. * @returns an array of PhysicsImpostor
  119008. */
  119009. getImpostors(): Array<PhysicsImpostor>;
  119010. /**
  119011. * Gets the impostor for a physics enabled object
  119012. * @param object defines the object impersonated by the impostor
  119013. * @returns the PhysicsImpostor or null if not found
  119014. */
  119015. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  119016. /**
  119017. * Gets the impostor for a physics body object
  119018. * @param body defines physics body used by the impostor
  119019. * @returns the PhysicsImpostor or null if not found
  119020. */
  119021. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  119022. /**
  119023. * Does a raycast in the physics world
  119024. * @param from when should the ray start?
  119025. * @param to when should the ray end?
  119026. * @returns PhysicsRaycastResult
  119027. */
  119028. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119029. }
  119030. }
  119031. declare module BABYLON {
  119032. /** @hidden */
  119033. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  119034. private _useDeltaForWorldStep;
  119035. world: any;
  119036. name: string;
  119037. private _physicsMaterials;
  119038. private _fixedTimeStep;
  119039. private _cannonRaycastResult;
  119040. private _raycastResult;
  119041. private _physicsBodysToRemoveAfterStep;
  119042. BJSCANNON: any;
  119043. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  119044. setGravity(gravity: Vector3): void;
  119045. setTimeStep(timeStep: number): void;
  119046. getTimeStep(): number;
  119047. executeStep(delta: number): void;
  119048. private _removeMarkedPhysicsBodiesFromWorld;
  119049. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119050. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119051. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119052. private _processChildMeshes;
  119053. removePhysicsBody(impostor: PhysicsImpostor): void;
  119054. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119055. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119056. private _addMaterial;
  119057. private _checkWithEpsilon;
  119058. private _createShape;
  119059. private _createHeightmap;
  119060. private _minus90X;
  119061. private _plus90X;
  119062. private _tmpPosition;
  119063. private _tmpDeltaPosition;
  119064. private _tmpUnityRotation;
  119065. private _updatePhysicsBodyTransformation;
  119066. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119067. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119068. isSupported(): boolean;
  119069. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119070. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119071. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119072. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119073. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119074. getBodyMass(impostor: PhysicsImpostor): number;
  119075. getBodyFriction(impostor: PhysicsImpostor): number;
  119076. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119077. getBodyRestitution(impostor: PhysicsImpostor): number;
  119078. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119079. sleepBody(impostor: PhysicsImpostor): void;
  119080. wakeUpBody(impostor: PhysicsImpostor): void;
  119081. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  119082. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119083. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119084. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119085. getRadius(impostor: PhysicsImpostor): number;
  119086. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119087. dispose(): void;
  119088. private _extendNamespace;
  119089. /**
  119090. * Does a raycast in the physics world
  119091. * @param from when should the ray start?
  119092. * @param to when should the ray end?
  119093. * @returns PhysicsRaycastResult
  119094. */
  119095. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119096. }
  119097. }
  119098. declare module BABYLON {
  119099. /** @hidden */
  119100. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  119101. world: any;
  119102. name: string;
  119103. BJSOIMO: any;
  119104. private _raycastResult;
  119105. constructor(iterations?: number, oimoInjection?: any);
  119106. setGravity(gravity: Vector3): void;
  119107. setTimeStep(timeStep: number): void;
  119108. getTimeStep(): number;
  119109. private _tmpImpostorsArray;
  119110. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119111. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119112. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119113. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119114. private _tmpPositionVector;
  119115. removePhysicsBody(impostor: PhysicsImpostor): void;
  119116. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119117. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119118. isSupported(): boolean;
  119119. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119120. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119121. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119122. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119123. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119124. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119125. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119126. getBodyMass(impostor: PhysicsImpostor): number;
  119127. getBodyFriction(impostor: PhysicsImpostor): number;
  119128. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119129. getBodyRestitution(impostor: PhysicsImpostor): number;
  119130. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119131. sleepBody(impostor: PhysicsImpostor): void;
  119132. wakeUpBody(impostor: PhysicsImpostor): void;
  119133. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119134. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  119135. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  119136. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119137. getRadius(impostor: PhysicsImpostor): number;
  119138. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119139. dispose(): void;
  119140. /**
  119141. * Does a raycast in the physics world
  119142. * @param from when should the ray start?
  119143. * @param to when should the ray end?
  119144. * @returns PhysicsRaycastResult
  119145. */
  119146. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119147. }
  119148. }
  119149. declare module BABYLON {
  119150. /**
  119151. * Class containing static functions to help procedurally build meshes
  119152. */
  119153. export class RibbonBuilder {
  119154. /**
  119155. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119156. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119157. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119158. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119159. * * 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
  119160. * * 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
  119161. * * 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
  119162. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119163. * * If you create a double-sided mesh, you can choose what parts of 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
  119164. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119165. * * 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
  119166. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119167. * * 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
  119168. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119169. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119170. * @param name defines the name of the mesh
  119171. * @param options defines the options used to create the mesh
  119172. * @param scene defines the hosting scene
  119173. * @returns the ribbon mesh
  119174. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119175. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119176. */
  119177. static CreateRibbon(name: string, options: {
  119178. pathArray: Vector3[][];
  119179. closeArray?: boolean;
  119180. closePath?: boolean;
  119181. offset?: number;
  119182. updatable?: boolean;
  119183. sideOrientation?: number;
  119184. frontUVs?: Vector4;
  119185. backUVs?: Vector4;
  119186. instance?: Mesh;
  119187. invertUV?: boolean;
  119188. uvs?: Vector2[];
  119189. colors?: Color4[];
  119190. }, scene?: Nullable<Scene>): Mesh;
  119191. }
  119192. }
  119193. declare module BABYLON {
  119194. /**
  119195. * Class containing static functions to help procedurally build meshes
  119196. */
  119197. export class ShapeBuilder {
  119198. /**
  119199. * 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.
  119200. * * 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.
  119201. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119202. * * 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.
  119203. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119204. * * 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
  119205. * * 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
  119206. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119207. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119208. * * If you create a double-sided mesh, you can choose what parts of 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
  119209. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119210. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119211. * @param name defines the name of the mesh
  119212. * @param options defines the options used to create the mesh
  119213. * @param scene defines the hosting scene
  119214. * @returns the extruded shape mesh
  119215. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119216. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119217. */
  119218. static ExtrudeShape(name: string, options: {
  119219. shape: Vector3[];
  119220. path: Vector3[];
  119221. scale?: number;
  119222. rotation?: number;
  119223. cap?: number;
  119224. updatable?: boolean;
  119225. sideOrientation?: number;
  119226. frontUVs?: Vector4;
  119227. backUVs?: Vector4;
  119228. instance?: Mesh;
  119229. invertUV?: boolean;
  119230. }, scene?: Nullable<Scene>): Mesh;
  119231. /**
  119232. * Creates an custom extruded shape mesh.
  119233. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119234. * * 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.
  119235. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119236. * * 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
  119237. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119238. * * 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
  119239. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119240. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119241. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119242. * * 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
  119243. * * 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
  119244. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119245. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119246. * * If you create a double-sided mesh, you can choose what parts of 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
  119247. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119248. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119249. * @param name defines the name of the mesh
  119250. * @param options defines the options used to create the mesh
  119251. * @param scene defines the hosting scene
  119252. * @returns the custom extruded shape mesh
  119253. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119254. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119255. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119256. */
  119257. static ExtrudeShapeCustom(name: string, options: {
  119258. shape: Vector3[];
  119259. path: Vector3[];
  119260. scaleFunction?: any;
  119261. rotationFunction?: any;
  119262. ribbonCloseArray?: boolean;
  119263. ribbonClosePath?: boolean;
  119264. cap?: number;
  119265. updatable?: boolean;
  119266. sideOrientation?: number;
  119267. frontUVs?: Vector4;
  119268. backUVs?: Vector4;
  119269. instance?: Mesh;
  119270. invertUV?: boolean;
  119271. }, scene?: Nullable<Scene>): Mesh;
  119272. private static _ExtrudeShapeGeneric;
  119273. }
  119274. }
  119275. declare module BABYLON {
  119276. /**
  119277. * AmmoJS Physics plugin
  119278. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  119279. * @see https://github.com/kripken/ammo.js/
  119280. */
  119281. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  119282. private _useDeltaForWorldStep;
  119283. /**
  119284. * Reference to the Ammo library
  119285. */
  119286. bjsAMMO: any;
  119287. /**
  119288. * Created ammoJS world which physics bodies are added to
  119289. */
  119290. world: any;
  119291. /**
  119292. * Name of the plugin
  119293. */
  119294. name: string;
  119295. private _timeStep;
  119296. private _fixedTimeStep;
  119297. private _maxSteps;
  119298. private _tmpQuaternion;
  119299. private _tmpAmmoTransform;
  119300. private _tmpAmmoQuaternion;
  119301. private _tmpAmmoConcreteContactResultCallback;
  119302. private _collisionConfiguration;
  119303. private _dispatcher;
  119304. private _overlappingPairCache;
  119305. private _solver;
  119306. private _softBodySolver;
  119307. private _tmpAmmoVectorA;
  119308. private _tmpAmmoVectorB;
  119309. private _tmpAmmoVectorC;
  119310. private _tmpAmmoVectorD;
  119311. private _tmpContactCallbackResult;
  119312. private _tmpAmmoVectorRCA;
  119313. private _tmpAmmoVectorRCB;
  119314. private _raycastResult;
  119315. private static readonly DISABLE_COLLISION_FLAG;
  119316. private static readonly KINEMATIC_FLAG;
  119317. private static readonly DISABLE_DEACTIVATION_FLAG;
  119318. /**
  119319. * Initializes the ammoJS plugin
  119320. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  119321. * @param ammoInjection can be used to inject your own ammo reference
  119322. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  119323. */
  119324. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  119325. /**
  119326. * Sets the gravity of the physics world (m/(s^2))
  119327. * @param gravity Gravity to set
  119328. */
  119329. setGravity(gravity: Vector3): void;
  119330. /**
  119331. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  119332. * @param timeStep timestep to use in seconds
  119333. */
  119334. setTimeStep(timeStep: number): void;
  119335. /**
  119336. * 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)
  119337. * @param fixedTimeStep fixedTimeStep to use in seconds
  119338. */
  119339. setFixedTimeStep(fixedTimeStep: number): void;
  119340. /**
  119341. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  119342. * @param maxSteps the maximum number of steps by the physics engine per frame
  119343. */
  119344. setMaxSteps(maxSteps: number): void;
  119345. /**
  119346. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  119347. * @returns the current timestep in seconds
  119348. */
  119349. getTimeStep(): number;
  119350. private _isImpostorInContact;
  119351. private _isImpostorPairInContact;
  119352. private _stepSimulation;
  119353. /**
  119354. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  119355. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  119356. * After the step the babylon meshes are set to the position of the physics imposters
  119357. * @param delta amount of time to step forward
  119358. * @param impostors array of imposters to update before/after the step
  119359. */
  119360. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119361. /**
  119362. * Update babylon mesh to match physics world object
  119363. * @param impostor imposter to match
  119364. */
  119365. private _afterSoftStep;
  119366. /**
  119367. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119368. * @param impostor imposter to match
  119369. */
  119370. private _ropeStep;
  119371. /**
  119372. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119373. * @param impostor imposter to match
  119374. */
  119375. private _softbodyOrClothStep;
  119376. private _tmpVector;
  119377. private _tmpMatrix;
  119378. /**
  119379. * Applies an impulse on the imposter
  119380. * @param impostor imposter to apply impulse to
  119381. * @param force amount of force to be applied to the imposter
  119382. * @param contactPoint the location to apply the impulse on the imposter
  119383. */
  119384. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119385. /**
  119386. * Applies a force on the imposter
  119387. * @param impostor imposter to apply force
  119388. * @param force amount of force to be applied to the imposter
  119389. * @param contactPoint the location to apply the force on the imposter
  119390. */
  119391. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119392. /**
  119393. * Creates a physics body using the plugin
  119394. * @param impostor the imposter to create the physics body on
  119395. */
  119396. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119397. /**
  119398. * Removes the physics body from the imposter and disposes of the body's memory
  119399. * @param impostor imposter to remove the physics body from
  119400. */
  119401. removePhysicsBody(impostor: PhysicsImpostor): void;
  119402. /**
  119403. * Generates a joint
  119404. * @param impostorJoint the imposter joint to create the joint with
  119405. */
  119406. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119407. /**
  119408. * Removes a joint
  119409. * @param impostorJoint the imposter joint to remove the joint from
  119410. */
  119411. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119412. private _addMeshVerts;
  119413. /**
  119414. * Initialise the soft body vertices to match its object's (mesh) vertices
  119415. * Softbody vertices (nodes) are in world space and to match this
  119416. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  119417. * @param impostor to create the softbody for
  119418. */
  119419. private _softVertexData;
  119420. /**
  119421. * Create an impostor's soft body
  119422. * @param impostor to create the softbody for
  119423. */
  119424. private _createSoftbody;
  119425. /**
  119426. * Create cloth for an impostor
  119427. * @param impostor to create the softbody for
  119428. */
  119429. private _createCloth;
  119430. /**
  119431. * Create rope for an impostor
  119432. * @param impostor to create the softbody for
  119433. */
  119434. private _createRope;
  119435. private _addHullVerts;
  119436. private _createShape;
  119437. /**
  119438. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  119439. * @param impostor imposter containing the physics body and babylon object
  119440. */
  119441. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119442. /**
  119443. * Sets the babylon object's position/rotation from the physics body's position/rotation
  119444. * @param impostor imposter containing the physics body and babylon object
  119445. * @param newPosition new position
  119446. * @param newRotation new rotation
  119447. */
  119448. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119449. /**
  119450. * If this plugin is supported
  119451. * @returns true if its supported
  119452. */
  119453. isSupported(): boolean;
  119454. /**
  119455. * Sets the linear velocity of the physics body
  119456. * @param impostor imposter to set the velocity on
  119457. * @param velocity velocity to set
  119458. */
  119459. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119460. /**
  119461. * Sets the angular velocity of the physics body
  119462. * @param impostor imposter to set the velocity on
  119463. * @param velocity velocity to set
  119464. */
  119465. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119466. /**
  119467. * gets the linear velocity
  119468. * @param impostor imposter to get linear velocity from
  119469. * @returns linear velocity
  119470. */
  119471. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119472. /**
  119473. * gets the angular velocity
  119474. * @param impostor imposter to get angular velocity from
  119475. * @returns angular velocity
  119476. */
  119477. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119478. /**
  119479. * Sets the mass of physics body
  119480. * @param impostor imposter to set the mass on
  119481. * @param mass mass to set
  119482. */
  119483. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119484. /**
  119485. * Gets the mass of the physics body
  119486. * @param impostor imposter to get the mass from
  119487. * @returns mass
  119488. */
  119489. getBodyMass(impostor: PhysicsImpostor): number;
  119490. /**
  119491. * Gets friction of the impostor
  119492. * @param impostor impostor to get friction from
  119493. * @returns friction value
  119494. */
  119495. getBodyFriction(impostor: PhysicsImpostor): number;
  119496. /**
  119497. * Sets friction of the impostor
  119498. * @param impostor impostor to set friction on
  119499. * @param friction friction value
  119500. */
  119501. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119502. /**
  119503. * Gets restitution of the impostor
  119504. * @param impostor impostor to get restitution from
  119505. * @returns restitution value
  119506. */
  119507. getBodyRestitution(impostor: PhysicsImpostor): number;
  119508. /**
  119509. * Sets resitution of the impostor
  119510. * @param impostor impostor to set resitution on
  119511. * @param restitution resitution value
  119512. */
  119513. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119514. /**
  119515. * Gets pressure inside the impostor
  119516. * @param impostor impostor to get pressure from
  119517. * @returns pressure value
  119518. */
  119519. getBodyPressure(impostor: PhysicsImpostor): number;
  119520. /**
  119521. * Sets pressure inside a soft body impostor
  119522. * Cloth and rope must remain 0 pressure
  119523. * @param impostor impostor to set pressure on
  119524. * @param pressure pressure value
  119525. */
  119526. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  119527. /**
  119528. * Gets stiffness of the impostor
  119529. * @param impostor impostor to get stiffness from
  119530. * @returns pressure value
  119531. */
  119532. getBodyStiffness(impostor: PhysicsImpostor): number;
  119533. /**
  119534. * Sets stiffness of the impostor
  119535. * @param impostor impostor to set stiffness on
  119536. * @param stiffness stiffness value from 0 to 1
  119537. */
  119538. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  119539. /**
  119540. * Gets velocityIterations of the impostor
  119541. * @param impostor impostor to get velocity iterations from
  119542. * @returns velocityIterations value
  119543. */
  119544. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  119545. /**
  119546. * Sets velocityIterations of the impostor
  119547. * @param impostor impostor to set velocity iterations on
  119548. * @param velocityIterations velocityIterations value
  119549. */
  119550. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  119551. /**
  119552. * Gets positionIterations of the impostor
  119553. * @param impostor impostor to get position iterations from
  119554. * @returns positionIterations value
  119555. */
  119556. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  119557. /**
  119558. * Sets positionIterations of the impostor
  119559. * @param impostor impostor to set position on
  119560. * @param positionIterations positionIterations value
  119561. */
  119562. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  119563. /**
  119564. * Append an anchor to a cloth object
  119565. * @param impostor is the cloth impostor to add anchor to
  119566. * @param otherImpostor is the rigid impostor to anchor to
  119567. * @param width ratio across width from 0 to 1
  119568. * @param height ratio up height from 0 to 1
  119569. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  119570. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119571. */
  119572. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119573. /**
  119574. * Append an hook to a rope object
  119575. * @param impostor is the rope impostor to add hook to
  119576. * @param otherImpostor is the rigid impostor to hook to
  119577. * @param length ratio along the rope from 0 to 1
  119578. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  119579. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119580. */
  119581. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119582. /**
  119583. * Sleeps the physics body and stops it from being active
  119584. * @param impostor impostor to sleep
  119585. */
  119586. sleepBody(impostor: PhysicsImpostor): void;
  119587. /**
  119588. * Activates the physics body
  119589. * @param impostor impostor to activate
  119590. */
  119591. wakeUpBody(impostor: PhysicsImpostor): void;
  119592. /**
  119593. * Updates the distance parameters of the joint
  119594. * @param joint joint to update
  119595. * @param maxDistance maximum distance of the joint
  119596. * @param minDistance minimum distance of the joint
  119597. */
  119598. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119599. /**
  119600. * Sets a motor on the joint
  119601. * @param joint joint to set motor on
  119602. * @param speed speed of the motor
  119603. * @param maxForce maximum force of the motor
  119604. * @param motorIndex index of the motor
  119605. */
  119606. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119607. /**
  119608. * Sets the motors limit
  119609. * @param joint joint to set limit on
  119610. * @param upperLimit upper limit
  119611. * @param lowerLimit lower limit
  119612. */
  119613. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119614. /**
  119615. * Syncs the position and rotation of a mesh with the impostor
  119616. * @param mesh mesh to sync
  119617. * @param impostor impostor to update the mesh with
  119618. */
  119619. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119620. /**
  119621. * Gets the radius of the impostor
  119622. * @param impostor impostor to get radius from
  119623. * @returns the radius
  119624. */
  119625. getRadius(impostor: PhysicsImpostor): number;
  119626. /**
  119627. * Gets the box size of the impostor
  119628. * @param impostor impostor to get box size from
  119629. * @param result the resulting box size
  119630. */
  119631. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119632. /**
  119633. * Disposes of the impostor
  119634. */
  119635. dispose(): void;
  119636. /**
  119637. * Does a raycast in the physics world
  119638. * @param from when should the ray start?
  119639. * @param to when should the ray end?
  119640. * @returns PhysicsRaycastResult
  119641. */
  119642. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119643. }
  119644. }
  119645. declare module BABYLON {
  119646. interface AbstractScene {
  119647. /**
  119648. * The list of reflection probes added to the scene
  119649. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119650. */
  119651. reflectionProbes: Array<ReflectionProbe>;
  119652. /**
  119653. * Removes the given reflection probe from this scene.
  119654. * @param toRemove The reflection probe to remove
  119655. * @returns The index of the removed reflection probe
  119656. */
  119657. removeReflectionProbe(toRemove: ReflectionProbe): number;
  119658. /**
  119659. * Adds the given reflection probe to this scene.
  119660. * @param newReflectionProbe The reflection probe to add
  119661. */
  119662. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  119663. }
  119664. /**
  119665. * Class used to generate realtime reflection / refraction cube textures
  119666. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119667. */
  119668. export class ReflectionProbe {
  119669. /** defines the name of the probe */
  119670. name: string;
  119671. private _scene;
  119672. private _renderTargetTexture;
  119673. private _projectionMatrix;
  119674. private _viewMatrix;
  119675. private _target;
  119676. private _add;
  119677. private _attachedMesh;
  119678. private _invertYAxis;
  119679. /** Gets or sets probe position (center of the cube map) */
  119680. position: Vector3;
  119681. /**
  119682. * Creates a new reflection probe
  119683. * @param name defines the name of the probe
  119684. * @param size defines the texture resolution (for each face)
  119685. * @param scene defines the hosting scene
  119686. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  119687. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  119688. */
  119689. constructor(
  119690. /** defines the name of the probe */
  119691. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  119692. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  119693. samples: number;
  119694. /** Gets or sets the refresh rate to use (on every frame by default) */
  119695. refreshRate: number;
  119696. /**
  119697. * Gets the hosting scene
  119698. * @returns a Scene
  119699. */
  119700. getScene(): Scene;
  119701. /** Gets the internal CubeTexture used to render to */
  119702. readonly cubeTexture: RenderTargetTexture;
  119703. /** Gets the list of meshes to render */
  119704. readonly renderList: Nullable<AbstractMesh[]>;
  119705. /**
  119706. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  119707. * @param mesh defines the mesh to attach to
  119708. */
  119709. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  119710. /**
  119711. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  119712. * @param renderingGroupId The rendering group id corresponding to its index
  119713. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  119714. */
  119715. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  119716. /**
  119717. * Clean all associated resources
  119718. */
  119719. dispose(): void;
  119720. /**
  119721. * Converts the reflection probe information to a readable string for debug purpose.
  119722. * @param fullDetails Supports for multiple levels of logging within scene loading
  119723. * @returns the human readable reflection probe info
  119724. */
  119725. toString(fullDetails?: boolean): string;
  119726. /**
  119727. * Get the class name of the relfection probe.
  119728. * @returns "ReflectionProbe"
  119729. */
  119730. getClassName(): string;
  119731. /**
  119732. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  119733. * @returns The JSON representation of the texture
  119734. */
  119735. serialize(): any;
  119736. /**
  119737. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  119738. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  119739. * @param scene Define the scene the parsed reflection probe should be instantiated in
  119740. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  119741. * @returns The parsed reflection probe if successful
  119742. */
  119743. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  119744. }
  119745. }
  119746. declare module BABYLON {
  119747. /** @hidden */
  119748. export var _BabylonLoaderRegistered: boolean;
  119749. /**
  119750. * Helps setting up some configuration for the babylon file loader.
  119751. */
  119752. export class BabylonFileLoaderConfiguration {
  119753. /**
  119754. * The loader does not allow injecting custom physix engine into the plugins.
  119755. * Unfortunately in ES6, we need to manually inject them into the plugin.
  119756. * So you could set this variable to your engine import to make it work.
  119757. */
  119758. static LoaderInjectedPhysicsEngine: any;
  119759. }
  119760. }
  119761. declare module BABYLON {
  119762. /**
  119763. * The Physically based simple base material of BJS.
  119764. *
  119765. * This enables better naming and convention enforcements on top of the pbrMaterial.
  119766. * It is used as the base class for both the specGloss and metalRough conventions.
  119767. */
  119768. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  119769. /**
  119770. * Number of Simultaneous lights allowed on the material.
  119771. */
  119772. maxSimultaneousLights: number;
  119773. /**
  119774. * If sets to true, disables all the lights affecting the material.
  119775. */
  119776. disableLighting: boolean;
  119777. /**
  119778. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  119779. */
  119780. environmentTexture: BaseTexture;
  119781. /**
  119782. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  119783. */
  119784. invertNormalMapX: boolean;
  119785. /**
  119786. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  119787. */
  119788. invertNormalMapY: boolean;
  119789. /**
  119790. * Normal map used in the model.
  119791. */
  119792. normalTexture: BaseTexture;
  119793. /**
  119794. * Emissivie color used to self-illuminate the model.
  119795. */
  119796. emissiveColor: Color3;
  119797. /**
  119798. * Emissivie texture used to self-illuminate the model.
  119799. */
  119800. emissiveTexture: BaseTexture;
  119801. /**
  119802. * Occlusion Channel Strenght.
  119803. */
  119804. occlusionStrength: number;
  119805. /**
  119806. * Occlusion Texture of the material (adding extra occlusion effects).
  119807. */
  119808. occlusionTexture: BaseTexture;
  119809. /**
  119810. * Defines the alpha limits in alpha test mode.
  119811. */
  119812. alphaCutOff: number;
  119813. /**
  119814. * Gets the current double sided mode.
  119815. */
  119816. /**
  119817. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  119818. */
  119819. doubleSided: boolean;
  119820. /**
  119821. * Stores the pre-calculated light information of a mesh in a texture.
  119822. */
  119823. lightmapTexture: BaseTexture;
  119824. /**
  119825. * If true, the light map contains occlusion information instead of lighting info.
  119826. */
  119827. useLightmapAsShadowmap: boolean;
  119828. /**
  119829. * Instantiates a new PBRMaterial instance.
  119830. *
  119831. * @param name The material name
  119832. * @param scene The scene the material will be use in.
  119833. */
  119834. constructor(name: string, scene: Scene);
  119835. getClassName(): string;
  119836. }
  119837. }
  119838. declare module BABYLON {
  119839. /**
  119840. * The PBR material of BJS following the metal roughness convention.
  119841. *
  119842. * This fits to the PBR convention in the GLTF definition:
  119843. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  119844. */
  119845. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  119846. /**
  119847. * The base color has two different interpretations depending on the value of metalness.
  119848. * When the material is a metal, the base color is the specific measured reflectance value
  119849. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  119850. * of the material.
  119851. */
  119852. baseColor: Color3;
  119853. /**
  119854. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  119855. * well as opacity information in the alpha channel.
  119856. */
  119857. baseTexture: BaseTexture;
  119858. /**
  119859. * Specifies the metallic scalar value of the material.
  119860. * Can also be used to scale the metalness values of the metallic texture.
  119861. */
  119862. metallic: number;
  119863. /**
  119864. * Specifies the roughness scalar value of the material.
  119865. * Can also be used to scale the roughness values of the metallic texture.
  119866. */
  119867. roughness: number;
  119868. /**
  119869. * Texture containing both the metallic value in the B channel and the
  119870. * roughness value in the G channel to keep better precision.
  119871. */
  119872. metallicRoughnessTexture: BaseTexture;
  119873. /**
  119874. * Instantiates a new PBRMetalRoughnessMaterial instance.
  119875. *
  119876. * @param name The material name
  119877. * @param scene The scene the material will be use in.
  119878. */
  119879. constructor(name: string, scene: Scene);
  119880. /**
  119881. * Return the currrent class name of the material.
  119882. */
  119883. getClassName(): string;
  119884. /**
  119885. * Makes a duplicate of the current material.
  119886. * @param name - name to use for the new material.
  119887. */
  119888. clone(name: string): PBRMetallicRoughnessMaterial;
  119889. /**
  119890. * Serialize the material to a parsable JSON object.
  119891. */
  119892. serialize(): any;
  119893. /**
  119894. * Parses a JSON object correponding to the serialize function.
  119895. */
  119896. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  119897. }
  119898. }
  119899. declare module BABYLON {
  119900. /**
  119901. * The PBR material of BJS following the specular glossiness convention.
  119902. *
  119903. * This fits to the PBR convention in the GLTF definition:
  119904. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  119905. */
  119906. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  119907. /**
  119908. * Specifies the diffuse color of the material.
  119909. */
  119910. diffuseColor: Color3;
  119911. /**
  119912. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  119913. * channel.
  119914. */
  119915. diffuseTexture: BaseTexture;
  119916. /**
  119917. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  119918. */
  119919. specularColor: Color3;
  119920. /**
  119921. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  119922. */
  119923. glossiness: number;
  119924. /**
  119925. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  119926. */
  119927. specularGlossinessTexture: BaseTexture;
  119928. /**
  119929. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  119930. *
  119931. * @param name The material name
  119932. * @param scene The scene the material will be use in.
  119933. */
  119934. constructor(name: string, scene: Scene);
  119935. /**
  119936. * Return the currrent class name of the material.
  119937. */
  119938. getClassName(): string;
  119939. /**
  119940. * Makes a duplicate of the current material.
  119941. * @param name - name to use for the new material.
  119942. */
  119943. clone(name: string): PBRSpecularGlossinessMaterial;
  119944. /**
  119945. * Serialize the material to a parsable JSON object.
  119946. */
  119947. serialize(): any;
  119948. /**
  119949. * Parses a JSON object correponding to the serialize function.
  119950. */
  119951. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  119952. }
  119953. }
  119954. declare module BABYLON {
  119955. /**
  119956. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  119957. * It can help converting any input color in a desired output one. This can then be used to create effects
  119958. * from sepia, black and white to sixties or futuristic rendering...
  119959. *
  119960. * The only supported format is currently 3dl.
  119961. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  119962. */
  119963. export class ColorGradingTexture extends BaseTexture {
  119964. /**
  119965. * The current texture matrix. (will always be identity in color grading texture)
  119966. */
  119967. private _textureMatrix;
  119968. /**
  119969. * The texture URL.
  119970. */
  119971. url: string;
  119972. /**
  119973. * Empty line regex stored for GC.
  119974. */
  119975. private static _noneEmptyLineRegex;
  119976. private _engine;
  119977. /**
  119978. * Instantiates a ColorGradingTexture from the following parameters.
  119979. *
  119980. * @param url The location of the color gradind data (currently only supporting 3dl)
  119981. * @param scene The scene the texture will be used in
  119982. */
  119983. constructor(url: string, scene: Scene);
  119984. /**
  119985. * Returns the texture matrix used in most of the material.
  119986. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  119987. */
  119988. getTextureMatrix(): Matrix;
  119989. /**
  119990. * Occurs when the file being loaded is a .3dl LUT file.
  119991. */
  119992. private load3dlTexture;
  119993. /**
  119994. * Starts the loading process of the texture.
  119995. */
  119996. private loadTexture;
  119997. /**
  119998. * Clones the color gradind texture.
  119999. */
  120000. clone(): ColorGradingTexture;
  120001. /**
  120002. * Called during delayed load for textures.
  120003. */
  120004. delayLoad(): void;
  120005. /**
  120006. * Parses a color grading texture serialized by Babylon.
  120007. * @param parsedTexture The texture information being parsedTexture
  120008. * @param scene The scene to load the texture in
  120009. * @param rootUrl The root url of the data assets to load
  120010. * @return A color gradind texture
  120011. */
  120012. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  120013. /**
  120014. * Serializes the LUT texture to json format.
  120015. */
  120016. serialize(): any;
  120017. }
  120018. }
  120019. declare module BABYLON {
  120020. /**
  120021. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  120022. */
  120023. export class EquiRectangularCubeTexture extends BaseTexture {
  120024. /** The six faces of the cube. */
  120025. private static _FacesMapping;
  120026. private _noMipmap;
  120027. private _onLoad;
  120028. private _onError;
  120029. /** The size of the cubemap. */
  120030. private _size;
  120031. /** The buffer of the image. */
  120032. private _buffer;
  120033. /** The width of the input image. */
  120034. private _width;
  120035. /** The height of the input image. */
  120036. private _height;
  120037. /** The URL to the image. */
  120038. url: string;
  120039. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  120040. coordinatesMode: number;
  120041. /**
  120042. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  120043. * @param url The location of the image
  120044. * @param scene The scene the texture will be used in
  120045. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120046. * @param noMipmap Forces to not generate the mipmap if true
  120047. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  120048. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  120049. * @param onLoad — defines a callback called when texture is loaded
  120050. * @param onError — defines a callback called if there is an error
  120051. */
  120052. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120053. /**
  120054. * Load the image data, by putting the image on a canvas and extracting its buffer.
  120055. */
  120056. private loadImage;
  120057. /**
  120058. * Convert the image buffer into a cubemap and create a CubeTexture.
  120059. */
  120060. private loadTexture;
  120061. /**
  120062. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  120063. * @param buffer The ArrayBuffer that should be converted.
  120064. * @returns The buffer as Float32Array.
  120065. */
  120066. private getFloat32ArrayFromArrayBuffer;
  120067. /**
  120068. * Get the current class name of the texture useful for serialization or dynamic coding.
  120069. * @returns "EquiRectangularCubeTexture"
  120070. */
  120071. getClassName(): string;
  120072. /**
  120073. * Create a clone of the current EquiRectangularCubeTexture and return it.
  120074. * @returns A clone of the current EquiRectangularCubeTexture.
  120075. */
  120076. clone(): EquiRectangularCubeTexture;
  120077. }
  120078. }
  120079. declare module BABYLON {
  120080. /**
  120081. * Based on jsTGALoader - Javascript loader for TGA file
  120082. * By Vincent Thibault
  120083. * @see http://blog.robrowser.com/javascript-tga-loader.html
  120084. */
  120085. export class TGATools {
  120086. private static _TYPE_INDEXED;
  120087. private static _TYPE_RGB;
  120088. private static _TYPE_GREY;
  120089. private static _TYPE_RLE_INDEXED;
  120090. private static _TYPE_RLE_RGB;
  120091. private static _TYPE_RLE_GREY;
  120092. private static _ORIGIN_MASK;
  120093. private static _ORIGIN_SHIFT;
  120094. private static _ORIGIN_BL;
  120095. private static _ORIGIN_BR;
  120096. private static _ORIGIN_UL;
  120097. private static _ORIGIN_UR;
  120098. /**
  120099. * Gets the header of a TGA file
  120100. * @param data defines the TGA data
  120101. * @returns the header
  120102. */
  120103. static GetTGAHeader(data: Uint8Array): any;
  120104. /**
  120105. * Uploads TGA content to a Babylon Texture
  120106. * @hidden
  120107. */
  120108. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  120109. /** @hidden */
  120110. 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;
  120111. /** @hidden */
  120112. 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;
  120113. /** @hidden */
  120114. 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;
  120115. /** @hidden */
  120116. 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;
  120117. /** @hidden */
  120118. 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;
  120119. /** @hidden */
  120120. 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;
  120121. }
  120122. }
  120123. declare module BABYLON {
  120124. /**
  120125. * Implementation of the TGA Texture Loader.
  120126. * @hidden
  120127. */
  120128. export class _TGATextureLoader implements IInternalTextureLoader {
  120129. /**
  120130. * Defines wether the loader supports cascade loading the different faces.
  120131. */
  120132. readonly supportCascades: boolean;
  120133. /**
  120134. * This returns if the loader support the current file information.
  120135. * @param extension defines the file extension of the file being loaded
  120136. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120137. * @param fallback defines the fallback internal texture if any
  120138. * @param isBase64 defines whether the texture is encoded as a base64
  120139. * @param isBuffer defines whether the texture data are stored as a buffer
  120140. * @returns true if the loader can load the specified file
  120141. */
  120142. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120143. /**
  120144. * Transform the url before loading if required.
  120145. * @param rootUrl the url of the texture
  120146. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120147. * @returns the transformed texture
  120148. */
  120149. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120150. /**
  120151. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120152. * @param rootUrl the url of the texture
  120153. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120154. * @returns the fallback texture
  120155. */
  120156. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120157. /**
  120158. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  120159. * @param data contains the texture data
  120160. * @param texture defines the BabylonJS internal texture
  120161. * @param createPolynomials will be true if polynomials have been requested
  120162. * @param onLoad defines the callback to trigger once the texture is ready
  120163. * @param onError defines the callback to trigger in case of error
  120164. */
  120165. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120166. /**
  120167. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120168. * @param data contains the texture data
  120169. * @param texture defines the BabylonJS internal texture
  120170. * @param callback defines the method to call once ready to upload
  120171. */
  120172. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120173. }
  120174. }
  120175. declare module BABYLON {
  120176. /**
  120177. * Info about the .basis files
  120178. */
  120179. class BasisFileInfo {
  120180. /**
  120181. * If the file has alpha
  120182. */
  120183. hasAlpha: boolean;
  120184. /**
  120185. * Info about each image of the basis file
  120186. */
  120187. images: Array<{
  120188. levels: Array<{
  120189. width: number;
  120190. height: number;
  120191. transcodedPixels: ArrayBufferView;
  120192. }>;
  120193. }>;
  120194. }
  120195. /**
  120196. * Result of transcoding a basis file
  120197. */
  120198. class TranscodeResult {
  120199. /**
  120200. * Info about the .basis file
  120201. */
  120202. fileInfo: BasisFileInfo;
  120203. /**
  120204. * Format to use when loading the file
  120205. */
  120206. format: number;
  120207. }
  120208. /**
  120209. * Configuration options for the Basis transcoder
  120210. */
  120211. export class BasisTranscodeConfiguration {
  120212. /**
  120213. * Supported compression formats used to determine the supported output format of the transcoder
  120214. */
  120215. supportedCompressionFormats?: {
  120216. /**
  120217. * etc1 compression format
  120218. */
  120219. etc1?: boolean;
  120220. /**
  120221. * s3tc compression format
  120222. */
  120223. s3tc?: boolean;
  120224. /**
  120225. * pvrtc compression format
  120226. */
  120227. pvrtc?: boolean;
  120228. /**
  120229. * etc2 compression format
  120230. */
  120231. etc2?: boolean;
  120232. };
  120233. /**
  120234. * If mipmap levels should be loaded for transcoded images (Default: true)
  120235. */
  120236. loadMipmapLevels?: boolean;
  120237. /**
  120238. * Index of a single image to load (Default: all images)
  120239. */
  120240. loadSingleImage?: number;
  120241. }
  120242. /**
  120243. * Used to load .Basis files
  120244. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  120245. */
  120246. export class BasisTools {
  120247. private static _IgnoreSupportedFormats;
  120248. /**
  120249. * URL to use when loading the basis transcoder
  120250. */
  120251. static JSModuleURL: string;
  120252. /**
  120253. * URL to use when loading the wasm module for the transcoder
  120254. */
  120255. static WasmModuleURL: string;
  120256. /**
  120257. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  120258. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  120259. * @returns internal format corresponding to the Basis format
  120260. */
  120261. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  120262. private static _WorkerPromise;
  120263. private static _Worker;
  120264. private static _actionId;
  120265. private static _CreateWorkerAsync;
  120266. /**
  120267. * Transcodes a loaded image file to compressed pixel data
  120268. * @param imageData image data to transcode
  120269. * @param config configuration options for the transcoding
  120270. * @returns a promise resulting in the transcoded image
  120271. */
  120272. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  120273. /**
  120274. * Loads a texture from the transcode result
  120275. * @param texture texture load to
  120276. * @param transcodeResult the result of transcoding the basis file to load from
  120277. */
  120278. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  120279. }
  120280. }
  120281. declare module BABYLON {
  120282. /**
  120283. * Loader for .basis file format
  120284. */
  120285. export class _BasisTextureLoader implements IInternalTextureLoader {
  120286. /**
  120287. * Defines whether the loader supports cascade loading the different faces.
  120288. */
  120289. readonly supportCascades: boolean;
  120290. /**
  120291. * This returns if the loader support the current file information.
  120292. * @param extension defines the file extension of the file being loaded
  120293. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120294. * @param fallback defines the fallback internal texture if any
  120295. * @param isBase64 defines whether the texture is encoded as a base64
  120296. * @param isBuffer defines whether the texture data are stored as a buffer
  120297. * @returns true if the loader can load the specified file
  120298. */
  120299. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120300. /**
  120301. * Transform the url before loading if required.
  120302. * @param rootUrl the url of the texture
  120303. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120304. * @returns the transformed texture
  120305. */
  120306. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120307. /**
  120308. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120309. * @param rootUrl the url of the texture
  120310. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120311. * @returns the fallback texture
  120312. */
  120313. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120314. /**
  120315. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  120316. * @param data contains the texture data
  120317. * @param texture defines the BabylonJS internal texture
  120318. * @param createPolynomials will be true if polynomials have been requested
  120319. * @param onLoad defines the callback to trigger once the texture is ready
  120320. * @param onError defines the callback to trigger in case of error
  120321. */
  120322. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120323. /**
  120324. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120325. * @param data contains the texture data
  120326. * @param texture defines the BabylonJS internal texture
  120327. * @param callback defines the method to call once ready to upload
  120328. */
  120329. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120330. }
  120331. }
  120332. declare module BABYLON {
  120333. /**
  120334. * 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.
  120335. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120336. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120337. */
  120338. export class CustomProceduralTexture extends ProceduralTexture {
  120339. private _animate;
  120340. private _time;
  120341. private _config;
  120342. private _texturePath;
  120343. /**
  120344. * Instantiates a new Custom Procedural Texture.
  120345. * 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.
  120346. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120347. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120348. * @param name Define the name of the texture
  120349. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  120350. * @param size Define the size of the texture to create
  120351. * @param scene Define the scene the texture belongs to
  120352. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  120353. * @param generateMipMaps Define if the texture should creates mip maps or not
  120354. */
  120355. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120356. private _loadJson;
  120357. /**
  120358. * Is the texture ready to be used ? (rendered at least once)
  120359. * @returns true if ready, otherwise, false.
  120360. */
  120361. isReady(): boolean;
  120362. /**
  120363. * Render the texture to its associated render target.
  120364. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  120365. */
  120366. render(useCameraPostProcess?: boolean): void;
  120367. /**
  120368. * Update the list of dependant textures samplers in the shader.
  120369. */
  120370. updateTextures(): void;
  120371. /**
  120372. * Update the uniform values of the procedural texture in the shader.
  120373. */
  120374. updateShaderUniforms(): void;
  120375. /**
  120376. * Define if the texture animates or not.
  120377. */
  120378. animate: boolean;
  120379. }
  120380. }
  120381. declare module BABYLON {
  120382. /** @hidden */
  120383. export var noisePixelShader: {
  120384. name: string;
  120385. shader: string;
  120386. };
  120387. }
  120388. declare module BABYLON {
  120389. /**
  120390. * Class used to generate noise procedural textures
  120391. */
  120392. export class NoiseProceduralTexture extends ProceduralTexture {
  120393. private _time;
  120394. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120395. brightness: number;
  120396. /** Defines the number of octaves to process */
  120397. octaves: number;
  120398. /** Defines the level of persistence (0.8 by default) */
  120399. persistence: number;
  120400. /** Gets or sets animation speed factor (default is 1) */
  120401. animationSpeedFactor: number;
  120402. /**
  120403. * Creates a new NoiseProceduralTexture
  120404. * @param name defines the name fo the texture
  120405. * @param size defines the size of the texture (default is 256)
  120406. * @param scene defines the hosting scene
  120407. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120408. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120409. */
  120410. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120411. private _updateShaderUniforms;
  120412. protected _getDefines(): string;
  120413. /** Generate the current state of the procedural texture */
  120414. render(useCameraPostProcess?: boolean): void;
  120415. /**
  120416. * Serializes this noise procedural texture
  120417. * @returns a serialized noise procedural texture object
  120418. */
  120419. serialize(): any;
  120420. /**
  120421. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120422. * @param parsedTexture defines parsed texture data
  120423. * @param scene defines the current scene
  120424. * @param rootUrl defines the root URL containing noise procedural texture information
  120425. * @returns a parsed NoiseProceduralTexture
  120426. */
  120427. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  120428. }
  120429. }
  120430. declare module BABYLON {
  120431. /**
  120432. * Raw cube texture where the raw buffers are passed in
  120433. */
  120434. export class RawCubeTexture extends CubeTexture {
  120435. /**
  120436. * Creates a cube texture where the raw buffers are passed in.
  120437. * @param scene defines the scene the texture is attached to
  120438. * @param data defines the array of data to use to create each face
  120439. * @param size defines the size of the textures
  120440. * @param format defines the format of the data
  120441. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  120442. * @param generateMipMaps defines if the engine should generate the mip levels
  120443. * @param invertY defines if data must be stored with Y axis inverted
  120444. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  120445. * @param compression defines the compression used (null by default)
  120446. */
  120447. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  120448. /**
  120449. * Updates the raw cube texture.
  120450. * @param data defines the data to store
  120451. * @param format defines the data format
  120452. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  120453. * @param invertY defines if data must be stored with Y axis inverted
  120454. * @param compression defines the compression used (null by default)
  120455. * @param level defines which level of the texture to update
  120456. */
  120457. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  120458. /**
  120459. * Updates a raw cube texture with RGBD encoded data.
  120460. * @param data defines the array of data [mipmap][face] to use to create each face
  120461. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  120462. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120463. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120464. * @returns a promsie that resolves when the operation is complete
  120465. */
  120466. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  120467. /**
  120468. * Clones the raw cube texture.
  120469. * @return a new cube texture
  120470. */
  120471. clone(): CubeTexture;
  120472. /** @hidden */
  120473. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120474. }
  120475. }
  120476. declare module BABYLON {
  120477. /**
  120478. * Class used to store 3D textures containing user data
  120479. */
  120480. export class RawTexture3D extends Texture {
  120481. /** Gets or sets the texture format to use */
  120482. format: number;
  120483. private _engine;
  120484. /**
  120485. * Create a new RawTexture3D
  120486. * @param data defines the data of the texture
  120487. * @param width defines the width of the texture
  120488. * @param height defines the height of the texture
  120489. * @param depth defines the depth of the texture
  120490. * @param format defines the texture format to use
  120491. * @param scene defines the hosting scene
  120492. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  120493. * @param invertY defines if texture must be stored with Y axis inverted
  120494. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  120495. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  120496. */
  120497. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  120498. /** Gets or sets the texture format to use */
  120499. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  120500. /**
  120501. * Update the texture with new data
  120502. * @param data defines the data to store in the texture
  120503. */
  120504. update(data: ArrayBufferView): void;
  120505. }
  120506. }
  120507. declare module BABYLON {
  120508. /**
  120509. * Creates a refraction texture used by refraction channel of the standard material.
  120510. * It is like a mirror but to see through a material.
  120511. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120512. */
  120513. export class RefractionTexture extends RenderTargetTexture {
  120514. /**
  120515. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  120516. * 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.
  120517. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120518. */
  120519. refractionPlane: Plane;
  120520. /**
  120521. * Define how deep under the surface we should see.
  120522. */
  120523. depth: number;
  120524. /**
  120525. * Creates a refraction texture used by refraction channel of the standard material.
  120526. * It is like a mirror but to see through a material.
  120527. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120528. * @param name Define the texture name
  120529. * @param size Define the size of the underlying texture
  120530. * @param scene Define the scene the refraction belongs to
  120531. * @param generateMipMaps Define if we need to generate mips level for the refraction
  120532. */
  120533. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  120534. /**
  120535. * Clone the refraction texture.
  120536. * @returns the cloned texture
  120537. */
  120538. clone(): RefractionTexture;
  120539. /**
  120540. * Serialize the texture to a JSON representation you could use in Parse later on
  120541. * @returns the serialized JSON representation
  120542. */
  120543. serialize(): any;
  120544. }
  120545. }
  120546. declare module BABYLON {
  120547. /**
  120548. * Defines the options related to the creation of an HtmlElementTexture
  120549. */
  120550. export interface IHtmlElementTextureOptions {
  120551. /**
  120552. * Defines wether mip maps should be created or not.
  120553. */
  120554. generateMipMaps?: boolean;
  120555. /**
  120556. * Defines the sampling mode of the texture.
  120557. */
  120558. samplingMode?: number;
  120559. /**
  120560. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  120561. */
  120562. engine: Nullable<ThinEngine>;
  120563. /**
  120564. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  120565. */
  120566. scene: Nullable<Scene>;
  120567. }
  120568. /**
  120569. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  120570. * To be as efficient as possible depending on your constraints nothing aside the first upload
  120571. * is automatically managed.
  120572. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  120573. * in your application.
  120574. *
  120575. * As the update is not automatic, you need to call them manually.
  120576. */
  120577. export class HtmlElementTexture extends BaseTexture {
  120578. /**
  120579. * The texture URL.
  120580. */
  120581. element: HTMLVideoElement | HTMLCanvasElement;
  120582. private static readonly DefaultOptions;
  120583. private _textureMatrix;
  120584. private _engine;
  120585. private _isVideo;
  120586. private _generateMipMaps;
  120587. private _samplingMode;
  120588. /**
  120589. * Instantiates a HtmlElementTexture from the following parameters.
  120590. *
  120591. * @param name Defines the name of the texture
  120592. * @param element Defines the video or canvas the texture is filled with
  120593. * @param options Defines the other none mandatory texture creation options
  120594. */
  120595. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  120596. private _createInternalTexture;
  120597. /**
  120598. * Returns the texture matrix used in most of the material.
  120599. */
  120600. getTextureMatrix(): Matrix;
  120601. /**
  120602. * Updates the content of the texture.
  120603. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  120604. */
  120605. update(invertY?: Nullable<boolean>): void;
  120606. }
  120607. }
  120608. declare module BABYLON {
  120609. /**
  120610. * Enum used to define the target of a block
  120611. */
  120612. export enum NodeMaterialBlockTargets {
  120613. /** Vertex shader */
  120614. Vertex = 1,
  120615. /** Fragment shader */
  120616. Fragment = 2,
  120617. /** Neutral */
  120618. Neutral = 4,
  120619. /** Vertex and Fragment */
  120620. VertexAndFragment = 3
  120621. }
  120622. }
  120623. declare module BABYLON {
  120624. /**
  120625. * Defines the kind of connection point for node based material
  120626. */
  120627. export enum NodeMaterialBlockConnectionPointTypes {
  120628. /** Float */
  120629. Float = 1,
  120630. /** Int */
  120631. Int = 2,
  120632. /** Vector2 */
  120633. Vector2 = 4,
  120634. /** Vector3 */
  120635. Vector3 = 8,
  120636. /** Vector4 */
  120637. Vector4 = 16,
  120638. /** Color3 */
  120639. Color3 = 32,
  120640. /** Color4 */
  120641. Color4 = 64,
  120642. /** Matrix */
  120643. Matrix = 128,
  120644. /** Detect type based on connection */
  120645. AutoDetect = 1024,
  120646. /** Output type that will be defined by input type */
  120647. BasedOnInput = 2048
  120648. }
  120649. }
  120650. declare module BABYLON {
  120651. /**
  120652. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  120653. */
  120654. export enum NodeMaterialBlockConnectionPointMode {
  120655. /** Value is an uniform */
  120656. Uniform = 0,
  120657. /** Value is a mesh attribute */
  120658. Attribute = 1,
  120659. /** Value is a varying between vertex and fragment shaders */
  120660. Varying = 2,
  120661. /** Mode is undefined */
  120662. Undefined = 3
  120663. }
  120664. }
  120665. declare module BABYLON {
  120666. /**
  120667. * Enum used to define system values e.g. values automatically provided by the system
  120668. */
  120669. export enum NodeMaterialSystemValues {
  120670. /** World */
  120671. World = 1,
  120672. /** View */
  120673. View = 2,
  120674. /** Projection */
  120675. Projection = 3,
  120676. /** ViewProjection */
  120677. ViewProjection = 4,
  120678. /** WorldView */
  120679. WorldView = 5,
  120680. /** WorldViewProjection */
  120681. WorldViewProjection = 6,
  120682. /** CameraPosition */
  120683. CameraPosition = 7,
  120684. /** Fog Color */
  120685. FogColor = 8,
  120686. /** Delta time */
  120687. DeltaTime = 9
  120688. }
  120689. }
  120690. declare module BABYLON {
  120691. /**
  120692. * Root class for all node material optimizers
  120693. */
  120694. export class NodeMaterialOptimizer {
  120695. /**
  120696. * Function used to optimize a NodeMaterial graph
  120697. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  120698. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  120699. */
  120700. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  120701. }
  120702. }
  120703. declare module BABYLON {
  120704. /**
  120705. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  120706. */
  120707. export class TransformBlock extends NodeMaterialBlock {
  120708. /**
  120709. * Defines the value to use to complement W value to transform it to a Vector4
  120710. */
  120711. complementW: number;
  120712. /**
  120713. * Defines the value to use to complement z value to transform it to a Vector4
  120714. */
  120715. complementZ: number;
  120716. /**
  120717. * Creates a new TransformBlock
  120718. * @param name defines the block name
  120719. */
  120720. constructor(name: string);
  120721. /**
  120722. * Gets the current class name
  120723. * @returns the class name
  120724. */
  120725. getClassName(): string;
  120726. /**
  120727. * Gets the vector input
  120728. */
  120729. readonly vector: NodeMaterialConnectionPoint;
  120730. /**
  120731. * Gets the output component
  120732. */
  120733. readonly output: NodeMaterialConnectionPoint;
  120734. /**
  120735. * Gets the matrix transform input
  120736. */
  120737. readonly transform: NodeMaterialConnectionPoint;
  120738. protected _buildBlock(state: NodeMaterialBuildState): this;
  120739. serialize(): any;
  120740. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120741. protected _dumpPropertiesCode(): string;
  120742. }
  120743. }
  120744. declare module BABYLON {
  120745. /**
  120746. * Block used to output the vertex position
  120747. */
  120748. export class VertexOutputBlock extends NodeMaterialBlock {
  120749. /**
  120750. * Creates a new VertexOutputBlock
  120751. * @param name defines the block name
  120752. */
  120753. constructor(name: string);
  120754. /**
  120755. * Gets the current class name
  120756. * @returns the class name
  120757. */
  120758. getClassName(): string;
  120759. /**
  120760. * Gets the vector input component
  120761. */
  120762. readonly vector: NodeMaterialConnectionPoint;
  120763. protected _buildBlock(state: NodeMaterialBuildState): this;
  120764. }
  120765. }
  120766. declare module BABYLON {
  120767. /**
  120768. * Block used to output the final color
  120769. */
  120770. export class FragmentOutputBlock extends NodeMaterialBlock {
  120771. /**
  120772. * Create a new FragmentOutputBlock
  120773. * @param name defines the block name
  120774. */
  120775. constructor(name: string);
  120776. /**
  120777. * Gets the current class name
  120778. * @returns the class name
  120779. */
  120780. getClassName(): string;
  120781. /**
  120782. * Gets the rgba input component
  120783. */
  120784. readonly rgba: NodeMaterialConnectionPoint;
  120785. /**
  120786. * Gets the rgb input component
  120787. */
  120788. readonly rgb: NodeMaterialConnectionPoint;
  120789. /**
  120790. * Gets the a input component
  120791. */
  120792. readonly a: NodeMaterialConnectionPoint;
  120793. protected _buildBlock(state: NodeMaterialBuildState): this;
  120794. }
  120795. }
  120796. declare module BABYLON {
  120797. /**
  120798. * Block used to read a reflection texture from a sampler
  120799. */
  120800. export class ReflectionTextureBlock extends NodeMaterialBlock {
  120801. private _define3DName;
  120802. private _defineCubicName;
  120803. private _defineExplicitName;
  120804. private _defineProjectionName;
  120805. private _defineLocalCubicName;
  120806. private _defineSphericalName;
  120807. private _definePlanarName;
  120808. private _defineEquirectangularName;
  120809. private _defineMirroredEquirectangularFixedName;
  120810. private _defineEquirectangularFixedName;
  120811. private _defineSkyboxName;
  120812. private _cubeSamplerName;
  120813. private _2DSamplerName;
  120814. private _positionUVWName;
  120815. private _directionWName;
  120816. private _reflectionCoordsName;
  120817. private _reflection2DCoordsName;
  120818. private _reflectionColorName;
  120819. private _reflectionMatrixName;
  120820. /**
  120821. * Gets or sets the texture associated with the node
  120822. */
  120823. texture: Nullable<BaseTexture>;
  120824. /**
  120825. * Create a new TextureBlock
  120826. * @param name defines the block name
  120827. */
  120828. constructor(name: string);
  120829. /**
  120830. * Gets the current class name
  120831. * @returns the class name
  120832. */
  120833. getClassName(): string;
  120834. /**
  120835. * Gets the world position input component
  120836. */
  120837. readonly position: NodeMaterialConnectionPoint;
  120838. /**
  120839. * Gets the world position input component
  120840. */
  120841. readonly worldPosition: NodeMaterialConnectionPoint;
  120842. /**
  120843. * Gets the world normal input component
  120844. */
  120845. readonly worldNormal: NodeMaterialConnectionPoint;
  120846. /**
  120847. * Gets the world input component
  120848. */
  120849. readonly world: NodeMaterialConnectionPoint;
  120850. /**
  120851. * Gets the camera (or eye) position component
  120852. */
  120853. readonly cameraPosition: NodeMaterialConnectionPoint;
  120854. /**
  120855. * Gets the view input component
  120856. */
  120857. readonly view: NodeMaterialConnectionPoint;
  120858. /**
  120859. * Gets the rgb output component
  120860. */
  120861. readonly rgb: NodeMaterialConnectionPoint;
  120862. /**
  120863. * Gets the r output component
  120864. */
  120865. readonly r: NodeMaterialConnectionPoint;
  120866. /**
  120867. * Gets the g output component
  120868. */
  120869. readonly g: NodeMaterialConnectionPoint;
  120870. /**
  120871. * Gets the b output component
  120872. */
  120873. readonly b: NodeMaterialConnectionPoint;
  120874. autoConfigure(material: NodeMaterial): void;
  120875. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120876. isReady(): boolean;
  120877. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120878. private _injectVertexCode;
  120879. private _writeOutput;
  120880. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120881. protected _dumpPropertiesCode(): string;
  120882. serialize(): any;
  120883. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120884. }
  120885. }
  120886. declare module BABYLON {
  120887. /**
  120888. * Interface used to configure the node material editor
  120889. */
  120890. export interface INodeMaterialEditorOptions {
  120891. /** Define the URl to load node editor script */
  120892. editorURL?: string;
  120893. }
  120894. /** @hidden */
  120895. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  120896. /** BONES */
  120897. NUM_BONE_INFLUENCERS: number;
  120898. BonesPerMesh: number;
  120899. BONETEXTURE: boolean;
  120900. /** MORPH TARGETS */
  120901. MORPHTARGETS: boolean;
  120902. MORPHTARGETS_NORMAL: boolean;
  120903. MORPHTARGETS_TANGENT: boolean;
  120904. MORPHTARGETS_UV: boolean;
  120905. NUM_MORPH_INFLUENCERS: number;
  120906. /** IMAGE PROCESSING */
  120907. IMAGEPROCESSING: boolean;
  120908. VIGNETTE: boolean;
  120909. VIGNETTEBLENDMODEMULTIPLY: boolean;
  120910. VIGNETTEBLENDMODEOPAQUE: boolean;
  120911. TONEMAPPING: boolean;
  120912. TONEMAPPING_ACES: boolean;
  120913. CONTRAST: boolean;
  120914. EXPOSURE: boolean;
  120915. COLORCURVES: boolean;
  120916. COLORGRADING: boolean;
  120917. COLORGRADING3D: boolean;
  120918. SAMPLER3DGREENDEPTH: boolean;
  120919. SAMPLER3DBGRMAP: boolean;
  120920. IMAGEPROCESSINGPOSTPROCESS: boolean;
  120921. /** MISC. */
  120922. BUMPDIRECTUV: number;
  120923. constructor();
  120924. setValue(name: string, value: boolean): void;
  120925. }
  120926. /**
  120927. * Class used to configure NodeMaterial
  120928. */
  120929. export interface INodeMaterialOptions {
  120930. /**
  120931. * Defines if blocks should emit comments
  120932. */
  120933. emitComments: boolean;
  120934. }
  120935. /**
  120936. * Class used to create a node based material built by assembling shader blocks
  120937. */
  120938. export class NodeMaterial extends PushMaterial {
  120939. private static _BuildIdGenerator;
  120940. private _options;
  120941. private _vertexCompilationState;
  120942. private _fragmentCompilationState;
  120943. private _sharedData;
  120944. private _buildId;
  120945. private _buildWasSuccessful;
  120946. private _cachedWorldViewMatrix;
  120947. private _cachedWorldViewProjectionMatrix;
  120948. private _optimizers;
  120949. private _animationFrame;
  120950. /** Define the URl to load node editor script */
  120951. static EditorURL: string;
  120952. private BJSNODEMATERIALEDITOR;
  120953. /** Get the inspector from bundle or global */
  120954. private _getGlobalNodeMaterialEditor;
  120955. /**
  120956. * 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)
  120957. */
  120958. ignoreAlpha: boolean;
  120959. /**
  120960. * Defines the maximum number of lights that can be used in the material
  120961. */
  120962. maxSimultaneousLights: number;
  120963. /**
  120964. * Observable raised when the material is built
  120965. */
  120966. onBuildObservable: Observable<NodeMaterial>;
  120967. /**
  120968. * Gets or sets the root nodes of the material vertex shader
  120969. */
  120970. _vertexOutputNodes: NodeMaterialBlock[];
  120971. /**
  120972. * Gets or sets the root nodes of the material fragment (pixel) shader
  120973. */
  120974. _fragmentOutputNodes: NodeMaterialBlock[];
  120975. /** Gets or sets options to control the node material overall behavior */
  120976. options: INodeMaterialOptions;
  120977. /**
  120978. * Default configuration related to image processing available in the standard Material.
  120979. */
  120980. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  120981. /**
  120982. * Gets the image processing configuration used either in this material.
  120983. */
  120984. /**
  120985. * Sets the Default image processing configuration used either in the this material.
  120986. *
  120987. * If sets to null, the scene one is in use.
  120988. */
  120989. imageProcessingConfiguration: ImageProcessingConfiguration;
  120990. /**
  120991. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  120992. */
  120993. attachedBlocks: NodeMaterialBlock[];
  120994. /**
  120995. * Create a new node based material
  120996. * @param name defines the material name
  120997. * @param scene defines the hosting scene
  120998. * @param options defines creation option
  120999. */
  121000. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  121001. /**
  121002. * Gets the current class name of the material e.g. "NodeMaterial"
  121003. * @returns the class name
  121004. */
  121005. getClassName(): string;
  121006. /**
  121007. * Keep track of the image processing observer to allow dispose and replace.
  121008. */
  121009. private _imageProcessingObserver;
  121010. /**
  121011. * Attaches a new image processing configuration to the Standard Material.
  121012. * @param configuration
  121013. */
  121014. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  121015. /**
  121016. * Get a block by its name
  121017. * @param name defines the name of the block to retrieve
  121018. * @returns the required block or null if not found
  121019. */
  121020. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  121021. /**
  121022. * Get a block by its name
  121023. * @param predicate defines the predicate used to find the good candidate
  121024. * @returns the required block or null if not found
  121025. */
  121026. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  121027. /**
  121028. * Get an input block by its name
  121029. * @param predicate defines the predicate used to find the good candidate
  121030. * @returns the required input block or null if not found
  121031. */
  121032. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  121033. /**
  121034. * Gets the list of input blocks attached to this material
  121035. * @returns an array of InputBlocks
  121036. */
  121037. getInputBlocks(): InputBlock[];
  121038. /**
  121039. * Adds a new optimizer to the list of optimizers
  121040. * @param optimizer defines the optimizers to add
  121041. * @returns the current material
  121042. */
  121043. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121044. /**
  121045. * Remove an optimizer from the list of optimizers
  121046. * @param optimizer defines the optimizers to remove
  121047. * @returns the current material
  121048. */
  121049. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121050. /**
  121051. * Add a new block to the list of output nodes
  121052. * @param node defines the node to add
  121053. * @returns the current material
  121054. */
  121055. addOutputNode(node: NodeMaterialBlock): this;
  121056. /**
  121057. * Remove a block from the list of root nodes
  121058. * @param node defines the node to remove
  121059. * @returns the current material
  121060. */
  121061. removeOutputNode(node: NodeMaterialBlock): this;
  121062. private _addVertexOutputNode;
  121063. private _removeVertexOutputNode;
  121064. private _addFragmentOutputNode;
  121065. private _removeFragmentOutputNode;
  121066. /**
  121067. * Specifies if the material will require alpha blending
  121068. * @returns a boolean specifying if alpha blending is needed
  121069. */
  121070. needAlphaBlending(): boolean;
  121071. /**
  121072. * Specifies if this material should be rendered in alpha test mode
  121073. * @returns a boolean specifying if an alpha test is needed.
  121074. */
  121075. needAlphaTesting(): boolean;
  121076. private _initializeBlock;
  121077. private _resetDualBlocks;
  121078. /**
  121079. * Build the material and generates the inner effect
  121080. * @param verbose defines if the build should log activity
  121081. */
  121082. build(verbose?: boolean): void;
  121083. /**
  121084. * Runs an otpimization phase to try to improve the shader code
  121085. */
  121086. optimize(): void;
  121087. private _prepareDefinesForAttributes;
  121088. /**
  121089. * Get if the submesh is ready to be used and all its information available.
  121090. * Child classes can use it to update shaders
  121091. * @param mesh defines the mesh to check
  121092. * @param subMesh defines which submesh to check
  121093. * @param useInstances specifies that instances should be used
  121094. * @returns a boolean indicating that the submesh is ready or not
  121095. */
  121096. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  121097. /**
  121098. * Get a string representing the shaders built by the current node graph
  121099. */
  121100. readonly compiledShaders: string;
  121101. /**
  121102. * Binds the world matrix to the material
  121103. * @param world defines the world transformation matrix
  121104. */
  121105. bindOnlyWorldMatrix(world: Matrix): void;
  121106. /**
  121107. * Binds the submesh to this material by preparing the effect and shader to draw
  121108. * @param world defines the world transformation matrix
  121109. * @param mesh defines the mesh containing the submesh
  121110. * @param subMesh defines the submesh to bind the material to
  121111. */
  121112. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  121113. /**
  121114. * Gets the active textures from the material
  121115. * @returns an array of textures
  121116. */
  121117. getActiveTextures(): BaseTexture[];
  121118. /**
  121119. * Gets the list of texture blocks
  121120. * @returns an array of texture blocks
  121121. */
  121122. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  121123. /**
  121124. * Specifies if the material uses a texture
  121125. * @param texture defines the texture to check against the material
  121126. * @returns a boolean specifying if the material uses the texture
  121127. */
  121128. hasTexture(texture: BaseTexture): boolean;
  121129. /**
  121130. * Disposes the material
  121131. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  121132. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  121133. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  121134. */
  121135. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  121136. /** Creates the node editor window. */
  121137. private _createNodeEditor;
  121138. /**
  121139. * Launch the node material editor
  121140. * @param config Define the configuration of the editor
  121141. * @return a promise fulfilled when the node editor is visible
  121142. */
  121143. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  121144. /**
  121145. * Clear the current material
  121146. */
  121147. clear(): void;
  121148. /**
  121149. * Clear the current material and set it to a default state
  121150. */
  121151. setToDefault(): void;
  121152. /**
  121153. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  121154. * @param url defines the url to load from
  121155. * @returns a promise that will fullfil when the material is fully loaded
  121156. */
  121157. loadAsync(url: string): Promise<void>;
  121158. private _gatherBlocks;
  121159. /**
  121160. * Generate a string containing the code declaration required to create an equivalent of this material
  121161. * @returns a string
  121162. */
  121163. generateCode(): string;
  121164. /**
  121165. * Serializes this material in a JSON representation
  121166. * @returns the serialized material object
  121167. */
  121168. serialize(): any;
  121169. private _restoreConnections;
  121170. /**
  121171. * Clear the current graph and load a new one from a serialization object
  121172. * @param source defines the JSON representation of the material
  121173. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121174. */
  121175. loadFromSerialization(source: any, rootUrl?: string): void;
  121176. /**
  121177. * Creates a node material from parsed material data
  121178. * @param source defines the JSON representation of the material
  121179. * @param scene defines the hosting scene
  121180. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121181. * @returns a new node material
  121182. */
  121183. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  121184. /**
  121185. * Creates a new node material set to default basic configuration
  121186. * @param name defines the name of the material
  121187. * @param scene defines the hosting scene
  121188. * @returns a new NodeMaterial
  121189. */
  121190. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  121191. }
  121192. }
  121193. declare module BABYLON {
  121194. /**
  121195. * Block used to read a texture from a sampler
  121196. */
  121197. export class TextureBlock extends NodeMaterialBlock {
  121198. private _defineName;
  121199. private _linearDefineName;
  121200. private _samplerName;
  121201. private _transformedUVName;
  121202. private _textureTransformName;
  121203. private _textureInfoName;
  121204. private _mainUVName;
  121205. private _mainUVDefineName;
  121206. /**
  121207. * Gets or sets the texture associated with the node
  121208. */
  121209. texture: Nullable<Texture>;
  121210. /**
  121211. * Create a new TextureBlock
  121212. * @param name defines the block name
  121213. */
  121214. constructor(name: string);
  121215. /**
  121216. * Gets the current class name
  121217. * @returns the class name
  121218. */
  121219. getClassName(): string;
  121220. /**
  121221. * Gets the uv input component
  121222. */
  121223. readonly uv: NodeMaterialConnectionPoint;
  121224. /**
  121225. * Gets the rgba output component
  121226. */
  121227. readonly rgba: NodeMaterialConnectionPoint;
  121228. /**
  121229. * Gets the rgb output component
  121230. */
  121231. readonly rgb: NodeMaterialConnectionPoint;
  121232. /**
  121233. * Gets the r output component
  121234. */
  121235. readonly r: NodeMaterialConnectionPoint;
  121236. /**
  121237. * Gets the g output component
  121238. */
  121239. readonly g: NodeMaterialConnectionPoint;
  121240. /**
  121241. * Gets the b output component
  121242. */
  121243. readonly b: NodeMaterialConnectionPoint;
  121244. /**
  121245. * Gets the a output component
  121246. */
  121247. readonly a: NodeMaterialConnectionPoint;
  121248. readonly target: NodeMaterialBlockTargets;
  121249. autoConfigure(material: NodeMaterial): void;
  121250. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121251. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121252. isReady(): boolean;
  121253. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121254. private readonly _isMixed;
  121255. private _injectVertexCode;
  121256. private _writeOutput;
  121257. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121258. protected _dumpPropertiesCode(): string;
  121259. serialize(): any;
  121260. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121261. }
  121262. }
  121263. declare module BABYLON {
  121264. /**
  121265. * Class used to store shared data between 2 NodeMaterialBuildState
  121266. */
  121267. export class NodeMaterialBuildStateSharedData {
  121268. /**
  121269. * Gets the list of emitted varyings
  121270. */
  121271. temps: string[];
  121272. /**
  121273. * Gets the list of emitted varyings
  121274. */
  121275. varyings: string[];
  121276. /**
  121277. * Gets the varying declaration string
  121278. */
  121279. varyingDeclaration: string;
  121280. /**
  121281. * Input blocks
  121282. */
  121283. inputBlocks: InputBlock[];
  121284. /**
  121285. * Input blocks
  121286. */
  121287. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  121288. /**
  121289. * Bindable blocks (Blocks that need to set data to the effect)
  121290. */
  121291. bindableBlocks: NodeMaterialBlock[];
  121292. /**
  121293. * List of blocks that can provide a compilation fallback
  121294. */
  121295. blocksWithFallbacks: NodeMaterialBlock[];
  121296. /**
  121297. * List of blocks that can provide a define update
  121298. */
  121299. blocksWithDefines: NodeMaterialBlock[];
  121300. /**
  121301. * List of blocks that can provide a repeatable content
  121302. */
  121303. repeatableContentBlocks: NodeMaterialBlock[];
  121304. /**
  121305. * List of blocks that can provide a dynamic list of uniforms
  121306. */
  121307. dynamicUniformBlocks: NodeMaterialBlock[];
  121308. /**
  121309. * List of blocks that can block the isReady function for the material
  121310. */
  121311. blockingBlocks: NodeMaterialBlock[];
  121312. /**
  121313. * Gets the list of animated inputs
  121314. */
  121315. animatedInputs: InputBlock[];
  121316. /**
  121317. * Build Id used to avoid multiple recompilations
  121318. */
  121319. buildId: number;
  121320. /** List of emitted variables */
  121321. variableNames: {
  121322. [key: string]: number;
  121323. };
  121324. /** List of emitted defines */
  121325. defineNames: {
  121326. [key: string]: number;
  121327. };
  121328. /** Should emit comments? */
  121329. emitComments: boolean;
  121330. /** Emit build activity */
  121331. verbose: boolean;
  121332. /** Gets or sets the hosting scene */
  121333. scene: Scene;
  121334. /**
  121335. * Gets the compilation hints emitted at compilation time
  121336. */
  121337. hints: {
  121338. needWorldViewMatrix: boolean;
  121339. needWorldViewProjectionMatrix: boolean;
  121340. needAlphaBlending: boolean;
  121341. needAlphaTesting: boolean;
  121342. };
  121343. /**
  121344. * List of compilation checks
  121345. */
  121346. checks: {
  121347. emitVertex: boolean;
  121348. emitFragment: boolean;
  121349. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  121350. };
  121351. /** Creates a new shared data */
  121352. constructor();
  121353. /**
  121354. * Emits console errors and exceptions if there is a failing check
  121355. */
  121356. emitErrors(): void;
  121357. }
  121358. }
  121359. declare module BABYLON {
  121360. /**
  121361. * Class used to store node based material build state
  121362. */
  121363. export class NodeMaterialBuildState {
  121364. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  121365. supportUniformBuffers: boolean;
  121366. /**
  121367. * Gets the list of emitted attributes
  121368. */
  121369. attributes: string[];
  121370. /**
  121371. * Gets the list of emitted uniforms
  121372. */
  121373. uniforms: string[];
  121374. /**
  121375. * Gets the list of emitted constants
  121376. */
  121377. constants: string[];
  121378. /**
  121379. * Gets the list of emitted samplers
  121380. */
  121381. samplers: string[];
  121382. /**
  121383. * Gets the list of emitted functions
  121384. */
  121385. functions: {
  121386. [key: string]: string;
  121387. };
  121388. /**
  121389. * Gets the list of emitted extensions
  121390. */
  121391. extensions: {
  121392. [key: string]: string;
  121393. };
  121394. /**
  121395. * Gets the target of the compilation state
  121396. */
  121397. target: NodeMaterialBlockTargets;
  121398. /**
  121399. * Gets the list of emitted counters
  121400. */
  121401. counters: {
  121402. [key: string]: number;
  121403. };
  121404. /**
  121405. * Shared data between multiple NodeMaterialBuildState instances
  121406. */
  121407. sharedData: NodeMaterialBuildStateSharedData;
  121408. /** @hidden */
  121409. _vertexState: NodeMaterialBuildState;
  121410. /** @hidden */
  121411. _attributeDeclaration: string;
  121412. /** @hidden */
  121413. _uniformDeclaration: string;
  121414. /** @hidden */
  121415. _constantDeclaration: string;
  121416. /** @hidden */
  121417. _samplerDeclaration: string;
  121418. /** @hidden */
  121419. _varyingTransfer: string;
  121420. private _repeatableContentAnchorIndex;
  121421. /** @hidden */
  121422. _builtCompilationString: string;
  121423. /**
  121424. * Gets the emitted compilation strings
  121425. */
  121426. compilationString: string;
  121427. /**
  121428. * Finalize the compilation strings
  121429. * @param state defines the current compilation state
  121430. */
  121431. finalize(state: NodeMaterialBuildState): void;
  121432. /** @hidden */
  121433. readonly _repeatableContentAnchor: string;
  121434. /** @hidden */
  121435. _getFreeVariableName(prefix: string): string;
  121436. /** @hidden */
  121437. _getFreeDefineName(prefix: string): string;
  121438. /** @hidden */
  121439. _excludeVariableName(name: string): void;
  121440. /** @hidden */
  121441. _emit2DSampler(name: string): void;
  121442. /** @hidden */
  121443. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  121444. /** @hidden */
  121445. _emitExtension(name: string, extension: string): void;
  121446. /** @hidden */
  121447. _emitFunction(name: string, code: string, comments: string): void;
  121448. /** @hidden */
  121449. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  121450. replaceStrings?: {
  121451. search: RegExp;
  121452. replace: string;
  121453. }[];
  121454. repeatKey?: string;
  121455. }): string;
  121456. /** @hidden */
  121457. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  121458. repeatKey?: string;
  121459. removeAttributes?: boolean;
  121460. removeUniforms?: boolean;
  121461. removeVaryings?: boolean;
  121462. removeIfDef?: boolean;
  121463. replaceStrings?: {
  121464. search: RegExp;
  121465. replace: string;
  121466. }[];
  121467. }, storeKey?: string): void;
  121468. /** @hidden */
  121469. _registerTempVariable(name: string): boolean;
  121470. /** @hidden */
  121471. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  121472. /** @hidden */
  121473. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  121474. /** @hidden */
  121475. _emitFloat(value: number): string;
  121476. }
  121477. }
  121478. declare module BABYLON {
  121479. /**
  121480. * Defines a block that can be used inside a node based material
  121481. */
  121482. export class NodeMaterialBlock {
  121483. private _buildId;
  121484. private _buildTarget;
  121485. private _target;
  121486. private _isFinalMerger;
  121487. private _isInput;
  121488. /** @hidden */
  121489. _codeVariableName: string;
  121490. /** @hidden */
  121491. _inputs: NodeMaterialConnectionPoint[];
  121492. /** @hidden */
  121493. _outputs: NodeMaterialConnectionPoint[];
  121494. /** @hidden */
  121495. _preparationId: number;
  121496. /**
  121497. * Gets or sets the name of the block
  121498. */
  121499. name: string;
  121500. /**
  121501. * Gets or sets the unique id of the node
  121502. */
  121503. uniqueId: number;
  121504. /**
  121505. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  121506. */
  121507. readonly isFinalMerger: boolean;
  121508. /**
  121509. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  121510. */
  121511. readonly isInput: boolean;
  121512. /**
  121513. * Gets or sets the build Id
  121514. */
  121515. buildId: number;
  121516. /**
  121517. * Gets or sets the target of the block
  121518. */
  121519. target: NodeMaterialBlockTargets;
  121520. /**
  121521. * Gets the list of input points
  121522. */
  121523. readonly inputs: NodeMaterialConnectionPoint[];
  121524. /** Gets the list of output points */
  121525. readonly outputs: NodeMaterialConnectionPoint[];
  121526. /**
  121527. * Find an input by its name
  121528. * @param name defines the name of the input to look for
  121529. * @returns the input or null if not found
  121530. */
  121531. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121532. /**
  121533. * Find an output by its name
  121534. * @param name defines the name of the outputto look for
  121535. * @returns the output or null if not found
  121536. */
  121537. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121538. /**
  121539. * Creates a new NodeMaterialBlock
  121540. * @param name defines the block name
  121541. * @param target defines the target of that block (Vertex by default)
  121542. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  121543. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  121544. */
  121545. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  121546. /**
  121547. * Initialize the block and prepare the context for build
  121548. * @param state defines the state that will be used for the build
  121549. */
  121550. initialize(state: NodeMaterialBuildState): void;
  121551. /**
  121552. * Bind data to effect. Will only be called for blocks with isBindable === true
  121553. * @param effect defines the effect to bind data to
  121554. * @param nodeMaterial defines the hosting NodeMaterial
  121555. * @param mesh defines the mesh that will be rendered
  121556. */
  121557. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121558. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  121559. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  121560. protected _writeFloat(value: number): string;
  121561. /**
  121562. * Gets the current class name e.g. "NodeMaterialBlock"
  121563. * @returns the class name
  121564. */
  121565. getClassName(): string;
  121566. /**
  121567. * Register a new input. Must be called inside a block constructor
  121568. * @param name defines the connection point name
  121569. * @param type defines the connection point type
  121570. * @param isOptional defines a boolean indicating that this input can be omitted
  121571. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121572. * @returns the current block
  121573. */
  121574. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  121575. /**
  121576. * Register a new output. Must be called inside a block constructor
  121577. * @param name defines the connection point name
  121578. * @param type defines the connection point type
  121579. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121580. * @returns the current block
  121581. */
  121582. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  121583. /**
  121584. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  121585. * @param forOutput defines an optional connection point to check compatibility with
  121586. * @returns the first available input or null
  121587. */
  121588. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  121589. /**
  121590. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  121591. * @param forBlock defines an optional block to check compatibility with
  121592. * @returns the first available input or null
  121593. */
  121594. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  121595. /**
  121596. * Gets the sibling of the given output
  121597. * @param current defines the current output
  121598. * @returns the next output in the list or null
  121599. */
  121600. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  121601. /**
  121602. * Connect current block with another block
  121603. * @param other defines the block to connect with
  121604. * @param options define the various options to help pick the right connections
  121605. * @returns the current block
  121606. */
  121607. connectTo(other: NodeMaterialBlock, options?: {
  121608. input?: string;
  121609. output?: string;
  121610. outputSwizzle?: string;
  121611. }): this | undefined;
  121612. protected _buildBlock(state: NodeMaterialBuildState): void;
  121613. /**
  121614. * Add uniforms, samplers and uniform buffers at compilation time
  121615. * @param state defines the state to update
  121616. * @param nodeMaterial defines the node material requesting the update
  121617. * @param defines defines the material defines to update
  121618. * @param uniformBuffers defines the list of uniform buffer names
  121619. */
  121620. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121621. /**
  121622. * Add potential fallbacks if shader compilation fails
  121623. * @param mesh defines the mesh to be rendered
  121624. * @param fallbacks defines the current prioritized list of fallbacks
  121625. */
  121626. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121627. /**
  121628. * Initialize defines for shader compilation
  121629. * @param mesh defines the mesh to be rendered
  121630. * @param nodeMaterial defines the node material requesting the update
  121631. * @param defines defines the material defines to update
  121632. * @param useInstances specifies that instances should be used
  121633. */
  121634. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121635. /**
  121636. * Update defines for shader compilation
  121637. * @param mesh defines the mesh to be rendered
  121638. * @param nodeMaterial defines the node material requesting the update
  121639. * @param defines defines the material defines to update
  121640. * @param useInstances specifies that instances should be used
  121641. */
  121642. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121643. /**
  121644. * Lets the block try to connect some inputs automatically
  121645. * @param material defines the hosting NodeMaterial
  121646. */
  121647. autoConfigure(material: NodeMaterial): void;
  121648. /**
  121649. * Function called when a block is declared as repeatable content generator
  121650. * @param vertexShaderState defines the current compilation state for the vertex shader
  121651. * @param fragmentShaderState defines the current compilation state for the fragment shader
  121652. * @param mesh defines the mesh to be rendered
  121653. * @param defines defines the material defines to update
  121654. */
  121655. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121656. /**
  121657. * Checks if the block is ready
  121658. * @param mesh defines the mesh to be rendered
  121659. * @param nodeMaterial defines the node material requesting the update
  121660. * @param defines defines the material defines to update
  121661. * @param useInstances specifies that instances should be used
  121662. * @returns true if the block is ready
  121663. */
  121664. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  121665. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  121666. private _processBuild;
  121667. /**
  121668. * Compile the current node and generate the shader code
  121669. * @param state defines the current compilation state (uniforms, samplers, current string)
  121670. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  121671. * @returns true if already built
  121672. */
  121673. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  121674. protected _inputRename(name: string): string;
  121675. protected _outputRename(name: string): string;
  121676. protected _dumpPropertiesCode(): string;
  121677. /** @hidden */
  121678. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  121679. /**
  121680. * Clone the current block to a new identical block
  121681. * @param scene defines the hosting scene
  121682. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121683. * @returns a copy of the current block
  121684. */
  121685. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  121686. /**
  121687. * Serializes this block in a JSON representation
  121688. * @returns the serialized block object
  121689. */
  121690. serialize(): any;
  121691. /** @hidden */
  121692. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121693. /**
  121694. * Release resources
  121695. */
  121696. dispose(): void;
  121697. }
  121698. }
  121699. declare module BABYLON {
  121700. /**
  121701. * Enum defining the type of animations supported by InputBlock
  121702. */
  121703. export enum AnimatedInputBlockTypes {
  121704. /** No animation */
  121705. None = 0,
  121706. /** Time based animation. Will only work for floats */
  121707. Time = 1
  121708. }
  121709. }
  121710. declare module BABYLON {
  121711. /**
  121712. * Block used to expose an input value
  121713. */
  121714. export class InputBlock extends NodeMaterialBlock {
  121715. private _mode;
  121716. private _associatedVariableName;
  121717. private _storedValue;
  121718. private _valueCallback;
  121719. private _type;
  121720. private _animationType;
  121721. /** Gets or set a value used to limit the range of float values */
  121722. min: number;
  121723. /** Gets or set a value used to limit the range of float values */
  121724. max: number;
  121725. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  121726. matrixMode: number;
  121727. /** @hidden */
  121728. _systemValue: Nullable<NodeMaterialSystemValues>;
  121729. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  121730. visibleInInspector: boolean;
  121731. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  121732. isConstant: boolean;
  121733. /**
  121734. * Gets or sets the connection point type (default is float)
  121735. */
  121736. readonly type: NodeMaterialBlockConnectionPointTypes;
  121737. /**
  121738. * Creates a new InputBlock
  121739. * @param name defines the block name
  121740. * @param target defines the target of that block (Vertex by default)
  121741. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  121742. */
  121743. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  121744. /**
  121745. * Gets the output component
  121746. */
  121747. readonly output: NodeMaterialConnectionPoint;
  121748. /**
  121749. * Set the source of this connection point to a vertex attribute
  121750. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  121751. * @returns the current connection point
  121752. */
  121753. setAsAttribute(attributeName?: string): InputBlock;
  121754. /**
  121755. * Set the source of this connection point to a system value
  121756. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  121757. * @returns the current connection point
  121758. */
  121759. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  121760. /**
  121761. * Gets or sets the value of that point.
  121762. * Please note that this value will be ignored if valueCallback is defined
  121763. */
  121764. value: any;
  121765. /**
  121766. * Gets or sets a callback used to get the value of that point.
  121767. * Please note that setting this value will force the connection point to ignore the value property
  121768. */
  121769. valueCallback: () => any;
  121770. /**
  121771. * Gets or sets the associated variable name in the shader
  121772. */
  121773. associatedVariableName: string;
  121774. /** Gets or sets the type of animation applied to the input */
  121775. animationType: AnimatedInputBlockTypes;
  121776. /**
  121777. * Gets a boolean indicating that this connection point not defined yet
  121778. */
  121779. readonly isUndefined: boolean;
  121780. /**
  121781. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  121782. * In this case the connection point name must be the name of the uniform to use.
  121783. * Can only be set on inputs
  121784. */
  121785. isUniform: boolean;
  121786. /**
  121787. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  121788. * In this case the connection point name must be the name of the attribute to use
  121789. * Can only be set on inputs
  121790. */
  121791. isAttribute: boolean;
  121792. /**
  121793. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  121794. * Can only be set on exit points
  121795. */
  121796. isVarying: boolean;
  121797. /**
  121798. * Gets a boolean indicating that the current connection point is a system value
  121799. */
  121800. readonly isSystemValue: boolean;
  121801. /**
  121802. * Gets or sets the current well known value or null if not defined as a system value
  121803. */
  121804. systemValue: Nullable<NodeMaterialSystemValues>;
  121805. /**
  121806. * Gets the current class name
  121807. * @returns the class name
  121808. */
  121809. getClassName(): string;
  121810. /**
  121811. * Animate the input if animationType !== None
  121812. * @param scene defines the rendering scene
  121813. */
  121814. animate(scene: Scene): void;
  121815. private _emitDefine;
  121816. initialize(state: NodeMaterialBuildState): void;
  121817. /**
  121818. * Set the input block to its default value (based on its type)
  121819. */
  121820. setDefaultValue(): void;
  121821. private _emitConstant;
  121822. private _emit;
  121823. /** @hidden */
  121824. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  121825. /** @hidden */
  121826. _transmit(effect: Effect, scene: Scene): void;
  121827. protected _buildBlock(state: NodeMaterialBuildState): void;
  121828. protected _dumpPropertiesCode(): string;
  121829. serialize(): any;
  121830. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121831. }
  121832. }
  121833. declare module BABYLON {
  121834. /**
  121835. * Defines a connection point for a block
  121836. */
  121837. export class NodeMaterialConnectionPoint {
  121838. /** @hidden */
  121839. _ownerBlock: NodeMaterialBlock;
  121840. /** @hidden */
  121841. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121842. private _endpoints;
  121843. private _associatedVariableName;
  121844. /** @hidden */
  121845. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121846. /** @hidden */
  121847. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121848. private _type;
  121849. /** @hidden */
  121850. _enforceAssociatedVariableName: boolean;
  121851. /**
  121852. * Gets or sets the additional types supported by this connection point
  121853. */
  121854. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121855. /**
  121856. * Gets or sets the additional types excluded by this connection point
  121857. */
  121858. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121859. /**
  121860. * Observable triggered when this point is connected
  121861. */
  121862. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  121863. /**
  121864. * Gets or sets the associated variable name in the shader
  121865. */
  121866. associatedVariableName: string;
  121867. /**
  121868. * Gets or sets the connection point type (default is float)
  121869. */
  121870. type: NodeMaterialBlockConnectionPointTypes;
  121871. /**
  121872. * Gets or sets the connection point name
  121873. */
  121874. name: string;
  121875. /**
  121876. * Gets or sets a boolean indicating that this connection point can be omitted
  121877. */
  121878. isOptional: boolean;
  121879. /**
  121880. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  121881. */
  121882. define: string;
  121883. /** @hidden */
  121884. _prioritizeVertex: boolean;
  121885. private _target;
  121886. /** Gets or sets the target of that connection point */
  121887. target: NodeMaterialBlockTargets;
  121888. /**
  121889. * Gets a boolean indicating that the current point is connected
  121890. */
  121891. readonly isConnected: boolean;
  121892. /**
  121893. * Gets a boolean indicating that the current point is connected to an input block
  121894. */
  121895. readonly isConnectedToInputBlock: boolean;
  121896. /**
  121897. * Gets a the connected input block (if any)
  121898. */
  121899. readonly connectInputBlock: Nullable<InputBlock>;
  121900. /** Get the other side of the connection (if any) */
  121901. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121902. /** Get the block that owns this connection point */
  121903. readonly ownerBlock: NodeMaterialBlock;
  121904. /** Get the block connected on the other side of this connection (if any) */
  121905. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  121906. /** Get the block connected on the endpoints of this connection (if any) */
  121907. readonly connectedBlocks: Array<NodeMaterialBlock>;
  121908. /** Gets the list of connected endpoints */
  121909. readonly endpoints: NodeMaterialConnectionPoint[];
  121910. /** Gets a boolean indicating if that output point is connected to at least one input */
  121911. readonly hasEndpoints: boolean;
  121912. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  121913. readonly isConnectedInVertexShader: boolean;
  121914. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  121915. readonly isConnectedInFragmentShader: boolean;
  121916. /**
  121917. * Creates a new connection point
  121918. * @param name defines the connection point name
  121919. * @param ownerBlock defines the block hosting this connection point
  121920. */
  121921. constructor(name: string, ownerBlock: NodeMaterialBlock);
  121922. /**
  121923. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  121924. * @returns the class name
  121925. */
  121926. getClassName(): string;
  121927. /**
  121928. * Gets an boolean indicating if the current point can be connected to another point
  121929. * @param connectionPoint defines the other connection point
  121930. * @returns true if the connection is possible
  121931. */
  121932. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  121933. /**
  121934. * Connect this point to another connection point
  121935. * @param connectionPoint defines the other connection point
  121936. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  121937. * @returns the current connection point
  121938. */
  121939. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  121940. /**
  121941. * Disconnect this point from one of his endpoint
  121942. * @param endpoint defines the other connection point
  121943. * @returns the current connection point
  121944. */
  121945. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  121946. /**
  121947. * Serializes this point in a JSON representation
  121948. * @returns the serialized point object
  121949. */
  121950. serialize(): any;
  121951. /**
  121952. * Release resources
  121953. */
  121954. dispose(): void;
  121955. }
  121956. }
  121957. declare module BABYLON {
  121958. /**
  121959. * Block used to add support for vertex skinning (bones)
  121960. */
  121961. export class BonesBlock extends NodeMaterialBlock {
  121962. /**
  121963. * Creates a new BonesBlock
  121964. * @param name defines the block name
  121965. */
  121966. constructor(name: string);
  121967. /**
  121968. * Initialize the block and prepare the context for build
  121969. * @param state defines the state that will be used for the build
  121970. */
  121971. initialize(state: NodeMaterialBuildState): void;
  121972. /**
  121973. * Gets the current class name
  121974. * @returns the class name
  121975. */
  121976. getClassName(): string;
  121977. /**
  121978. * Gets the matrix indices input component
  121979. */
  121980. readonly matricesIndices: NodeMaterialConnectionPoint;
  121981. /**
  121982. * Gets the matrix weights input component
  121983. */
  121984. readonly matricesWeights: NodeMaterialConnectionPoint;
  121985. /**
  121986. * Gets the extra matrix indices input component
  121987. */
  121988. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  121989. /**
  121990. * Gets the extra matrix weights input component
  121991. */
  121992. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  121993. /**
  121994. * Gets the world input component
  121995. */
  121996. readonly world: NodeMaterialConnectionPoint;
  121997. /**
  121998. * Gets the output component
  121999. */
  122000. readonly output: NodeMaterialConnectionPoint;
  122001. autoConfigure(material: NodeMaterial): void;
  122002. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122003. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122004. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122005. protected _buildBlock(state: NodeMaterialBuildState): this;
  122006. }
  122007. }
  122008. declare module BABYLON {
  122009. /**
  122010. * Block used to add support for instances
  122011. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  122012. */
  122013. export class InstancesBlock extends NodeMaterialBlock {
  122014. /**
  122015. * Creates a new InstancesBlock
  122016. * @param name defines the block name
  122017. */
  122018. constructor(name: string);
  122019. /**
  122020. * Gets the current class name
  122021. * @returns the class name
  122022. */
  122023. getClassName(): string;
  122024. /**
  122025. * Gets the first world row input component
  122026. */
  122027. readonly world0: NodeMaterialConnectionPoint;
  122028. /**
  122029. * Gets the second world row input component
  122030. */
  122031. readonly world1: NodeMaterialConnectionPoint;
  122032. /**
  122033. * Gets the third world row input component
  122034. */
  122035. readonly world2: NodeMaterialConnectionPoint;
  122036. /**
  122037. * Gets the forth world row input component
  122038. */
  122039. readonly world3: NodeMaterialConnectionPoint;
  122040. /**
  122041. * Gets the world input component
  122042. */
  122043. readonly world: NodeMaterialConnectionPoint;
  122044. /**
  122045. * Gets the output component
  122046. */
  122047. readonly output: NodeMaterialConnectionPoint;
  122048. autoConfigure(material: NodeMaterial): void;
  122049. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122050. protected _buildBlock(state: NodeMaterialBuildState): this;
  122051. }
  122052. }
  122053. declare module BABYLON {
  122054. /**
  122055. * Block used to add morph targets support to vertex shader
  122056. */
  122057. export class MorphTargetsBlock extends NodeMaterialBlock {
  122058. private _repeatableContentAnchor;
  122059. private _repeatebleContentGenerated;
  122060. /**
  122061. * Create a new MorphTargetsBlock
  122062. * @param name defines the block name
  122063. */
  122064. constructor(name: string);
  122065. /**
  122066. * Gets the current class name
  122067. * @returns the class name
  122068. */
  122069. getClassName(): string;
  122070. /**
  122071. * Gets the position input component
  122072. */
  122073. readonly position: NodeMaterialConnectionPoint;
  122074. /**
  122075. * Gets the normal input component
  122076. */
  122077. readonly normal: NodeMaterialConnectionPoint;
  122078. /**
  122079. * Gets the tangent input component
  122080. */
  122081. readonly tangent: NodeMaterialConnectionPoint;
  122082. /**
  122083. * Gets the tangent input component
  122084. */
  122085. readonly uv: NodeMaterialConnectionPoint;
  122086. /**
  122087. * Gets the position output component
  122088. */
  122089. readonly positionOutput: NodeMaterialConnectionPoint;
  122090. /**
  122091. * Gets the normal output component
  122092. */
  122093. readonly normalOutput: NodeMaterialConnectionPoint;
  122094. /**
  122095. * Gets the tangent output component
  122096. */
  122097. readonly tangentOutput: NodeMaterialConnectionPoint;
  122098. /**
  122099. * Gets the tangent output component
  122100. */
  122101. readonly uvOutput: NodeMaterialConnectionPoint;
  122102. initialize(state: NodeMaterialBuildState): void;
  122103. autoConfigure(material: NodeMaterial): void;
  122104. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122105. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122106. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122107. protected _buildBlock(state: NodeMaterialBuildState): this;
  122108. }
  122109. }
  122110. declare module BABYLON {
  122111. /**
  122112. * Block used to get data information from a light
  122113. */
  122114. export class LightInformationBlock extends NodeMaterialBlock {
  122115. private _lightDataUniformName;
  122116. private _lightColorUniformName;
  122117. private _lightTypeDefineName;
  122118. /**
  122119. * Gets or sets the light associated with this block
  122120. */
  122121. light: Nullable<Light>;
  122122. /**
  122123. * Creates a new LightInformationBlock
  122124. * @param name defines the block name
  122125. */
  122126. constructor(name: string);
  122127. /**
  122128. * Gets the current class name
  122129. * @returns the class name
  122130. */
  122131. getClassName(): string;
  122132. /**
  122133. * Gets the world position input component
  122134. */
  122135. readonly worldPosition: NodeMaterialConnectionPoint;
  122136. /**
  122137. * Gets the direction output component
  122138. */
  122139. readonly direction: NodeMaterialConnectionPoint;
  122140. /**
  122141. * Gets the direction output component
  122142. */
  122143. readonly color: NodeMaterialConnectionPoint;
  122144. /**
  122145. * Gets the direction output component
  122146. */
  122147. readonly intensity: NodeMaterialConnectionPoint;
  122148. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122149. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122150. protected _buildBlock(state: NodeMaterialBuildState): this;
  122151. serialize(): any;
  122152. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122153. }
  122154. }
  122155. declare module BABYLON {
  122156. /**
  122157. * Block used to add image processing support to fragment shader
  122158. */
  122159. export class ImageProcessingBlock extends NodeMaterialBlock {
  122160. /**
  122161. * Create a new ImageProcessingBlock
  122162. * @param name defines the block name
  122163. */
  122164. constructor(name: string);
  122165. /**
  122166. * Gets the current class name
  122167. * @returns the class name
  122168. */
  122169. getClassName(): string;
  122170. /**
  122171. * Gets the color input component
  122172. */
  122173. readonly color: NodeMaterialConnectionPoint;
  122174. /**
  122175. * Gets the output component
  122176. */
  122177. readonly output: NodeMaterialConnectionPoint;
  122178. /**
  122179. * Initialize the block and prepare the context for build
  122180. * @param state defines the state that will be used for the build
  122181. */
  122182. initialize(state: NodeMaterialBuildState): void;
  122183. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  122184. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122185. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122186. protected _buildBlock(state: NodeMaterialBuildState): this;
  122187. }
  122188. }
  122189. declare module BABYLON {
  122190. /**
  122191. * Block used to pertub normals based on a normal map
  122192. */
  122193. export class PerturbNormalBlock extends NodeMaterialBlock {
  122194. private _tangentSpaceParameterName;
  122195. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  122196. invertX: boolean;
  122197. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  122198. invertY: boolean;
  122199. /**
  122200. * Create a new PerturbNormalBlock
  122201. * @param name defines the block name
  122202. */
  122203. constructor(name: string);
  122204. /**
  122205. * Gets the current class name
  122206. * @returns the class name
  122207. */
  122208. getClassName(): string;
  122209. /**
  122210. * Gets the world position input component
  122211. */
  122212. readonly worldPosition: NodeMaterialConnectionPoint;
  122213. /**
  122214. * Gets the world normal input component
  122215. */
  122216. readonly worldNormal: NodeMaterialConnectionPoint;
  122217. /**
  122218. * Gets the uv input component
  122219. */
  122220. readonly uv: NodeMaterialConnectionPoint;
  122221. /**
  122222. * Gets the normal map color input component
  122223. */
  122224. readonly normalMapColor: NodeMaterialConnectionPoint;
  122225. /**
  122226. * Gets the strength input component
  122227. */
  122228. readonly strength: NodeMaterialConnectionPoint;
  122229. /**
  122230. * Gets the output component
  122231. */
  122232. readonly output: NodeMaterialConnectionPoint;
  122233. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122234. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122235. autoConfigure(material: NodeMaterial): void;
  122236. protected _buildBlock(state: NodeMaterialBuildState): this;
  122237. protected _dumpPropertiesCode(): string;
  122238. serialize(): any;
  122239. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122240. }
  122241. }
  122242. declare module BABYLON {
  122243. /**
  122244. * Block used to discard a pixel if a value is smaller than a cutoff
  122245. */
  122246. export class DiscardBlock extends NodeMaterialBlock {
  122247. /**
  122248. * Create a new DiscardBlock
  122249. * @param name defines the block name
  122250. */
  122251. constructor(name: string);
  122252. /**
  122253. * Gets the current class name
  122254. * @returns the class name
  122255. */
  122256. getClassName(): string;
  122257. /**
  122258. * Gets the color input component
  122259. */
  122260. readonly value: NodeMaterialConnectionPoint;
  122261. /**
  122262. * Gets the cutoff input component
  122263. */
  122264. readonly cutoff: NodeMaterialConnectionPoint;
  122265. protected _buildBlock(state: NodeMaterialBuildState): this;
  122266. }
  122267. }
  122268. declare module BABYLON {
  122269. /**
  122270. * Block used to add support for scene fog
  122271. */
  122272. export class FogBlock extends NodeMaterialBlock {
  122273. private _fogDistanceName;
  122274. private _fogParameters;
  122275. /**
  122276. * Create a new FogBlock
  122277. * @param name defines the block name
  122278. */
  122279. constructor(name: string);
  122280. /**
  122281. * Gets the current class name
  122282. * @returns the class name
  122283. */
  122284. getClassName(): string;
  122285. /**
  122286. * Gets the world position input component
  122287. */
  122288. readonly worldPosition: NodeMaterialConnectionPoint;
  122289. /**
  122290. * Gets the view input component
  122291. */
  122292. readonly view: NodeMaterialConnectionPoint;
  122293. /**
  122294. * Gets the color input component
  122295. */
  122296. readonly input: NodeMaterialConnectionPoint;
  122297. /**
  122298. * Gets the fog color input component
  122299. */
  122300. readonly fogColor: NodeMaterialConnectionPoint;
  122301. /**
  122302. * Gets the output component
  122303. */
  122304. readonly output: NodeMaterialConnectionPoint;
  122305. autoConfigure(material: NodeMaterial): void;
  122306. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122307. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122308. protected _buildBlock(state: NodeMaterialBuildState): this;
  122309. }
  122310. }
  122311. declare module BABYLON {
  122312. /**
  122313. * Block used to add light in the fragment shader
  122314. */
  122315. export class LightBlock extends NodeMaterialBlock {
  122316. private _lightId;
  122317. /**
  122318. * Gets or sets the light associated with this block
  122319. */
  122320. light: Nullable<Light>;
  122321. /**
  122322. * Create a new LightBlock
  122323. * @param name defines the block name
  122324. */
  122325. constructor(name: string);
  122326. /**
  122327. * Gets the current class name
  122328. * @returns the class name
  122329. */
  122330. getClassName(): string;
  122331. /**
  122332. * Gets the world position input component
  122333. */
  122334. readonly worldPosition: NodeMaterialConnectionPoint;
  122335. /**
  122336. * Gets the world normal input component
  122337. */
  122338. readonly worldNormal: NodeMaterialConnectionPoint;
  122339. /**
  122340. * Gets the camera (or eye) position component
  122341. */
  122342. readonly cameraPosition: NodeMaterialConnectionPoint;
  122343. /**
  122344. * Gets the glossiness component
  122345. */
  122346. readonly glossiness: NodeMaterialConnectionPoint;
  122347. /**
  122348. * Gets the glossinness power component
  122349. */
  122350. readonly glossPower: NodeMaterialConnectionPoint;
  122351. /**
  122352. * Gets the diffuse color component
  122353. */
  122354. readonly diffuseColor: NodeMaterialConnectionPoint;
  122355. /**
  122356. * Gets the specular color component
  122357. */
  122358. readonly specularColor: NodeMaterialConnectionPoint;
  122359. /**
  122360. * Gets the diffuse output component
  122361. */
  122362. readonly diffuseOutput: NodeMaterialConnectionPoint;
  122363. /**
  122364. * Gets the specular output component
  122365. */
  122366. readonly specularOutput: NodeMaterialConnectionPoint;
  122367. autoConfigure(material: NodeMaterial): void;
  122368. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122369. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122370. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122371. private _injectVertexCode;
  122372. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122373. serialize(): any;
  122374. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122375. }
  122376. }
  122377. declare module BABYLON {
  122378. /**
  122379. * Block used to multiply 2 values
  122380. */
  122381. export class MultiplyBlock extends NodeMaterialBlock {
  122382. /**
  122383. * Creates a new MultiplyBlock
  122384. * @param name defines the block name
  122385. */
  122386. constructor(name: string);
  122387. /**
  122388. * Gets the current class name
  122389. * @returns the class name
  122390. */
  122391. getClassName(): string;
  122392. /**
  122393. * Gets the left operand input component
  122394. */
  122395. readonly left: NodeMaterialConnectionPoint;
  122396. /**
  122397. * Gets the right operand input component
  122398. */
  122399. readonly right: NodeMaterialConnectionPoint;
  122400. /**
  122401. * Gets the output component
  122402. */
  122403. readonly output: NodeMaterialConnectionPoint;
  122404. protected _buildBlock(state: NodeMaterialBuildState): this;
  122405. }
  122406. }
  122407. declare module BABYLON {
  122408. /**
  122409. * Block used to add 2 vectors
  122410. */
  122411. export class AddBlock extends NodeMaterialBlock {
  122412. /**
  122413. * Creates a new AddBlock
  122414. * @param name defines the block name
  122415. */
  122416. constructor(name: string);
  122417. /**
  122418. * Gets the current class name
  122419. * @returns the class name
  122420. */
  122421. getClassName(): string;
  122422. /**
  122423. * Gets the left operand input component
  122424. */
  122425. readonly left: NodeMaterialConnectionPoint;
  122426. /**
  122427. * Gets the right operand input component
  122428. */
  122429. readonly right: NodeMaterialConnectionPoint;
  122430. /**
  122431. * Gets the output component
  122432. */
  122433. readonly output: NodeMaterialConnectionPoint;
  122434. protected _buildBlock(state: NodeMaterialBuildState): this;
  122435. }
  122436. }
  122437. declare module BABYLON {
  122438. /**
  122439. * Block used to scale a vector by a float
  122440. */
  122441. export class ScaleBlock extends NodeMaterialBlock {
  122442. /**
  122443. * Creates a new ScaleBlock
  122444. * @param name defines the block name
  122445. */
  122446. constructor(name: string);
  122447. /**
  122448. * Gets the current class name
  122449. * @returns the class name
  122450. */
  122451. getClassName(): string;
  122452. /**
  122453. * Gets the input component
  122454. */
  122455. readonly input: NodeMaterialConnectionPoint;
  122456. /**
  122457. * Gets the factor input component
  122458. */
  122459. readonly factor: NodeMaterialConnectionPoint;
  122460. /**
  122461. * Gets the output component
  122462. */
  122463. readonly output: NodeMaterialConnectionPoint;
  122464. protected _buildBlock(state: NodeMaterialBuildState): this;
  122465. }
  122466. }
  122467. declare module BABYLON {
  122468. /**
  122469. * Block used to clamp a float
  122470. */
  122471. export class ClampBlock extends NodeMaterialBlock {
  122472. /** Gets or sets the minimum range */
  122473. minimum: number;
  122474. /** Gets or sets the maximum range */
  122475. maximum: number;
  122476. /**
  122477. * Creates a new ClampBlock
  122478. * @param name defines the block name
  122479. */
  122480. constructor(name: string);
  122481. /**
  122482. * Gets the current class name
  122483. * @returns the class name
  122484. */
  122485. getClassName(): string;
  122486. /**
  122487. * Gets the value input component
  122488. */
  122489. readonly value: NodeMaterialConnectionPoint;
  122490. /**
  122491. * Gets the output component
  122492. */
  122493. readonly output: NodeMaterialConnectionPoint;
  122494. protected _buildBlock(state: NodeMaterialBuildState): this;
  122495. protected _dumpPropertiesCode(): string;
  122496. serialize(): any;
  122497. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122498. }
  122499. }
  122500. declare module BABYLON {
  122501. /**
  122502. * Block used to apply a cross product between 2 vectors
  122503. */
  122504. export class CrossBlock extends NodeMaterialBlock {
  122505. /**
  122506. * Creates a new CrossBlock
  122507. * @param name defines the block name
  122508. */
  122509. constructor(name: string);
  122510. /**
  122511. * Gets the current class name
  122512. * @returns the class name
  122513. */
  122514. getClassName(): string;
  122515. /**
  122516. * Gets the left operand input component
  122517. */
  122518. readonly left: NodeMaterialConnectionPoint;
  122519. /**
  122520. * Gets the right operand input component
  122521. */
  122522. readonly right: NodeMaterialConnectionPoint;
  122523. /**
  122524. * Gets the output component
  122525. */
  122526. readonly output: NodeMaterialConnectionPoint;
  122527. protected _buildBlock(state: NodeMaterialBuildState): this;
  122528. }
  122529. }
  122530. declare module BABYLON {
  122531. /**
  122532. * Block used to apply a dot product between 2 vectors
  122533. */
  122534. export class DotBlock extends NodeMaterialBlock {
  122535. /**
  122536. * Creates a new DotBlock
  122537. * @param name defines the block name
  122538. */
  122539. constructor(name: string);
  122540. /**
  122541. * Gets the current class name
  122542. * @returns the class name
  122543. */
  122544. getClassName(): string;
  122545. /**
  122546. * Gets the left operand input component
  122547. */
  122548. readonly left: NodeMaterialConnectionPoint;
  122549. /**
  122550. * Gets the right operand input component
  122551. */
  122552. readonly right: NodeMaterialConnectionPoint;
  122553. /**
  122554. * Gets the output component
  122555. */
  122556. readonly output: NodeMaterialConnectionPoint;
  122557. protected _buildBlock(state: NodeMaterialBuildState): this;
  122558. }
  122559. }
  122560. declare module BABYLON {
  122561. /**
  122562. * Block used to remap a float from a range to a new one
  122563. */
  122564. export class RemapBlock extends NodeMaterialBlock {
  122565. /**
  122566. * Gets or sets the source range
  122567. */
  122568. sourceRange: Vector2;
  122569. /**
  122570. * Gets or sets the target range
  122571. */
  122572. targetRange: Vector2;
  122573. /**
  122574. * Creates a new RemapBlock
  122575. * @param name defines the block name
  122576. */
  122577. constructor(name: string);
  122578. /**
  122579. * Gets the current class name
  122580. * @returns the class name
  122581. */
  122582. getClassName(): string;
  122583. /**
  122584. * Gets the input component
  122585. */
  122586. readonly input: NodeMaterialConnectionPoint;
  122587. /**
  122588. * Gets the source min input component
  122589. */
  122590. readonly sourceMin: NodeMaterialConnectionPoint;
  122591. /**
  122592. * Gets the source max input component
  122593. */
  122594. readonly sourceMax: NodeMaterialConnectionPoint;
  122595. /**
  122596. * Gets the target min input component
  122597. */
  122598. readonly targetMin: NodeMaterialConnectionPoint;
  122599. /**
  122600. * Gets the target max input component
  122601. */
  122602. readonly targetMax: NodeMaterialConnectionPoint;
  122603. /**
  122604. * Gets the output component
  122605. */
  122606. readonly output: NodeMaterialConnectionPoint;
  122607. protected _buildBlock(state: NodeMaterialBuildState): this;
  122608. protected _dumpPropertiesCode(): string;
  122609. serialize(): any;
  122610. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122611. }
  122612. }
  122613. declare module BABYLON {
  122614. /**
  122615. * Block used to normalize a vector
  122616. */
  122617. export class NormalizeBlock extends NodeMaterialBlock {
  122618. /**
  122619. * Creates a new NormalizeBlock
  122620. * @param name defines the block name
  122621. */
  122622. constructor(name: string);
  122623. /**
  122624. * Gets the current class name
  122625. * @returns the class name
  122626. */
  122627. getClassName(): string;
  122628. /**
  122629. * Gets the input component
  122630. */
  122631. readonly input: NodeMaterialConnectionPoint;
  122632. /**
  122633. * Gets the output component
  122634. */
  122635. readonly output: NodeMaterialConnectionPoint;
  122636. protected _buildBlock(state: NodeMaterialBuildState): this;
  122637. }
  122638. }
  122639. declare module BABYLON {
  122640. /**
  122641. * Operations supported by the Trigonometry block
  122642. */
  122643. export enum TrigonometryBlockOperations {
  122644. /** Cos */
  122645. Cos = 0,
  122646. /** Sin */
  122647. Sin = 1,
  122648. /** Abs */
  122649. Abs = 2,
  122650. /** Exp */
  122651. Exp = 3,
  122652. /** Exp2 */
  122653. Exp2 = 4,
  122654. /** Round */
  122655. Round = 5,
  122656. /** Floor */
  122657. Floor = 6,
  122658. /** Ceiling */
  122659. Ceiling = 7,
  122660. /** Square root */
  122661. Sqrt = 8,
  122662. /** Log */
  122663. Log = 9,
  122664. /** Tangent */
  122665. Tan = 10,
  122666. /** Arc tangent */
  122667. ArcTan = 11,
  122668. /** Arc cosinus */
  122669. ArcCos = 12,
  122670. /** Arc sinus */
  122671. ArcSin = 13,
  122672. /** Fraction */
  122673. Fract = 14,
  122674. /** Sign */
  122675. Sign = 15,
  122676. /** To radians (from degrees) */
  122677. Radians = 16,
  122678. /** To degrees (from radians) */
  122679. Degrees = 17
  122680. }
  122681. /**
  122682. * Block used to apply trigonometry operation to floats
  122683. */
  122684. export class TrigonometryBlock extends NodeMaterialBlock {
  122685. /**
  122686. * Gets or sets the operation applied by the block
  122687. */
  122688. operation: TrigonometryBlockOperations;
  122689. /**
  122690. * Creates a new TrigonometryBlock
  122691. * @param name defines the block name
  122692. */
  122693. constructor(name: string);
  122694. /**
  122695. * Gets the current class name
  122696. * @returns the class name
  122697. */
  122698. getClassName(): string;
  122699. /**
  122700. * Gets the input component
  122701. */
  122702. readonly input: NodeMaterialConnectionPoint;
  122703. /**
  122704. * Gets the output component
  122705. */
  122706. readonly output: NodeMaterialConnectionPoint;
  122707. protected _buildBlock(state: NodeMaterialBuildState): this;
  122708. serialize(): any;
  122709. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122710. }
  122711. }
  122712. declare module BABYLON {
  122713. /**
  122714. * Block used to create a Color3/4 out of individual inputs (one for each component)
  122715. */
  122716. export class ColorMergerBlock extends NodeMaterialBlock {
  122717. /**
  122718. * Create a new ColorMergerBlock
  122719. * @param name defines the block name
  122720. */
  122721. constructor(name: string);
  122722. /**
  122723. * Gets the current class name
  122724. * @returns the class name
  122725. */
  122726. getClassName(): string;
  122727. /**
  122728. * Gets the r component (input)
  122729. */
  122730. readonly r: NodeMaterialConnectionPoint;
  122731. /**
  122732. * Gets the g component (input)
  122733. */
  122734. readonly g: NodeMaterialConnectionPoint;
  122735. /**
  122736. * Gets the b component (input)
  122737. */
  122738. readonly b: NodeMaterialConnectionPoint;
  122739. /**
  122740. * Gets the a component (input)
  122741. */
  122742. readonly a: NodeMaterialConnectionPoint;
  122743. /**
  122744. * Gets the rgba component (output)
  122745. */
  122746. readonly rgba: NodeMaterialConnectionPoint;
  122747. /**
  122748. * Gets the rgb component (output)
  122749. */
  122750. readonly rgb: NodeMaterialConnectionPoint;
  122751. protected _buildBlock(state: NodeMaterialBuildState): this;
  122752. }
  122753. }
  122754. declare module BABYLON {
  122755. /**
  122756. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  122757. */
  122758. export class VectorMergerBlock extends NodeMaterialBlock {
  122759. /**
  122760. * Create a new VectorMergerBlock
  122761. * @param name defines the block name
  122762. */
  122763. constructor(name: string);
  122764. /**
  122765. * Gets the current class name
  122766. * @returns the class name
  122767. */
  122768. getClassName(): string;
  122769. /**
  122770. * Gets the x component (input)
  122771. */
  122772. readonly x: NodeMaterialConnectionPoint;
  122773. /**
  122774. * Gets the y component (input)
  122775. */
  122776. readonly y: NodeMaterialConnectionPoint;
  122777. /**
  122778. * Gets the z component (input)
  122779. */
  122780. readonly z: NodeMaterialConnectionPoint;
  122781. /**
  122782. * Gets the w component (input)
  122783. */
  122784. readonly w: NodeMaterialConnectionPoint;
  122785. /**
  122786. * Gets the xyzw component (output)
  122787. */
  122788. readonly xyzw: NodeMaterialConnectionPoint;
  122789. /**
  122790. * Gets the xyz component (output)
  122791. */
  122792. readonly xyz: NodeMaterialConnectionPoint;
  122793. /**
  122794. * Gets the xy component (output)
  122795. */
  122796. readonly xy: NodeMaterialConnectionPoint;
  122797. protected _buildBlock(state: NodeMaterialBuildState): this;
  122798. }
  122799. }
  122800. declare module BABYLON {
  122801. /**
  122802. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  122803. */
  122804. export class ColorSplitterBlock extends NodeMaterialBlock {
  122805. /**
  122806. * Create a new ColorSplitterBlock
  122807. * @param name defines the block name
  122808. */
  122809. constructor(name: string);
  122810. /**
  122811. * Gets the current class name
  122812. * @returns the class name
  122813. */
  122814. getClassName(): string;
  122815. /**
  122816. * Gets the rgba component (input)
  122817. */
  122818. readonly rgba: NodeMaterialConnectionPoint;
  122819. /**
  122820. * Gets the rgb component (input)
  122821. */
  122822. readonly rgbIn: NodeMaterialConnectionPoint;
  122823. /**
  122824. * Gets the rgb component (output)
  122825. */
  122826. readonly rgbOut: NodeMaterialConnectionPoint;
  122827. /**
  122828. * Gets the r component (output)
  122829. */
  122830. readonly r: NodeMaterialConnectionPoint;
  122831. /**
  122832. * Gets the g component (output)
  122833. */
  122834. readonly g: NodeMaterialConnectionPoint;
  122835. /**
  122836. * Gets the b component (output)
  122837. */
  122838. readonly b: NodeMaterialConnectionPoint;
  122839. /**
  122840. * Gets the a component (output)
  122841. */
  122842. readonly a: NodeMaterialConnectionPoint;
  122843. protected _inputRename(name: string): string;
  122844. protected _outputRename(name: string): string;
  122845. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122846. }
  122847. }
  122848. declare module BABYLON {
  122849. /**
  122850. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  122851. */
  122852. export class VectorSplitterBlock extends NodeMaterialBlock {
  122853. /**
  122854. * Create a new VectorSplitterBlock
  122855. * @param name defines the block name
  122856. */
  122857. constructor(name: string);
  122858. /**
  122859. * Gets the current class name
  122860. * @returns the class name
  122861. */
  122862. getClassName(): string;
  122863. /**
  122864. * Gets the xyzw component (input)
  122865. */
  122866. readonly xyzw: NodeMaterialConnectionPoint;
  122867. /**
  122868. * Gets the xyz component (input)
  122869. */
  122870. readonly xyzIn: NodeMaterialConnectionPoint;
  122871. /**
  122872. * Gets the xy component (input)
  122873. */
  122874. readonly xyIn: NodeMaterialConnectionPoint;
  122875. /**
  122876. * Gets the xyz component (output)
  122877. */
  122878. readonly xyzOut: NodeMaterialConnectionPoint;
  122879. /**
  122880. * Gets the xy component (output)
  122881. */
  122882. readonly xyOut: NodeMaterialConnectionPoint;
  122883. /**
  122884. * Gets the x component (output)
  122885. */
  122886. readonly x: NodeMaterialConnectionPoint;
  122887. /**
  122888. * Gets the y component (output)
  122889. */
  122890. readonly y: NodeMaterialConnectionPoint;
  122891. /**
  122892. * Gets the z component (output)
  122893. */
  122894. readonly z: NodeMaterialConnectionPoint;
  122895. /**
  122896. * Gets the w component (output)
  122897. */
  122898. readonly w: NodeMaterialConnectionPoint;
  122899. protected _inputRename(name: string): string;
  122900. protected _outputRename(name: string): string;
  122901. protected _buildBlock(state: NodeMaterialBuildState): this;
  122902. }
  122903. }
  122904. declare module BABYLON {
  122905. /**
  122906. * Block used to lerp between 2 values
  122907. */
  122908. export class LerpBlock extends NodeMaterialBlock {
  122909. /**
  122910. * Creates a new LerpBlock
  122911. * @param name defines the block name
  122912. */
  122913. constructor(name: string);
  122914. /**
  122915. * Gets the current class name
  122916. * @returns the class name
  122917. */
  122918. getClassName(): string;
  122919. /**
  122920. * Gets the left operand input component
  122921. */
  122922. readonly left: NodeMaterialConnectionPoint;
  122923. /**
  122924. * Gets the right operand input component
  122925. */
  122926. readonly right: NodeMaterialConnectionPoint;
  122927. /**
  122928. * Gets the gradient operand input component
  122929. */
  122930. readonly gradient: NodeMaterialConnectionPoint;
  122931. /**
  122932. * Gets the output component
  122933. */
  122934. readonly output: NodeMaterialConnectionPoint;
  122935. protected _buildBlock(state: NodeMaterialBuildState): this;
  122936. }
  122937. }
  122938. declare module BABYLON {
  122939. /**
  122940. * Block used to divide 2 vectors
  122941. */
  122942. export class DivideBlock extends NodeMaterialBlock {
  122943. /**
  122944. * Creates a new DivideBlock
  122945. * @param name defines the block name
  122946. */
  122947. constructor(name: string);
  122948. /**
  122949. * Gets the current class name
  122950. * @returns the class name
  122951. */
  122952. getClassName(): string;
  122953. /**
  122954. * Gets the left operand input component
  122955. */
  122956. readonly left: NodeMaterialConnectionPoint;
  122957. /**
  122958. * Gets the right operand input component
  122959. */
  122960. readonly right: NodeMaterialConnectionPoint;
  122961. /**
  122962. * Gets the output component
  122963. */
  122964. readonly output: NodeMaterialConnectionPoint;
  122965. protected _buildBlock(state: NodeMaterialBuildState): this;
  122966. }
  122967. }
  122968. declare module BABYLON {
  122969. /**
  122970. * Block used to subtract 2 vectors
  122971. */
  122972. export class SubtractBlock extends NodeMaterialBlock {
  122973. /**
  122974. * Creates a new SubtractBlock
  122975. * @param name defines the block name
  122976. */
  122977. constructor(name: string);
  122978. /**
  122979. * Gets the current class name
  122980. * @returns the class name
  122981. */
  122982. getClassName(): string;
  122983. /**
  122984. * Gets the left operand input component
  122985. */
  122986. readonly left: NodeMaterialConnectionPoint;
  122987. /**
  122988. * Gets the right operand input component
  122989. */
  122990. readonly right: NodeMaterialConnectionPoint;
  122991. /**
  122992. * Gets the output component
  122993. */
  122994. readonly output: NodeMaterialConnectionPoint;
  122995. protected _buildBlock(state: NodeMaterialBuildState): this;
  122996. }
  122997. }
  122998. declare module BABYLON {
  122999. /**
  123000. * Block used to step a value
  123001. */
  123002. export class StepBlock extends NodeMaterialBlock {
  123003. /**
  123004. * Creates a new StepBlock
  123005. * @param name defines the block name
  123006. */
  123007. constructor(name: string);
  123008. /**
  123009. * Gets the current class name
  123010. * @returns the class name
  123011. */
  123012. getClassName(): string;
  123013. /**
  123014. * Gets the value operand input component
  123015. */
  123016. readonly value: NodeMaterialConnectionPoint;
  123017. /**
  123018. * Gets the edge operand input component
  123019. */
  123020. readonly edge: NodeMaterialConnectionPoint;
  123021. /**
  123022. * Gets the output component
  123023. */
  123024. readonly output: NodeMaterialConnectionPoint;
  123025. protected _buildBlock(state: NodeMaterialBuildState): this;
  123026. }
  123027. }
  123028. declare module BABYLON {
  123029. /**
  123030. * Block used to get the opposite (1 - x) of a value
  123031. */
  123032. export class OneMinusBlock extends NodeMaterialBlock {
  123033. /**
  123034. * Creates a new OneMinusBlock
  123035. * @param name defines the block name
  123036. */
  123037. constructor(name: string);
  123038. /**
  123039. * Gets the current class name
  123040. * @returns the class name
  123041. */
  123042. getClassName(): string;
  123043. /**
  123044. * Gets the input component
  123045. */
  123046. readonly input: NodeMaterialConnectionPoint;
  123047. /**
  123048. * Gets the output component
  123049. */
  123050. readonly output: NodeMaterialConnectionPoint;
  123051. protected _buildBlock(state: NodeMaterialBuildState): this;
  123052. }
  123053. }
  123054. declare module BABYLON {
  123055. /**
  123056. * Block used to get the view direction
  123057. */
  123058. export class ViewDirectionBlock extends NodeMaterialBlock {
  123059. /**
  123060. * Creates a new ViewDirectionBlock
  123061. * @param name defines the block name
  123062. */
  123063. constructor(name: string);
  123064. /**
  123065. * Gets the current class name
  123066. * @returns the class name
  123067. */
  123068. getClassName(): string;
  123069. /**
  123070. * Gets the world position component
  123071. */
  123072. readonly worldPosition: NodeMaterialConnectionPoint;
  123073. /**
  123074. * Gets the camera position component
  123075. */
  123076. readonly cameraPosition: NodeMaterialConnectionPoint;
  123077. /**
  123078. * Gets the output component
  123079. */
  123080. readonly output: NodeMaterialConnectionPoint;
  123081. autoConfigure(material: NodeMaterial): void;
  123082. protected _buildBlock(state: NodeMaterialBuildState): this;
  123083. }
  123084. }
  123085. declare module BABYLON {
  123086. /**
  123087. * Block used to compute fresnel value
  123088. */
  123089. export class FresnelBlock extends NodeMaterialBlock {
  123090. /**
  123091. * Create a new FresnelBlock
  123092. * @param name defines the block name
  123093. */
  123094. constructor(name: string);
  123095. /**
  123096. * Gets the current class name
  123097. * @returns the class name
  123098. */
  123099. getClassName(): string;
  123100. /**
  123101. * Gets the world normal input component
  123102. */
  123103. readonly worldNormal: NodeMaterialConnectionPoint;
  123104. /**
  123105. * Gets the view direction input component
  123106. */
  123107. readonly viewDirection: NodeMaterialConnectionPoint;
  123108. /**
  123109. * Gets the bias input component
  123110. */
  123111. readonly bias: NodeMaterialConnectionPoint;
  123112. /**
  123113. * Gets the camera (or eye) position component
  123114. */
  123115. readonly power: NodeMaterialConnectionPoint;
  123116. /**
  123117. * Gets the fresnel output component
  123118. */
  123119. readonly fresnel: NodeMaterialConnectionPoint;
  123120. autoConfigure(material: NodeMaterial): void;
  123121. protected _buildBlock(state: NodeMaterialBuildState): this;
  123122. }
  123123. }
  123124. declare module BABYLON {
  123125. /**
  123126. * Block used to get the max of 2 values
  123127. */
  123128. export class MaxBlock extends NodeMaterialBlock {
  123129. /**
  123130. * Creates a new MaxBlock
  123131. * @param name defines the block name
  123132. */
  123133. constructor(name: string);
  123134. /**
  123135. * Gets the current class name
  123136. * @returns the class name
  123137. */
  123138. getClassName(): string;
  123139. /**
  123140. * Gets the left operand input component
  123141. */
  123142. readonly left: NodeMaterialConnectionPoint;
  123143. /**
  123144. * Gets the right operand input component
  123145. */
  123146. readonly right: NodeMaterialConnectionPoint;
  123147. /**
  123148. * Gets the output component
  123149. */
  123150. readonly output: NodeMaterialConnectionPoint;
  123151. protected _buildBlock(state: NodeMaterialBuildState): this;
  123152. }
  123153. }
  123154. declare module BABYLON {
  123155. /**
  123156. * Block used to get the min of 2 values
  123157. */
  123158. export class MinBlock extends NodeMaterialBlock {
  123159. /**
  123160. * Creates a new MinBlock
  123161. * @param name defines the block name
  123162. */
  123163. constructor(name: string);
  123164. /**
  123165. * Gets the current class name
  123166. * @returns the class name
  123167. */
  123168. getClassName(): string;
  123169. /**
  123170. * Gets the left operand input component
  123171. */
  123172. readonly left: NodeMaterialConnectionPoint;
  123173. /**
  123174. * Gets the right operand input component
  123175. */
  123176. readonly right: NodeMaterialConnectionPoint;
  123177. /**
  123178. * Gets the output component
  123179. */
  123180. readonly output: NodeMaterialConnectionPoint;
  123181. protected _buildBlock(state: NodeMaterialBuildState): this;
  123182. }
  123183. }
  123184. declare module BABYLON {
  123185. /**
  123186. * Block used to get the distance between 2 values
  123187. */
  123188. export class DistanceBlock extends NodeMaterialBlock {
  123189. /**
  123190. * Creates a new DistanceBlock
  123191. * @param name defines the block name
  123192. */
  123193. constructor(name: string);
  123194. /**
  123195. * Gets the current class name
  123196. * @returns the class name
  123197. */
  123198. getClassName(): string;
  123199. /**
  123200. * Gets the left operand input component
  123201. */
  123202. readonly left: NodeMaterialConnectionPoint;
  123203. /**
  123204. * Gets the right operand input component
  123205. */
  123206. readonly right: NodeMaterialConnectionPoint;
  123207. /**
  123208. * Gets the output component
  123209. */
  123210. readonly output: NodeMaterialConnectionPoint;
  123211. protected _buildBlock(state: NodeMaterialBuildState): this;
  123212. }
  123213. }
  123214. declare module BABYLON {
  123215. /**
  123216. * Block used to get the length of a vector
  123217. */
  123218. export class LengthBlock extends NodeMaterialBlock {
  123219. /**
  123220. * Creates a new LengthBlock
  123221. * @param name defines the block name
  123222. */
  123223. constructor(name: string);
  123224. /**
  123225. * Gets the current class name
  123226. * @returns the class name
  123227. */
  123228. getClassName(): string;
  123229. /**
  123230. * Gets the value input component
  123231. */
  123232. readonly value: NodeMaterialConnectionPoint;
  123233. /**
  123234. * Gets the output component
  123235. */
  123236. readonly output: NodeMaterialConnectionPoint;
  123237. protected _buildBlock(state: NodeMaterialBuildState): this;
  123238. }
  123239. }
  123240. declare module BABYLON {
  123241. /**
  123242. * Block used to get negative version of a value (i.e. x * -1)
  123243. */
  123244. export class NegateBlock extends NodeMaterialBlock {
  123245. /**
  123246. * Creates a new NegateBlock
  123247. * @param name defines the block name
  123248. */
  123249. constructor(name: string);
  123250. /**
  123251. * Gets the current class name
  123252. * @returns the class name
  123253. */
  123254. getClassName(): string;
  123255. /**
  123256. * Gets the value input component
  123257. */
  123258. readonly value: NodeMaterialConnectionPoint;
  123259. /**
  123260. * Gets the output component
  123261. */
  123262. readonly output: NodeMaterialConnectionPoint;
  123263. protected _buildBlock(state: NodeMaterialBuildState): this;
  123264. }
  123265. }
  123266. declare module BABYLON {
  123267. /**
  123268. * Block used to get the value of the first parameter raised to the power of the second
  123269. */
  123270. export class PowBlock extends NodeMaterialBlock {
  123271. /**
  123272. * Creates a new PowBlock
  123273. * @param name defines the block name
  123274. */
  123275. constructor(name: string);
  123276. /**
  123277. * Gets the current class name
  123278. * @returns the class name
  123279. */
  123280. getClassName(): string;
  123281. /**
  123282. * Gets the value operand input component
  123283. */
  123284. readonly value: NodeMaterialConnectionPoint;
  123285. /**
  123286. * Gets the power operand input component
  123287. */
  123288. readonly power: NodeMaterialConnectionPoint;
  123289. /**
  123290. * Gets the output component
  123291. */
  123292. readonly output: NodeMaterialConnectionPoint;
  123293. protected _buildBlock(state: NodeMaterialBuildState): this;
  123294. }
  123295. }
  123296. declare module BABYLON {
  123297. /**
  123298. * Block used to get a random number
  123299. */
  123300. export class RandomNumberBlock extends NodeMaterialBlock {
  123301. /**
  123302. * Creates a new RandomNumberBlock
  123303. * @param name defines the block name
  123304. */
  123305. constructor(name: string);
  123306. /**
  123307. * Gets the current class name
  123308. * @returns the class name
  123309. */
  123310. getClassName(): string;
  123311. /**
  123312. * Gets the seed input component
  123313. */
  123314. readonly seed: NodeMaterialConnectionPoint;
  123315. /**
  123316. * Gets the output component
  123317. */
  123318. readonly output: NodeMaterialConnectionPoint;
  123319. protected _buildBlock(state: NodeMaterialBuildState): this;
  123320. }
  123321. }
  123322. declare module BABYLON {
  123323. /**
  123324. * Block used to compute arc tangent of 2 values
  123325. */
  123326. export class ArcTan2Block extends NodeMaterialBlock {
  123327. /**
  123328. * Creates a new ArcTan2Block
  123329. * @param name defines the block name
  123330. */
  123331. constructor(name: string);
  123332. /**
  123333. * Gets the current class name
  123334. * @returns the class name
  123335. */
  123336. getClassName(): string;
  123337. /**
  123338. * Gets the x operand input component
  123339. */
  123340. readonly x: NodeMaterialConnectionPoint;
  123341. /**
  123342. * Gets the y operand input component
  123343. */
  123344. readonly y: NodeMaterialConnectionPoint;
  123345. /**
  123346. * Gets the output component
  123347. */
  123348. readonly output: NodeMaterialConnectionPoint;
  123349. protected _buildBlock(state: NodeMaterialBuildState): this;
  123350. }
  123351. }
  123352. declare module BABYLON {
  123353. /**
  123354. * Block used to smooth step a value
  123355. */
  123356. export class SmoothStepBlock extends NodeMaterialBlock {
  123357. /**
  123358. * Creates a new SmoothStepBlock
  123359. * @param name defines the block name
  123360. */
  123361. constructor(name: string);
  123362. /**
  123363. * Gets the current class name
  123364. * @returns the class name
  123365. */
  123366. getClassName(): string;
  123367. /**
  123368. * Gets the value operand input component
  123369. */
  123370. readonly value: NodeMaterialConnectionPoint;
  123371. /**
  123372. * Gets the first edge operand input component
  123373. */
  123374. readonly edge0: NodeMaterialConnectionPoint;
  123375. /**
  123376. * Gets the second edge operand input component
  123377. */
  123378. readonly edge1: NodeMaterialConnectionPoint;
  123379. /**
  123380. * Gets the output component
  123381. */
  123382. readonly output: NodeMaterialConnectionPoint;
  123383. protected _buildBlock(state: NodeMaterialBuildState): this;
  123384. }
  123385. }
  123386. declare module BABYLON {
  123387. /**
  123388. * Block used to get the reciprocal (1 / x) of a value
  123389. */
  123390. export class ReciprocalBlock extends NodeMaterialBlock {
  123391. /**
  123392. * Creates a new ReciprocalBlock
  123393. * @param name defines the block name
  123394. */
  123395. constructor(name: string);
  123396. /**
  123397. * Gets the current class name
  123398. * @returns the class name
  123399. */
  123400. getClassName(): string;
  123401. /**
  123402. * Gets the input component
  123403. */
  123404. readonly input: NodeMaterialConnectionPoint;
  123405. /**
  123406. * Gets the output component
  123407. */
  123408. readonly output: NodeMaterialConnectionPoint;
  123409. protected _buildBlock(state: NodeMaterialBuildState): this;
  123410. }
  123411. }
  123412. declare module BABYLON {
  123413. /**
  123414. * Block used to replace a color by another one
  123415. */
  123416. export class ReplaceColorBlock extends NodeMaterialBlock {
  123417. /**
  123418. * Creates a new ReplaceColorBlock
  123419. * @param name defines the block name
  123420. */
  123421. constructor(name: string);
  123422. /**
  123423. * Gets the current class name
  123424. * @returns the class name
  123425. */
  123426. getClassName(): string;
  123427. /**
  123428. * Gets the value input component
  123429. */
  123430. readonly value: NodeMaterialConnectionPoint;
  123431. /**
  123432. * Gets the reference input component
  123433. */
  123434. readonly reference: NodeMaterialConnectionPoint;
  123435. /**
  123436. * Gets the distance input component
  123437. */
  123438. readonly distance: NodeMaterialConnectionPoint;
  123439. /**
  123440. * Gets the replacement input component
  123441. */
  123442. readonly replacement: NodeMaterialConnectionPoint;
  123443. /**
  123444. * Gets the output component
  123445. */
  123446. readonly output: NodeMaterialConnectionPoint;
  123447. protected _buildBlock(state: NodeMaterialBuildState): this;
  123448. }
  123449. }
  123450. declare module BABYLON {
  123451. /**
  123452. * Block used to posterize a value
  123453. * @see https://en.wikipedia.org/wiki/Posterization
  123454. */
  123455. export class PosterizeBlock extends NodeMaterialBlock {
  123456. /**
  123457. * Creates a new PosterizeBlock
  123458. * @param name defines the block name
  123459. */
  123460. constructor(name: string);
  123461. /**
  123462. * Gets the current class name
  123463. * @returns the class name
  123464. */
  123465. getClassName(): string;
  123466. /**
  123467. * Gets the value input component
  123468. */
  123469. readonly value: NodeMaterialConnectionPoint;
  123470. /**
  123471. * Gets the steps input component
  123472. */
  123473. readonly steps: NodeMaterialConnectionPoint;
  123474. /**
  123475. * Gets the output component
  123476. */
  123477. readonly output: NodeMaterialConnectionPoint;
  123478. protected _buildBlock(state: NodeMaterialBuildState): this;
  123479. }
  123480. }
  123481. declare module BABYLON {
  123482. /**
  123483. * Operations supported by the Wave block
  123484. */
  123485. export enum WaveBlockKind {
  123486. /** SawTooth */
  123487. SawTooth = 0,
  123488. /** Square */
  123489. Square = 1,
  123490. /** Triangle */
  123491. Triangle = 2
  123492. }
  123493. /**
  123494. * Block used to apply wave operation to floats
  123495. */
  123496. export class WaveBlock extends NodeMaterialBlock {
  123497. /**
  123498. * Gets or sets the kibnd of wave to be applied by the block
  123499. */
  123500. kind: WaveBlockKind;
  123501. /**
  123502. * Creates a new WaveBlock
  123503. * @param name defines the block name
  123504. */
  123505. constructor(name: string);
  123506. /**
  123507. * Gets the current class name
  123508. * @returns the class name
  123509. */
  123510. getClassName(): string;
  123511. /**
  123512. * Gets the input component
  123513. */
  123514. readonly input: NodeMaterialConnectionPoint;
  123515. /**
  123516. * Gets the output component
  123517. */
  123518. readonly output: NodeMaterialConnectionPoint;
  123519. protected _buildBlock(state: NodeMaterialBuildState): this;
  123520. serialize(): any;
  123521. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123522. }
  123523. }
  123524. declare module BABYLON {
  123525. /**
  123526. * Class used to store a color step for the GradientBlock
  123527. */
  123528. export class GradientBlockColorStep {
  123529. /**
  123530. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123531. */
  123532. step: number;
  123533. /**
  123534. * Gets or sets the color associated with this step
  123535. */
  123536. color: Color3;
  123537. /**
  123538. * Creates a new GradientBlockColorStep
  123539. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  123540. * @param color defines the color associated with this step
  123541. */
  123542. constructor(
  123543. /**
  123544. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123545. */
  123546. step: number,
  123547. /**
  123548. * Gets or sets the color associated with this step
  123549. */
  123550. color: Color3);
  123551. }
  123552. /**
  123553. * Block used to return a color from a gradient based on an input value between 0 and 1
  123554. */
  123555. export class GradientBlock extends NodeMaterialBlock {
  123556. /**
  123557. * Gets or sets the list of color steps
  123558. */
  123559. colorSteps: GradientBlockColorStep[];
  123560. /**
  123561. * Creates a new GradientBlock
  123562. * @param name defines the block name
  123563. */
  123564. constructor(name: string);
  123565. /**
  123566. * Gets the current class name
  123567. * @returns the class name
  123568. */
  123569. getClassName(): string;
  123570. /**
  123571. * Gets the gradient input component
  123572. */
  123573. readonly gradient: NodeMaterialConnectionPoint;
  123574. /**
  123575. * Gets the output component
  123576. */
  123577. readonly output: NodeMaterialConnectionPoint;
  123578. private _writeColorConstant;
  123579. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123580. serialize(): any;
  123581. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123582. protected _dumpPropertiesCode(): string;
  123583. }
  123584. }
  123585. declare module BABYLON {
  123586. /**
  123587. * Block used to normalize lerp between 2 values
  123588. */
  123589. export class NLerpBlock extends NodeMaterialBlock {
  123590. /**
  123591. * Creates a new NLerpBlock
  123592. * @param name defines the block name
  123593. */
  123594. constructor(name: string);
  123595. /**
  123596. * Gets the current class name
  123597. * @returns the class name
  123598. */
  123599. getClassName(): string;
  123600. /**
  123601. * Gets the left operand input component
  123602. */
  123603. readonly left: NodeMaterialConnectionPoint;
  123604. /**
  123605. * Gets the right operand input component
  123606. */
  123607. readonly right: NodeMaterialConnectionPoint;
  123608. /**
  123609. * Gets the gradient operand input component
  123610. */
  123611. readonly gradient: NodeMaterialConnectionPoint;
  123612. /**
  123613. * Gets the output component
  123614. */
  123615. readonly output: NodeMaterialConnectionPoint;
  123616. protected _buildBlock(state: NodeMaterialBuildState): this;
  123617. }
  123618. }
  123619. declare module BABYLON {
  123620. /**
  123621. * Block used to test if the fragment shader is front facing
  123622. */
  123623. export class FrontFacingBlock extends NodeMaterialBlock {
  123624. /**
  123625. * Creates a new FrontFacingBlock
  123626. * @param name defines the block name
  123627. */
  123628. constructor(name: string);
  123629. /**
  123630. * Gets the current class name
  123631. * @returns the class name
  123632. */
  123633. getClassName(): string;
  123634. /**
  123635. * Gets the world normal component
  123636. */
  123637. readonly worldNormal: NodeMaterialConnectionPoint;
  123638. /**
  123639. * Gets the view direction input component
  123640. */
  123641. readonly viewDirection: NodeMaterialConnectionPoint;
  123642. /**
  123643. * Gets the output component
  123644. */
  123645. readonly output: NodeMaterialConnectionPoint;
  123646. autoConfigure(material: NodeMaterial): void;
  123647. protected _buildBlock(state: NodeMaterialBuildState): this;
  123648. }
  123649. }
  123650. declare module BABYLON {
  123651. /**
  123652. * Effect Render Options
  123653. */
  123654. export interface IEffectRendererOptions {
  123655. /**
  123656. * Defines the vertices positions.
  123657. */
  123658. positions?: number[];
  123659. /**
  123660. * Defines the indices.
  123661. */
  123662. indices?: number[];
  123663. }
  123664. /**
  123665. * Helper class to render one or more effects
  123666. */
  123667. export class EffectRenderer {
  123668. private engine;
  123669. private static _DefaultOptions;
  123670. private _vertexBuffers;
  123671. private _indexBuffer;
  123672. private _ringBufferIndex;
  123673. private _ringScreenBuffer;
  123674. private _fullscreenViewport;
  123675. private _getNextFrameBuffer;
  123676. /**
  123677. * Creates an effect renderer
  123678. * @param engine the engine to use for rendering
  123679. * @param options defines the options of the effect renderer
  123680. */
  123681. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  123682. /**
  123683. * Sets the current viewport in normalized coordinates 0-1
  123684. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  123685. */
  123686. setViewport(viewport?: Viewport): void;
  123687. /**
  123688. * Binds the embedded attributes buffer to the effect.
  123689. * @param effect Defines the effect to bind the attributes for
  123690. */
  123691. bindBuffers(effect: Effect): void;
  123692. /**
  123693. * Sets the current effect wrapper to use during draw.
  123694. * The effect needs to be ready before calling this api.
  123695. * This also sets the default full screen position attribute.
  123696. * @param effectWrapper Defines the effect to draw with
  123697. */
  123698. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  123699. /**
  123700. * Draws a full screen quad.
  123701. */
  123702. draw(): void;
  123703. /**
  123704. * renders one or more effects to a specified texture
  123705. * @param effectWrappers list of effects to renderer
  123706. * @param outputTexture texture to draw to, if null it will render to the screen
  123707. */
  123708. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  123709. /**
  123710. * Disposes of the effect renderer
  123711. */
  123712. dispose(): void;
  123713. }
  123714. /**
  123715. * Options to create an EffectWrapper
  123716. */
  123717. interface EffectWrapperCreationOptions {
  123718. /**
  123719. * Engine to use to create the effect
  123720. */
  123721. engine: ThinEngine;
  123722. /**
  123723. * Fragment shader for the effect
  123724. */
  123725. fragmentShader: string;
  123726. /**
  123727. * Vertex shader for the effect
  123728. */
  123729. vertexShader?: string;
  123730. /**
  123731. * Attributes to use in the shader
  123732. */
  123733. attributeNames?: Array<string>;
  123734. /**
  123735. * Uniforms to use in the shader
  123736. */
  123737. uniformNames?: Array<string>;
  123738. /**
  123739. * Texture sampler names to use in the shader
  123740. */
  123741. samplerNames?: Array<string>;
  123742. /**
  123743. * The friendly name of the effect displayed in Spector.
  123744. */
  123745. name?: string;
  123746. }
  123747. /**
  123748. * Wraps an effect to be used for rendering
  123749. */
  123750. export class EffectWrapper {
  123751. /**
  123752. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  123753. */
  123754. onApplyObservable: Observable<{}>;
  123755. /**
  123756. * The underlying effect
  123757. */
  123758. effect: Effect;
  123759. /**
  123760. * Creates an effect to be renderer
  123761. * @param creationOptions options to create the effect
  123762. */
  123763. constructor(creationOptions: EffectWrapperCreationOptions);
  123764. /**
  123765. * Disposes of the effect wrapper
  123766. */
  123767. dispose(): void;
  123768. }
  123769. }
  123770. declare module BABYLON {
  123771. /**
  123772. * Helper class to push actions to a pool of workers.
  123773. */
  123774. export class WorkerPool implements IDisposable {
  123775. private _workerInfos;
  123776. private _pendingActions;
  123777. /**
  123778. * Constructor
  123779. * @param workers Array of workers to use for actions
  123780. */
  123781. constructor(workers: Array<Worker>);
  123782. /**
  123783. * Terminates all workers and clears any pending actions.
  123784. */
  123785. dispose(): void;
  123786. /**
  123787. * Pushes an action to the worker pool. If all the workers are active, the action will be
  123788. * pended until a worker has completed its action.
  123789. * @param action The action to perform. Call onComplete when the action is complete.
  123790. */
  123791. push(action: (worker: Worker, onComplete: () => void) => void): void;
  123792. private _execute;
  123793. }
  123794. }
  123795. declare module BABYLON {
  123796. /**
  123797. * Configuration for Draco compression
  123798. */
  123799. export interface IDracoCompressionConfiguration {
  123800. /**
  123801. * Configuration for the decoder.
  123802. */
  123803. decoder: {
  123804. /**
  123805. * The url to the WebAssembly module.
  123806. */
  123807. wasmUrl?: string;
  123808. /**
  123809. * The url to the WebAssembly binary.
  123810. */
  123811. wasmBinaryUrl?: string;
  123812. /**
  123813. * The url to the fallback JavaScript module.
  123814. */
  123815. fallbackUrl?: string;
  123816. };
  123817. }
  123818. /**
  123819. * Draco compression (https://google.github.io/draco/)
  123820. *
  123821. * This class wraps the Draco module.
  123822. *
  123823. * **Encoder**
  123824. *
  123825. * The encoder is not currently implemented.
  123826. *
  123827. * **Decoder**
  123828. *
  123829. * 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.
  123830. *
  123831. * To update the configuration, use the following code:
  123832. * ```javascript
  123833. * DracoCompression.Configuration = {
  123834. * decoder: {
  123835. * wasmUrl: "<url to the WebAssembly library>",
  123836. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  123837. * fallbackUrl: "<url to the fallback JavaScript library>",
  123838. * }
  123839. * };
  123840. * ```
  123841. *
  123842. * 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.
  123843. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  123844. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  123845. *
  123846. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  123847. * ```javascript
  123848. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  123849. * ```
  123850. *
  123851. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  123852. */
  123853. export class DracoCompression implements IDisposable {
  123854. private _workerPoolPromise?;
  123855. private _decoderModulePromise?;
  123856. /**
  123857. * The configuration. Defaults to the following urls:
  123858. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  123859. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  123860. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  123861. */
  123862. static Configuration: IDracoCompressionConfiguration;
  123863. /**
  123864. * Returns true if the decoder configuration is available.
  123865. */
  123866. static readonly DecoderAvailable: boolean;
  123867. /**
  123868. * Default number of workers to create when creating the draco compression object.
  123869. */
  123870. static DefaultNumWorkers: number;
  123871. private static GetDefaultNumWorkers;
  123872. private static _Default;
  123873. /**
  123874. * Default instance for the draco compression object.
  123875. */
  123876. static readonly Default: DracoCompression;
  123877. /**
  123878. * Constructor
  123879. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  123880. */
  123881. constructor(numWorkers?: number);
  123882. /**
  123883. * Stop all async operations and release resources.
  123884. */
  123885. dispose(): void;
  123886. /**
  123887. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  123888. * @returns a promise that resolves when ready
  123889. */
  123890. whenReadyAsync(): Promise<void>;
  123891. /**
  123892. * Decode Draco compressed mesh data to vertex data.
  123893. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  123894. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  123895. * @returns A promise that resolves with the decoded vertex data
  123896. */
  123897. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  123898. [kind: string]: number;
  123899. }): Promise<VertexData>;
  123900. }
  123901. }
  123902. declare module BABYLON {
  123903. /**
  123904. * Class for building Constructive Solid Geometry
  123905. */
  123906. export class CSG {
  123907. private polygons;
  123908. /**
  123909. * The world matrix
  123910. */
  123911. matrix: Matrix;
  123912. /**
  123913. * Stores the position
  123914. */
  123915. position: Vector3;
  123916. /**
  123917. * Stores the rotation
  123918. */
  123919. rotation: Vector3;
  123920. /**
  123921. * Stores the rotation quaternion
  123922. */
  123923. rotationQuaternion: Nullable<Quaternion>;
  123924. /**
  123925. * Stores the scaling vector
  123926. */
  123927. scaling: Vector3;
  123928. /**
  123929. * Convert the Mesh to CSG
  123930. * @param mesh The Mesh to convert to CSG
  123931. * @returns A new CSG from the Mesh
  123932. */
  123933. static FromMesh(mesh: Mesh): CSG;
  123934. /**
  123935. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  123936. * @param polygons Polygons used to construct a CSG solid
  123937. */
  123938. private static FromPolygons;
  123939. /**
  123940. * Clones, or makes a deep copy, of the CSG
  123941. * @returns A new CSG
  123942. */
  123943. clone(): CSG;
  123944. /**
  123945. * Unions this CSG with another CSG
  123946. * @param csg The CSG to union against this CSG
  123947. * @returns The unioned CSG
  123948. */
  123949. union(csg: CSG): CSG;
  123950. /**
  123951. * Unions this CSG with another CSG in place
  123952. * @param csg The CSG to union against this CSG
  123953. */
  123954. unionInPlace(csg: CSG): void;
  123955. /**
  123956. * Subtracts this CSG with another CSG
  123957. * @param csg The CSG to subtract against this CSG
  123958. * @returns A new CSG
  123959. */
  123960. subtract(csg: CSG): CSG;
  123961. /**
  123962. * Subtracts this CSG with another CSG in place
  123963. * @param csg The CSG to subtact against this CSG
  123964. */
  123965. subtractInPlace(csg: CSG): void;
  123966. /**
  123967. * Intersect this CSG with another CSG
  123968. * @param csg The CSG to intersect against this CSG
  123969. * @returns A new CSG
  123970. */
  123971. intersect(csg: CSG): CSG;
  123972. /**
  123973. * Intersects this CSG with another CSG in place
  123974. * @param csg The CSG to intersect against this CSG
  123975. */
  123976. intersectInPlace(csg: CSG): void;
  123977. /**
  123978. * Return a new CSG solid with solid and empty space switched. This solid is
  123979. * not modified.
  123980. * @returns A new CSG solid with solid and empty space switched
  123981. */
  123982. inverse(): CSG;
  123983. /**
  123984. * Inverses the CSG in place
  123985. */
  123986. inverseInPlace(): void;
  123987. /**
  123988. * This is used to keep meshes transformations so they can be restored
  123989. * when we build back a Babylon Mesh
  123990. * NB : All CSG operations are performed in world coordinates
  123991. * @param csg The CSG to copy the transform attributes from
  123992. * @returns This CSG
  123993. */
  123994. copyTransformAttributes(csg: CSG): CSG;
  123995. /**
  123996. * Build Raw mesh from CSG
  123997. * Coordinates here are in world space
  123998. * @param name The name of the mesh geometry
  123999. * @param scene The Scene
  124000. * @param keepSubMeshes Specifies if the submeshes should be kept
  124001. * @returns A new Mesh
  124002. */
  124003. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124004. /**
  124005. * Build Mesh from CSG taking material and transforms into account
  124006. * @param name The name of the Mesh
  124007. * @param material The material of the Mesh
  124008. * @param scene The Scene
  124009. * @param keepSubMeshes Specifies if submeshes should be kept
  124010. * @returns The new Mesh
  124011. */
  124012. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124013. }
  124014. }
  124015. declare module BABYLON {
  124016. /**
  124017. * Class used to create a trail following a mesh
  124018. */
  124019. export class TrailMesh extends Mesh {
  124020. private _generator;
  124021. private _autoStart;
  124022. private _running;
  124023. private _diameter;
  124024. private _length;
  124025. private _sectionPolygonPointsCount;
  124026. private _sectionVectors;
  124027. private _sectionNormalVectors;
  124028. private _beforeRenderObserver;
  124029. /**
  124030. * @constructor
  124031. * @param name The value used by scene.getMeshByName() to do a lookup.
  124032. * @param generator The mesh to generate a trail.
  124033. * @param scene The scene to add this mesh to.
  124034. * @param diameter Diameter of trailing mesh. Default is 1.
  124035. * @param length Length of trailing mesh. Default is 60.
  124036. * @param autoStart Automatically start trailing mesh. Default true.
  124037. */
  124038. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  124039. /**
  124040. * "TrailMesh"
  124041. * @returns "TrailMesh"
  124042. */
  124043. getClassName(): string;
  124044. private _createMesh;
  124045. /**
  124046. * Start trailing mesh.
  124047. */
  124048. start(): void;
  124049. /**
  124050. * Stop trailing mesh.
  124051. */
  124052. stop(): void;
  124053. /**
  124054. * Update trailing mesh geometry.
  124055. */
  124056. update(): void;
  124057. /**
  124058. * Returns a new TrailMesh object.
  124059. * @param name is a string, the name given to the new mesh
  124060. * @param newGenerator use new generator object for cloned trail mesh
  124061. * @returns a new mesh
  124062. */
  124063. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  124064. /**
  124065. * Serializes this trail mesh
  124066. * @param serializationObject object to write serialization to
  124067. */
  124068. serialize(serializationObject: any): void;
  124069. /**
  124070. * Parses a serialized trail mesh
  124071. * @param parsedMesh the serialized mesh
  124072. * @param scene the scene to create the trail mesh in
  124073. * @returns the created trail mesh
  124074. */
  124075. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  124076. }
  124077. }
  124078. declare module BABYLON {
  124079. /**
  124080. * Class containing static functions to help procedurally build meshes
  124081. */
  124082. export class TiledBoxBuilder {
  124083. /**
  124084. * Creates a box mesh
  124085. * 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)
  124086. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124087. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124088. * * If you create a double-sided mesh, you can choose what parts of 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
  124089. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124090. * @param name defines the name of the mesh
  124091. * @param options defines the options used to create the mesh
  124092. * @param scene defines the hosting scene
  124093. * @returns the box mesh
  124094. */
  124095. static CreateTiledBox(name: string, options: {
  124096. pattern?: number;
  124097. width?: number;
  124098. height?: number;
  124099. depth?: number;
  124100. tileSize?: number;
  124101. tileWidth?: number;
  124102. tileHeight?: number;
  124103. alignHorizontal?: number;
  124104. alignVertical?: number;
  124105. faceUV?: Vector4[];
  124106. faceColors?: Color4[];
  124107. sideOrientation?: number;
  124108. updatable?: boolean;
  124109. }, scene?: Nullable<Scene>): Mesh;
  124110. }
  124111. }
  124112. declare module BABYLON {
  124113. /**
  124114. * Class containing static functions to help procedurally build meshes
  124115. */
  124116. export class TorusKnotBuilder {
  124117. /**
  124118. * Creates a torus knot mesh
  124119. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124120. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124121. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124122. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124123. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124124. * * If you create a double-sided mesh, you can choose what parts of 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
  124125. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124126. * @param name defines the name of the mesh
  124127. * @param options defines the options used to create the mesh
  124128. * @param scene defines the hosting scene
  124129. * @returns the torus knot mesh
  124130. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124131. */
  124132. static CreateTorusKnot(name: string, options: {
  124133. radius?: number;
  124134. tube?: number;
  124135. radialSegments?: number;
  124136. tubularSegments?: number;
  124137. p?: number;
  124138. q?: number;
  124139. updatable?: boolean;
  124140. sideOrientation?: number;
  124141. frontUVs?: Vector4;
  124142. backUVs?: Vector4;
  124143. }, scene: any): Mesh;
  124144. }
  124145. }
  124146. declare module BABYLON {
  124147. /**
  124148. * Polygon
  124149. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  124150. */
  124151. export class Polygon {
  124152. /**
  124153. * Creates a rectangle
  124154. * @param xmin bottom X coord
  124155. * @param ymin bottom Y coord
  124156. * @param xmax top X coord
  124157. * @param ymax top Y coord
  124158. * @returns points that make the resulting rectation
  124159. */
  124160. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  124161. /**
  124162. * Creates a circle
  124163. * @param radius radius of circle
  124164. * @param cx scale in x
  124165. * @param cy scale in y
  124166. * @param numberOfSides number of sides that make up the circle
  124167. * @returns points that make the resulting circle
  124168. */
  124169. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  124170. /**
  124171. * Creates a polygon from input string
  124172. * @param input Input polygon data
  124173. * @returns the parsed points
  124174. */
  124175. static Parse(input: string): Vector2[];
  124176. /**
  124177. * Starts building a polygon from x and y coordinates
  124178. * @param x x coordinate
  124179. * @param y y coordinate
  124180. * @returns the started path2
  124181. */
  124182. static StartingAt(x: number, y: number): Path2;
  124183. }
  124184. /**
  124185. * Builds a polygon
  124186. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  124187. */
  124188. export class PolygonMeshBuilder {
  124189. private _points;
  124190. private _outlinepoints;
  124191. private _holes;
  124192. private _name;
  124193. private _scene;
  124194. private _epoints;
  124195. private _eholes;
  124196. private _addToepoint;
  124197. /**
  124198. * Babylon reference to the earcut plugin.
  124199. */
  124200. bjsEarcut: any;
  124201. /**
  124202. * Creates a PolygonMeshBuilder
  124203. * @param name name of the builder
  124204. * @param contours Path of the polygon
  124205. * @param scene scene to add to when creating the mesh
  124206. * @param earcutInjection can be used to inject your own earcut reference
  124207. */
  124208. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  124209. /**
  124210. * Adds a whole within the polygon
  124211. * @param hole Array of points defining the hole
  124212. * @returns this
  124213. */
  124214. addHole(hole: Vector2[]): PolygonMeshBuilder;
  124215. /**
  124216. * Creates the polygon
  124217. * @param updatable If the mesh should be updatable
  124218. * @param depth The depth of the mesh created
  124219. * @returns the created mesh
  124220. */
  124221. build(updatable?: boolean, depth?: number): Mesh;
  124222. /**
  124223. * Creates the polygon
  124224. * @param depth The depth of the mesh created
  124225. * @returns the created VertexData
  124226. */
  124227. buildVertexData(depth?: number): VertexData;
  124228. /**
  124229. * Adds a side to the polygon
  124230. * @param positions points that make the polygon
  124231. * @param normals normals of the polygon
  124232. * @param uvs uvs of the polygon
  124233. * @param indices indices of the polygon
  124234. * @param bounds bounds of the polygon
  124235. * @param points points of the polygon
  124236. * @param depth depth of the polygon
  124237. * @param flip flip of the polygon
  124238. */
  124239. private addSide;
  124240. }
  124241. }
  124242. declare module BABYLON {
  124243. /**
  124244. * Class containing static functions to help procedurally build meshes
  124245. */
  124246. export class PolygonBuilder {
  124247. /**
  124248. * Creates a polygon mesh
  124249. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124250. * * 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
  124251. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124252. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124253. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  124254. * * Remember you can only change the shape positions, not their number when updating a polygon
  124255. * @param name defines the name of the mesh
  124256. * @param options defines the options used to create the mesh
  124257. * @param scene defines the hosting scene
  124258. * @param earcutInjection can be used to inject your own earcut reference
  124259. * @returns the polygon mesh
  124260. */
  124261. static CreatePolygon(name: string, options: {
  124262. shape: Vector3[];
  124263. holes?: Vector3[][];
  124264. depth?: number;
  124265. faceUV?: Vector4[];
  124266. faceColors?: Color4[];
  124267. updatable?: boolean;
  124268. sideOrientation?: number;
  124269. frontUVs?: Vector4;
  124270. backUVs?: Vector4;
  124271. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124272. /**
  124273. * Creates an extruded polygon mesh, with depth in the Y direction.
  124274. * * 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)
  124275. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124276. * @param name defines the name of the mesh
  124277. * @param options defines the options used to create the mesh
  124278. * @param scene defines the hosting scene
  124279. * @param earcutInjection can be used to inject your own earcut reference
  124280. * @returns the polygon mesh
  124281. */
  124282. static ExtrudePolygon(name: string, options: {
  124283. shape: Vector3[];
  124284. holes?: Vector3[][];
  124285. depth?: number;
  124286. faceUV?: Vector4[];
  124287. faceColors?: Color4[];
  124288. updatable?: boolean;
  124289. sideOrientation?: number;
  124290. frontUVs?: Vector4;
  124291. backUVs?: Vector4;
  124292. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124293. }
  124294. }
  124295. declare module BABYLON {
  124296. /**
  124297. * Class containing static functions to help procedurally build meshes
  124298. */
  124299. export class LatheBuilder {
  124300. /**
  124301. * Creates lathe mesh.
  124302. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124303. * * 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
  124304. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124305. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124306. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124307. * * 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
  124308. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124309. * * 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
  124310. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124311. * * If you create a double-sided mesh, you can choose what parts of 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
  124312. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124313. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124314. * @param name defines the name of the mesh
  124315. * @param options defines the options used to create the mesh
  124316. * @param scene defines the hosting scene
  124317. * @returns the lathe mesh
  124318. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124319. */
  124320. static CreateLathe(name: string, options: {
  124321. shape: Vector3[];
  124322. radius?: number;
  124323. tessellation?: number;
  124324. clip?: number;
  124325. arc?: number;
  124326. closed?: boolean;
  124327. updatable?: boolean;
  124328. sideOrientation?: number;
  124329. frontUVs?: Vector4;
  124330. backUVs?: Vector4;
  124331. cap?: number;
  124332. invertUV?: boolean;
  124333. }, scene?: Nullable<Scene>): Mesh;
  124334. }
  124335. }
  124336. declare module BABYLON {
  124337. /**
  124338. * Class containing static functions to help procedurally build meshes
  124339. */
  124340. export class TiledPlaneBuilder {
  124341. /**
  124342. * Creates a tiled plane mesh
  124343. * * The parameter `pattern` will, depending on value, do nothing or
  124344. * * * flip (reflect about central vertical) alternate tiles across and up
  124345. * * * flip every tile on alternate rows
  124346. * * * rotate (180 degs) alternate tiles across and up
  124347. * * * rotate every tile on alternate rows
  124348. * * * flip and rotate alternate tiles across and up
  124349. * * * flip and rotate every tile on alternate rows
  124350. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  124351. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  124352. * * If you create a double-sided mesh, you can choose what parts of 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
  124353. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124354. * * 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)
  124355. * * 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)
  124356. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124357. * @param name defines the name of the mesh
  124358. * @param options defines the options used to create the mesh
  124359. * @param scene defines the hosting scene
  124360. * @returns the box mesh
  124361. */
  124362. static CreateTiledPlane(name: string, options: {
  124363. pattern?: number;
  124364. tileSize?: number;
  124365. tileWidth?: number;
  124366. tileHeight?: number;
  124367. size?: number;
  124368. width?: number;
  124369. height?: number;
  124370. alignHorizontal?: number;
  124371. alignVertical?: number;
  124372. sideOrientation?: number;
  124373. frontUVs?: Vector4;
  124374. backUVs?: Vector4;
  124375. updatable?: boolean;
  124376. }, scene?: Nullable<Scene>): Mesh;
  124377. }
  124378. }
  124379. declare module BABYLON {
  124380. /**
  124381. * Class containing static functions to help procedurally build meshes
  124382. */
  124383. export class TubeBuilder {
  124384. /**
  124385. * Creates a tube mesh.
  124386. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124387. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124388. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124389. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124390. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124391. * * 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)
  124392. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  124393. * * 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
  124394. * * 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
  124395. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124396. * * If you create a double-sided mesh, you can choose what parts of 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
  124397. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124398. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124399. * @param name defines the name of the mesh
  124400. * @param options defines the options used to create the mesh
  124401. * @param scene defines the hosting scene
  124402. * @returns the tube mesh
  124403. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124404. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  124405. */
  124406. static CreateTube(name: string, options: {
  124407. path: Vector3[];
  124408. radius?: number;
  124409. tessellation?: number;
  124410. radiusFunction?: {
  124411. (i: number, distance: number): number;
  124412. };
  124413. cap?: number;
  124414. arc?: number;
  124415. updatable?: boolean;
  124416. sideOrientation?: number;
  124417. frontUVs?: Vector4;
  124418. backUVs?: Vector4;
  124419. instance?: Mesh;
  124420. invertUV?: boolean;
  124421. }, scene?: Nullable<Scene>): Mesh;
  124422. }
  124423. }
  124424. declare module BABYLON {
  124425. /**
  124426. * Class containing static functions to help procedurally build meshes
  124427. */
  124428. export class IcoSphereBuilder {
  124429. /**
  124430. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124431. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124432. * * 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`)
  124433. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124434. * * 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
  124435. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124436. * * If you create a double-sided mesh, you can choose what parts of 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
  124437. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124438. * @param name defines the name of the mesh
  124439. * @param options defines the options used to create the mesh
  124440. * @param scene defines the hosting scene
  124441. * @returns the icosahedron mesh
  124442. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124443. */
  124444. static CreateIcoSphere(name: string, options: {
  124445. radius?: number;
  124446. radiusX?: number;
  124447. radiusY?: number;
  124448. radiusZ?: number;
  124449. flat?: boolean;
  124450. subdivisions?: number;
  124451. sideOrientation?: number;
  124452. frontUVs?: Vector4;
  124453. backUVs?: Vector4;
  124454. updatable?: boolean;
  124455. }, scene?: Nullable<Scene>): Mesh;
  124456. }
  124457. }
  124458. declare module BABYLON {
  124459. /**
  124460. * Class containing static functions to help procedurally build meshes
  124461. */
  124462. export class DecalBuilder {
  124463. /**
  124464. * Creates a decal mesh.
  124465. * 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
  124466. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  124467. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  124468. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  124469. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  124470. * @param name defines the name of the mesh
  124471. * @param sourceMesh defines the mesh where the decal must be applied
  124472. * @param options defines the options used to create the mesh
  124473. * @param scene defines the hosting scene
  124474. * @returns the decal mesh
  124475. * @see https://doc.babylonjs.com/how_to/decals
  124476. */
  124477. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  124478. position?: Vector3;
  124479. normal?: Vector3;
  124480. size?: Vector3;
  124481. angle?: number;
  124482. }): Mesh;
  124483. }
  124484. }
  124485. declare module BABYLON {
  124486. /**
  124487. * Class containing static functions to help procedurally build meshes
  124488. */
  124489. export class MeshBuilder {
  124490. /**
  124491. * Creates a box mesh
  124492. * * The parameter `size` sets the size (float) of each box side (default 1)
  124493. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  124494. * * 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)
  124495. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124496. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124497. * * If you create a double-sided mesh, you can choose what parts of 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
  124498. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124499. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124500. * @param name defines the name of the mesh
  124501. * @param options defines the options used to create the mesh
  124502. * @param scene defines the hosting scene
  124503. * @returns the box mesh
  124504. */
  124505. static CreateBox(name: string, options: {
  124506. size?: number;
  124507. width?: number;
  124508. height?: number;
  124509. depth?: number;
  124510. faceUV?: Vector4[];
  124511. faceColors?: Color4[];
  124512. sideOrientation?: number;
  124513. frontUVs?: Vector4;
  124514. backUVs?: Vector4;
  124515. updatable?: boolean;
  124516. }, scene?: Nullable<Scene>): Mesh;
  124517. /**
  124518. * Creates a tiled box mesh
  124519. * * faceTiles sets the pattern, tile size and number of tiles for a face
  124520. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124521. * @param name defines the name of the mesh
  124522. * @param options defines the options used to create the mesh
  124523. * @param scene defines the hosting scene
  124524. * @returns the tiled box mesh
  124525. */
  124526. static CreateTiledBox(name: string, options: {
  124527. pattern?: number;
  124528. size?: number;
  124529. width?: number;
  124530. height?: number;
  124531. depth: number;
  124532. tileSize?: number;
  124533. tileWidth?: number;
  124534. tileHeight?: number;
  124535. faceUV?: Vector4[];
  124536. faceColors?: Color4[];
  124537. alignHorizontal?: number;
  124538. alignVertical?: number;
  124539. sideOrientation?: number;
  124540. updatable?: boolean;
  124541. }, scene?: Nullable<Scene>): Mesh;
  124542. /**
  124543. * Creates a sphere mesh
  124544. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  124545. * * 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`)
  124546. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  124547. * * 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
  124548. * * 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)
  124549. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124550. * * If you create a double-sided mesh, you can choose what parts of 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
  124551. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124552. * @param name defines the name of the mesh
  124553. * @param options defines the options used to create the mesh
  124554. * @param scene defines the hosting scene
  124555. * @returns the sphere mesh
  124556. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  124557. */
  124558. static CreateSphere(name: string, options: {
  124559. segments?: number;
  124560. diameter?: number;
  124561. diameterX?: number;
  124562. diameterY?: number;
  124563. diameterZ?: number;
  124564. arc?: number;
  124565. slice?: number;
  124566. sideOrientation?: number;
  124567. frontUVs?: Vector4;
  124568. backUVs?: Vector4;
  124569. updatable?: boolean;
  124570. }, scene?: Nullable<Scene>): Mesh;
  124571. /**
  124572. * Creates a plane polygonal mesh. By default, this is a disc
  124573. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  124574. * * 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
  124575. * * 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
  124576. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124577. * * If you create a double-sided mesh, you can choose what parts of 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
  124578. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124579. * @param name defines the name of the mesh
  124580. * @param options defines the options used to create the mesh
  124581. * @param scene defines the hosting scene
  124582. * @returns the plane polygonal mesh
  124583. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  124584. */
  124585. static CreateDisc(name: string, options: {
  124586. radius?: number;
  124587. tessellation?: number;
  124588. arc?: number;
  124589. updatable?: boolean;
  124590. sideOrientation?: number;
  124591. frontUVs?: Vector4;
  124592. backUVs?: Vector4;
  124593. }, scene?: Nullable<Scene>): Mesh;
  124594. /**
  124595. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124596. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124597. * * 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`)
  124598. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124599. * * 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
  124600. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124601. * * If you create a double-sided mesh, you can choose what parts of 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
  124602. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124603. * @param name defines the name of the mesh
  124604. * @param options defines the options used to create the mesh
  124605. * @param scene defines the hosting scene
  124606. * @returns the icosahedron mesh
  124607. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124608. */
  124609. static CreateIcoSphere(name: string, options: {
  124610. radius?: number;
  124611. radiusX?: number;
  124612. radiusY?: number;
  124613. radiusZ?: number;
  124614. flat?: boolean;
  124615. subdivisions?: number;
  124616. sideOrientation?: number;
  124617. frontUVs?: Vector4;
  124618. backUVs?: Vector4;
  124619. updatable?: boolean;
  124620. }, scene?: Nullable<Scene>): Mesh;
  124621. /**
  124622. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124623. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  124624. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  124625. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  124626. * * 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
  124627. * * 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
  124628. * * 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
  124629. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124630. * * If you create a double-sided mesh, you can choose what parts of 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
  124631. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124632. * * 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
  124633. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  124634. * * 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
  124635. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  124636. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124637. * @param name defines the name of the mesh
  124638. * @param options defines the options used to create the mesh
  124639. * @param scene defines the hosting scene
  124640. * @returns the ribbon mesh
  124641. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  124642. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124643. */
  124644. static CreateRibbon(name: string, options: {
  124645. pathArray: Vector3[][];
  124646. closeArray?: boolean;
  124647. closePath?: boolean;
  124648. offset?: number;
  124649. updatable?: boolean;
  124650. sideOrientation?: number;
  124651. frontUVs?: Vector4;
  124652. backUVs?: Vector4;
  124653. instance?: Mesh;
  124654. invertUV?: boolean;
  124655. uvs?: Vector2[];
  124656. colors?: Color4[];
  124657. }, scene?: Nullable<Scene>): Mesh;
  124658. /**
  124659. * Creates a cylinder or a cone mesh
  124660. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  124661. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  124662. * * 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.
  124663. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  124664. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  124665. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  124666. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  124667. * * 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).
  124668. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  124669. * * 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).
  124670. * * 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
  124671. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  124672. * * 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
  124673. * * 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.
  124674. * * If `enclose` is false, a ring surface is one element.
  124675. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  124676. * * 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
  124677. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124678. * * If you create a double-sided mesh, you can choose what parts of 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
  124679. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124680. * @param name defines the name of the mesh
  124681. * @param options defines the options used to create the mesh
  124682. * @param scene defines the hosting scene
  124683. * @returns the cylinder mesh
  124684. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  124685. */
  124686. static CreateCylinder(name: string, options: {
  124687. height?: number;
  124688. diameterTop?: number;
  124689. diameterBottom?: number;
  124690. diameter?: number;
  124691. tessellation?: number;
  124692. subdivisions?: number;
  124693. arc?: number;
  124694. faceColors?: Color4[];
  124695. faceUV?: Vector4[];
  124696. updatable?: boolean;
  124697. hasRings?: boolean;
  124698. enclose?: boolean;
  124699. cap?: number;
  124700. sideOrientation?: number;
  124701. frontUVs?: Vector4;
  124702. backUVs?: Vector4;
  124703. }, scene?: Nullable<Scene>): Mesh;
  124704. /**
  124705. * Creates a torus mesh
  124706. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  124707. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  124708. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  124709. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124710. * * If you create a double-sided mesh, you can choose what parts of 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
  124711. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124712. * @param name defines the name of the mesh
  124713. * @param options defines the options used to create the mesh
  124714. * @param scene defines the hosting scene
  124715. * @returns the torus mesh
  124716. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  124717. */
  124718. static CreateTorus(name: string, options: {
  124719. diameter?: number;
  124720. thickness?: number;
  124721. tessellation?: number;
  124722. updatable?: boolean;
  124723. sideOrientation?: number;
  124724. frontUVs?: Vector4;
  124725. backUVs?: Vector4;
  124726. }, scene?: Nullable<Scene>): Mesh;
  124727. /**
  124728. * Creates a torus knot mesh
  124729. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124730. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124731. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124732. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124733. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124734. * * If you create a double-sided mesh, you can choose what parts of 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
  124735. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124736. * @param name defines the name of the mesh
  124737. * @param options defines the options used to create the mesh
  124738. * @param scene defines the hosting scene
  124739. * @returns the torus knot mesh
  124740. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124741. */
  124742. static CreateTorusKnot(name: string, options: {
  124743. radius?: number;
  124744. tube?: number;
  124745. radialSegments?: number;
  124746. tubularSegments?: number;
  124747. p?: number;
  124748. q?: number;
  124749. updatable?: boolean;
  124750. sideOrientation?: number;
  124751. frontUVs?: Vector4;
  124752. backUVs?: Vector4;
  124753. }, scene?: Nullable<Scene>): Mesh;
  124754. /**
  124755. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  124756. * * 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
  124757. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  124758. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  124759. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  124760. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  124761. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  124762. * * 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
  124763. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  124764. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124765. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  124766. * @param name defines the name of the new line system
  124767. * @param options defines the options used to create the line system
  124768. * @param scene defines the hosting scene
  124769. * @returns a new line system mesh
  124770. */
  124771. static CreateLineSystem(name: string, options: {
  124772. lines: Vector3[][];
  124773. updatable?: boolean;
  124774. instance?: Nullable<LinesMesh>;
  124775. colors?: Nullable<Color4[][]>;
  124776. useVertexAlpha?: boolean;
  124777. }, scene: Nullable<Scene>): LinesMesh;
  124778. /**
  124779. * Creates a line mesh
  124780. * 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
  124781. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124782. * * The parameter `points` is an array successive Vector3
  124783. * * 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
  124784. * * The optional parameter `colors` is an array of successive Color4, one per line point
  124785. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  124786. * * When updating an instance, remember that only point positions can change, not the number of points
  124787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124788. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  124789. * @param name defines the name of the new line system
  124790. * @param options defines the options used to create the line system
  124791. * @param scene defines the hosting scene
  124792. * @returns a new line mesh
  124793. */
  124794. static CreateLines(name: string, options: {
  124795. points: Vector3[];
  124796. updatable?: boolean;
  124797. instance?: Nullable<LinesMesh>;
  124798. colors?: Color4[];
  124799. useVertexAlpha?: boolean;
  124800. }, scene?: Nullable<Scene>): LinesMesh;
  124801. /**
  124802. * Creates a dashed line mesh
  124803. * * 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
  124804. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124805. * * The parameter `points` is an array successive Vector3
  124806. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  124807. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  124808. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  124809. * * 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
  124810. * * When updating an instance, remember that only point positions can change, not the number of points
  124811. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124812. * @param name defines the name of the mesh
  124813. * @param options defines the options used to create the mesh
  124814. * @param scene defines the hosting scene
  124815. * @returns the dashed line mesh
  124816. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  124817. */
  124818. static CreateDashedLines(name: string, options: {
  124819. points: Vector3[];
  124820. dashSize?: number;
  124821. gapSize?: number;
  124822. dashNb?: number;
  124823. updatable?: boolean;
  124824. instance?: LinesMesh;
  124825. }, scene?: Nullable<Scene>): LinesMesh;
  124826. /**
  124827. * 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.
  124828. * * 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.
  124829. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124830. * * 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.
  124831. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  124832. * * 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
  124833. * * 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
  124834. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  124835. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124836. * * If you create a double-sided mesh, you can choose what parts of 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
  124837. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  124838. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124839. * @param name defines the name of the mesh
  124840. * @param options defines the options used to create the mesh
  124841. * @param scene defines the hosting scene
  124842. * @returns the extruded shape mesh
  124843. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124844. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124845. */
  124846. static ExtrudeShape(name: string, options: {
  124847. shape: Vector3[];
  124848. path: Vector3[];
  124849. scale?: number;
  124850. rotation?: number;
  124851. cap?: number;
  124852. updatable?: boolean;
  124853. sideOrientation?: number;
  124854. frontUVs?: Vector4;
  124855. backUVs?: Vector4;
  124856. instance?: Mesh;
  124857. invertUV?: boolean;
  124858. }, scene?: Nullable<Scene>): Mesh;
  124859. /**
  124860. * Creates an custom extruded shape mesh.
  124861. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  124862. * * 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.
  124863. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124864. * * 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
  124865. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  124866. * * 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
  124867. * * It must returns a float value that will be the scale value applied to the shape on each path point
  124868. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  124869. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  124870. * * 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
  124871. * * 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
  124872. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  124873. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124874. * * If you create a double-sided mesh, you can choose what parts of 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
  124875. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124876. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124877. * @param name defines the name of the mesh
  124878. * @param options defines the options used to create the mesh
  124879. * @param scene defines the hosting scene
  124880. * @returns the custom extruded shape mesh
  124881. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  124882. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124883. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124884. */
  124885. static ExtrudeShapeCustom(name: string, options: {
  124886. shape: Vector3[];
  124887. path: Vector3[];
  124888. scaleFunction?: any;
  124889. rotationFunction?: any;
  124890. ribbonCloseArray?: boolean;
  124891. ribbonClosePath?: boolean;
  124892. cap?: number;
  124893. updatable?: boolean;
  124894. sideOrientation?: number;
  124895. frontUVs?: Vector4;
  124896. backUVs?: Vector4;
  124897. instance?: Mesh;
  124898. invertUV?: boolean;
  124899. }, scene?: Nullable<Scene>): Mesh;
  124900. /**
  124901. * Creates lathe mesh.
  124902. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124903. * * 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
  124904. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124905. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124906. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124907. * * 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
  124908. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124909. * * 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
  124910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124911. * * If you create a double-sided mesh, you can choose what parts of 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
  124912. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124913. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124914. * @param name defines the name of the mesh
  124915. * @param options defines the options used to create the mesh
  124916. * @param scene defines the hosting scene
  124917. * @returns the lathe mesh
  124918. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124919. */
  124920. static CreateLathe(name: string, options: {
  124921. shape: Vector3[];
  124922. radius?: number;
  124923. tessellation?: number;
  124924. clip?: number;
  124925. arc?: number;
  124926. closed?: boolean;
  124927. updatable?: boolean;
  124928. sideOrientation?: number;
  124929. frontUVs?: Vector4;
  124930. backUVs?: Vector4;
  124931. cap?: number;
  124932. invertUV?: boolean;
  124933. }, scene?: Nullable<Scene>): Mesh;
  124934. /**
  124935. * Creates a tiled plane mesh
  124936. * * You can set a limited pattern arrangement with the tiles
  124937. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124938. * * If you create a double-sided mesh, you can choose what parts of 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
  124939. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124940. * @param name defines the name of the mesh
  124941. * @param options defines the options used to create the mesh
  124942. * @param scene defines the hosting scene
  124943. * @returns the plane mesh
  124944. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124945. */
  124946. static CreateTiledPlane(name: string, options: {
  124947. pattern?: number;
  124948. tileSize?: number;
  124949. tileWidth?: number;
  124950. tileHeight?: number;
  124951. size?: number;
  124952. width?: number;
  124953. height?: number;
  124954. alignHorizontal?: number;
  124955. alignVertical?: number;
  124956. sideOrientation?: number;
  124957. frontUVs?: Vector4;
  124958. backUVs?: Vector4;
  124959. updatable?: boolean;
  124960. }, scene?: Nullable<Scene>): Mesh;
  124961. /**
  124962. * Creates a plane mesh
  124963. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  124964. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  124965. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  124966. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124967. * * If you create a double-sided mesh, you can choose what parts of 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
  124968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124969. * @param name defines the name of the mesh
  124970. * @param options defines the options used to create the mesh
  124971. * @param scene defines the hosting scene
  124972. * @returns the plane mesh
  124973. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124974. */
  124975. static CreatePlane(name: string, options: {
  124976. size?: number;
  124977. width?: number;
  124978. height?: number;
  124979. sideOrientation?: number;
  124980. frontUVs?: Vector4;
  124981. backUVs?: Vector4;
  124982. updatable?: boolean;
  124983. sourcePlane?: Plane;
  124984. }, scene?: Nullable<Scene>): Mesh;
  124985. /**
  124986. * Creates a ground mesh
  124987. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  124988. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  124989. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124990. * @param name defines the name of the mesh
  124991. * @param options defines the options used to create the mesh
  124992. * @param scene defines the hosting scene
  124993. * @returns the ground mesh
  124994. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  124995. */
  124996. static CreateGround(name: string, options: {
  124997. width?: number;
  124998. height?: number;
  124999. subdivisions?: number;
  125000. subdivisionsX?: number;
  125001. subdivisionsY?: number;
  125002. updatable?: boolean;
  125003. }, scene?: Nullable<Scene>): Mesh;
  125004. /**
  125005. * Creates a tiled ground mesh
  125006. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  125007. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  125008. * * 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
  125009. * * 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
  125010. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125011. * @param name defines the name of the mesh
  125012. * @param options defines the options used to create the mesh
  125013. * @param scene defines the hosting scene
  125014. * @returns the tiled ground mesh
  125015. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  125016. */
  125017. static CreateTiledGround(name: string, options: {
  125018. xmin: number;
  125019. zmin: number;
  125020. xmax: number;
  125021. zmax: number;
  125022. subdivisions?: {
  125023. w: number;
  125024. h: number;
  125025. };
  125026. precision?: {
  125027. w: number;
  125028. h: number;
  125029. };
  125030. updatable?: boolean;
  125031. }, scene?: Nullable<Scene>): Mesh;
  125032. /**
  125033. * Creates a ground mesh from a height map
  125034. * * The parameter `url` sets the URL of the height map image resource.
  125035. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  125036. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  125037. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  125038. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  125039. * * 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.
  125040. * * 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).
  125041. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  125042. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125043. * @param name defines the name of the mesh
  125044. * @param url defines the url to the height map
  125045. * @param options defines the options used to create the mesh
  125046. * @param scene defines the hosting scene
  125047. * @returns the ground mesh
  125048. * @see https://doc.babylonjs.com/babylon101/height_map
  125049. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  125050. */
  125051. static CreateGroundFromHeightMap(name: string, url: string, options: {
  125052. width?: number;
  125053. height?: number;
  125054. subdivisions?: number;
  125055. minHeight?: number;
  125056. maxHeight?: number;
  125057. colorFilter?: Color3;
  125058. alphaFilter?: number;
  125059. updatable?: boolean;
  125060. onReady?: (mesh: GroundMesh) => void;
  125061. }, scene?: Nullable<Scene>): GroundMesh;
  125062. /**
  125063. * Creates a polygon mesh
  125064. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125065. * * 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
  125066. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125067. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125068. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  125069. * * Remember you can only change the shape positions, not their number when updating a polygon
  125070. * @param name defines the name of the mesh
  125071. * @param options defines the options used to create the mesh
  125072. * @param scene defines the hosting scene
  125073. * @param earcutInjection can be used to inject your own earcut reference
  125074. * @returns the polygon mesh
  125075. */
  125076. static CreatePolygon(name: string, options: {
  125077. shape: Vector3[];
  125078. holes?: Vector3[][];
  125079. depth?: number;
  125080. faceUV?: Vector4[];
  125081. faceColors?: Color4[];
  125082. updatable?: boolean;
  125083. sideOrientation?: number;
  125084. frontUVs?: Vector4;
  125085. backUVs?: Vector4;
  125086. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125087. /**
  125088. * Creates an extruded polygon mesh, with depth in the Y direction.
  125089. * * 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)
  125090. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125091. * @param name defines the name of the mesh
  125092. * @param options defines the options used to create the mesh
  125093. * @param scene defines the hosting scene
  125094. * @param earcutInjection can be used to inject your own earcut reference
  125095. * @returns the polygon mesh
  125096. */
  125097. static ExtrudePolygon(name: string, options: {
  125098. shape: Vector3[];
  125099. holes?: Vector3[][];
  125100. depth?: number;
  125101. faceUV?: Vector4[];
  125102. faceColors?: Color4[];
  125103. updatable?: boolean;
  125104. sideOrientation?: number;
  125105. frontUVs?: Vector4;
  125106. backUVs?: Vector4;
  125107. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125108. /**
  125109. * Creates a tube mesh.
  125110. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125111. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125112. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125113. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125114. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125115. * * 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)
  125116. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125117. * * 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
  125118. * * 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
  125119. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125120. * * If you create a double-sided mesh, you can choose what parts of 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
  125121. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125122. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125123. * @param name defines the name of the mesh
  125124. * @param options defines the options used to create the mesh
  125125. * @param scene defines the hosting scene
  125126. * @returns the tube mesh
  125127. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125128. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125129. */
  125130. static CreateTube(name: string, options: {
  125131. path: Vector3[];
  125132. radius?: number;
  125133. tessellation?: number;
  125134. radiusFunction?: {
  125135. (i: number, distance: number): number;
  125136. };
  125137. cap?: number;
  125138. arc?: number;
  125139. updatable?: boolean;
  125140. sideOrientation?: number;
  125141. frontUVs?: Vector4;
  125142. backUVs?: Vector4;
  125143. instance?: Mesh;
  125144. invertUV?: boolean;
  125145. }, scene?: Nullable<Scene>): Mesh;
  125146. /**
  125147. * Creates a polyhedron mesh
  125148. * * 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
  125149. * * The parameter `size` (positive float, default 1) sets the polygon size
  125150. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  125151. * * 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`
  125152. * * 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
  125153. * * 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)`)
  125154. * * 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
  125155. * * 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
  125156. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125157. * * If you create a double-sided mesh, you can choose what parts of 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
  125158. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125159. * @param name defines the name of the mesh
  125160. * @param options defines the options used to create the mesh
  125161. * @param scene defines the hosting scene
  125162. * @returns the polyhedron mesh
  125163. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  125164. */
  125165. static CreatePolyhedron(name: string, options: {
  125166. type?: number;
  125167. size?: number;
  125168. sizeX?: number;
  125169. sizeY?: number;
  125170. sizeZ?: number;
  125171. custom?: any;
  125172. faceUV?: Vector4[];
  125173. faceColors?: Color4[];
  125174. flat?: boolean;
  125175. updatable?: boolean;
  125176. sideOrientation?: number;
  125177. frontUVs?: Vector4;
  125178. backUVs?: Vector4;
  125179. }, scene?: Nullable<Scene>): Mesh;
  125180. /**
  125181. * Creates a decal mesh.
  125182. * 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
  125183. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125184. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125185. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125186. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125187. * @param name defines the name of the mesh
  125188. * @param sourceMesh defines the mesh where the decal must be applied
  125189. * @param options defines the options used to create the mesh
  125190. * @param scene defines the hosting scene
  125191. * @returns the decal mesh
  125192. * @see https://doc.babylonjs.com/how_to/decals
  125193. */
  125194. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125195. position?: Vector3;
  125196. normal?: Vector3;
  125197. size?: Vector3;
  125198. angle?: number;
  125199. }): Mesh;
  125200. }
  125201. }
  125202. declare module BABYLON {
  125203. /**
  125204. * A simplifier interface for future simplification implementations
  125205. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125206. */
  125207. export interface ISimplifier {
  125208. /**
  125209. * Simplification of a given mesh according to the given settings.
  125210. * Since this requires computation, it is assumed that the function runs async.
  125211. * @param settings The settings of the simplification, including quality and distance
  125212. * @param successCallback A callback that will be called after the mesh was simplified.
  125213. * @param errorCallback in case of an error, this callback will be called. optional.
  125214. */
  125215. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  125216. }
  125217. /**
  125218. * Expected simplification settings.
  125219. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  125220. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125221. */
  125222. export interface ISimplificationSettings {
  125223. /**
  125224. * Gets or sets the expected quality
  125225. */
  125226. quality: number;
  125227. /**
  125228. * Gets or sets the distance when this optimized version should be used
  125229. */
  125230. distance: number;
  125231. /**
  125232. * Gets an already optimized mesh
  125233. */
  125234. optimizeMesh?: boolean;
  125235. }
  125236. /**
  125237. * Class used to specify simplification options
  125238. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125239. */
  125240. export class SimplificationSettings implements ISimplificationSettings {
  125241. /** expected quality */
  125242. quality: number;
  125243. /** distance when this optimized version should be used */
  125244. distance: number;
  125245. /** already optimized mesh */
  125246. optimizeMesh?: boolean | undefined;
  125247. /**
  125248. * Creates a SimplificationSettings
  125249. * @param quality expected quality
  125250. * @param distance distance when this optimized version should be used
  125251. * @param optimizeMesh already optimized mesh
  125252. */
  125253. constructor(
  125254. /** expected quality */
  125255. quality: number,
  125256. /** distance when this optimized version should be used */
  125257. distance: number,
  125258. /** already optimized mesh */
  125259. optimizeMesh?: boolean | undefined);
  125260. }
  125261. /**
  125262. * Interface used to define a simplification task
  125263. */
  125264. export interface ISimplificationTask {
  125265. /**
  125266. * Array of settings
  125267. */
  125268. settings: Array<ISimplificationSettings>;
  125269. /**
  125270. * Simplification type
  125271. */
  125272. simplificationType: SimplificationType;
  125273. /**
  125274. * Mesh to simplify
  125275. */
  125276. mesh: Mesh;
  125277. /**
  125278. * Callback called on success
  125279. */
  125280. successCallback?: () => void;
  125281. /**
  125282. * Defines if parallel processing can be used
  125283. */
  125284. parallelProcessing: boolean;
  125285. }
  125286. /**
  125287. * Queue used to order the simplification tasks
  125288. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125289. */
  125290. export class SimplificationQueue {
  125291. private _simplificationArray;
  125292. /**
  125293. * Gets a boolean indicating that the process is still running
  125294. */
  125295. running: boolean;
  125296. /**
  125297. * Creates a new queue
  125298. */
  125299. constructor();
  125300. /**
  125301. * Adds a new simplification task
  125302. * @param task defines a task to add
  125303. */
  125304. addTask(task: ISimplificationTask): void;
  125305. /**
  125306. * Execute next task
  125307. */
  125308. executeNext(): void;
  125309. /**
  125310. * Execute a simplification task
  125311. * @param task defines the task to run
  125312. */
  125313. runSimplification(task: ISimplificationTask): void;
  125314. private getSimplifier;
  125315. }
  125316. /**
  125317. * The implemented types of simplification
  125318. * At the moment only Quadratic Error Decimation is implemented
  125319. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125320. */
  125321. export enum SimplificationType {
  125322. /** Quadratic error decimation */
  125323. QUADRATIC = 0
  125324. }
  125325. }
  125326. declare module BABYLON {
  125327. interface Scene {
  125328. /** @hidden (Backing field) */
  125329. _simplificationQueue: SimplificationQueue;
  125330. /**
  125331. * Gets or sets the simplification queue attached to the scene
  125332. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125333. */
  125334. simplificationQueue: SimplificationQueue;
  125335. }
  125336. interface Mesh {
  125337. /**
  125338. * Simplify the mesh according to the given array of settings.
  125339. * Function will return immediately and will simplify async
  125340. * @param settings a collection of simplification settings
  125341. * @param parallelProcessing should all levels calculate parallel or one after the other
  125342. * @param simplificationType the type of simplification to run
  125343. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  125344. * @returns the current mesh
  125345. */
  125346. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  125347. }
  125348. /**
  125349. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  125350. * created in a scene
  125351. */
  125352. export class SimplicationQueueSceneComponent implements ISceneComponent {
  125353. /**
  125354. * The component name helpfull to identify the component in the list of scene components.
  125355. */
  125356. readonly name: string;
  125357. /**
  125358. * The scene the component belongs to.
  125359. */
  125360. scene: Scene;
  125361. /**
  125362. * Creates a new instance of the component for the given scene
  125363. * @param scene Defines the scene to register the component in
  125364. */
  125365. constructor(scene: Scene);
  125366. /**
  125367. * Registers the component in a given scene
  125368. */
  125369. register(): void;
  125370. /**
  125371. * Rebuilds the elements related to this component in case of
  125372. * context lost for instance.
  125373. */
  125374. rebuild(): void;
  125375. /**
  125376. * Disposes the component and the associated ressources
  125377. */
  125378. dispose(): void;
  125379. private _beforeCameraUpdate;
  125380. }
  125381. }
  125382. declare module BABYLON {
  125383. /**
  125384. * Navigation plugin interface to add navigation constrained by a navigation mesh
  125385. */
  125386. export interface INavigationEnginePlugin {
  125387. /**
  125388. * plugin name
  125389. */
  125390. name: string;
  125391. /**
  125392. * Creates a navigation mesh
  125393. * @param meshes array of all the geometry used to compute the navigatio mesh
  125394. * @param parameters bunch of parameters used to filter geometry
  125395. */
  125396. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125397. /**
  125398. * Create a navigation mesh debug mesh
  125399. * @param scene is where the mesh will be added
  125400. * @returns debug display mesh
  125401. */
  125402. createDebugNavMesh(scene: Scene): Mesh;
  125403. /**
  125404. * Get a navigation mesh constrained position, closest to the parameter position
  125405. * @param position world position
  125406. * @returns the closest point to position constrained by the navigation mesh
  125407. */
  125408. getClosestPoint(position: Vector3): Vector3;
  125409. /**
  125410. * Get a navigation mesh constrained position, within a particular radius
  125411. * @param position world position
  125412. * @param maxRadius the maximum distance to the constrained world position
  125413. * @returns the closest point to position constrained by the navigation mesh
  125414. */
  125415. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125416. /**
  125417. * Compute the final position from a segment made of destination-position
  125418. * @param position world position
  125419. * @param destination world position
  125420. * @returns the resulting point along the navmesh
  125421. */
  125422. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125423. /**
  125424. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125425. * @param start world position
  125426. * @param end world position
  125427. * @returns array containing world position composing the path
  125428. */
  125429. computePath(start: Vector3, end: Vector3): Vector3[];
  125430. /**
  125431. * If this plugin is supported
  125432. * @returns true if plugin is supported
  125433. */
  125434. isSupported(): boolean;
  125435. /**
  125436. * Create a new Crowd so you can add agents
  125437. * @param maxAgents the maximum agent count in the crowd
  125438. * @param maxAgentRadius the maximum radius an agent can have
  125439. * @param scene to attach the crowd to
  125440. * @returns the crowd you can add agents to
  125441. */
  125442. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125443. /**
  125444. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125445. * The queries will try to find a solution within those bounds
  125446. * default is (1,1,1)
  125447. * @param extent x,y,z value that define the extent around the queries point of reference
  125448. */
  125449. setDefaultQueryExtent(extent: Vector3): void;
  125450. /**
  125451. * Get the Bounding box extent specified by setDefaultQueryExtent
  125452. * @returns the box extent values
  125453. */
  125454. getDefaultQueryExtent(): Vector3;
  125455. /**
  125456. * Release all resources
  125457. */
  125458. dispose(): void;
  125459. }
  125460. /**
  125461. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  125462. */
  125463. export interface ICrowd {
  125464. /**
  125465. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125466. * You can attach anything to that node. The node position is updated in the scene update tick.
  125467. * @param pos world position that will be constrained by the navigation mesh
  125468. * @param parameters agent parameters
  125469. * @param transform hooked to the agent that will be update by the scene
  125470. * @returns agent index
  125471. */
  125472. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125473. /**
  125474. * Returns the agent position in world space
  125475. * @param index agent index returned by addAgent
  125476. * @returns world space position
  125477. */
  125478. getAgentPosition(index: number): Vector3;
  125479. /**
  125480. * Gets the agent velocity in world space
  125481. * @param index agent index returned by addAgent
  125482. * @returns world space velocity
  125483. */
  125484. getAgentVelocity(index: number): Vector3;
  125485. /**
  125486. * remove a particular agent previously created
  125487. * @param index agent index returned by addAgent
  125488. */
  125489. removeAgent(index: number): void;
  125490. /**
  125491. * get the list of all agents attached to this crowd
  125492. * @returns list of agent indices
  125493. */
  125494. getAgents(): number[];
  125495. /**
  125496. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125497. * @param deltaTime in seconds
  125498. */
  125499. update(deltaTime: number): void;
  125500. /**
  125501. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125502. * @param index agent index returned by addAgent
  125503. * @param destination targeted world position
  125504. */
  125505. agentGoto(index: number, destination: Vector3): void;
  125506. /**
  125507. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125508. * The queries will try to find a solution within those bounds
  125509. * default is (1,1,1)
  125510. * @param extent x,y,z value that define the extent around the queries point of reference
  125511. */
  125512. setDefaultQueryExtent(extent: Vector3): void;
  125513. /**
  125514. * Get the Bounding box extent specified by setDefaultQueryExtent
  125515. * @returns the box extent values
  125516. */
  125517. getDefaultQueryExtent(): Vector3;
  125518. /**
  125519. * Release all resources
  125520. */
  125521. dispose(): void;
  125522. }
  125523. /**
  125524. * Configures an agent
  125525. */
  125526. export interface IAgentParameters {
  125527. /**
  125528. * Agent radius. [Limit: >= 0]
  125529. */
  125530. radius: number;
  125531. /**
  125532. * Agent height. [Limit: > 0]
  125533. */
  125534. height: number;
  125535. /**
  125536. * Maximum allowed acceleration. [Limit: >= 0]
  125537. */
  125538. maxAcceleration: number;
  125539. /**
  125540. * Maximum allowed speed. [Limit: >= 0]
  125541. */
  125542. maxSpeed: number;
  125543. /**
  125544. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  125545. */
  125546. collisionQueryRange: number;
  125547. /**
  125548. * The path visibility optimization range. [Limit: > 0]
  125549. */
  125550. pathOptimizationRange: number;
  125551. /**
  125552. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  125553. */
  125554. separationWeight: number;
  125555. }
  125556. /**
  125557. * Configures the navigation mesh creation
  125558. */
  125559. export interface INavMeshParameters {
  125560. /**
  125561. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  125562. */
  125563. cs: number;
  125564. /**
  125565. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  125566. */
  125567. ch: number;
  125568. /**
  125569. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  125570. */
  125571. walkableSlopeAngle: number;
  125572. /**
  125573. * Minimum floor to 'ceiling' height that will still allow the floor area to
  125574. * be considered walkable. [Limit: >= 3] [Units: vx]
  125575. */
  125576. walkableHeight: number;
  125577. /**
  125578. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  125579. */
  125580. walkableClimb: number;
  125581. /**
  125582. * The distance to erode/shrink the walkable area of the heightfield away from
  125583. * obstructions. [Limit: >=0] [Units: vx]
  125584. */
  125585. walkableRadius: number;
  125586. /**
  125587. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  125588. */
  125589. maxEdgeLen: number;
  125590. /**
  125591. * The maximum distance a simplfied contour's border edges should deviate
  125592. * the original raw contour. [Limit: >=0] [Units: vx]
  125593. */
  125594. maxSimplificationError: number;
  125595. /**
  125596. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  125597. */
  125598. minRegionArea: number;
  125599. /**
  125600. * Any regions with a span count smaller than this value will, if possible,
  125601. * be merged with larger regions. [Limit: >=0] [Units: vx]
  125602. */
  125603. mergeRegionArea: number;
  125604. /**
  125605. * The maximum number of vertices allowed for polygons generated during the
  125606. * contour to polygon conversion process. [Limit: >= 3]
  125607. */
  125608. maxVertsPerPoly: number;
  125609. /**
  125610. * Sets the sampling distance to use when generating the detail mesh.
  125611. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  125612. */
  125613. detailSampleDist: number;
  125614. /**
  125615. * The maximum distance the detail mesh surface should deviate from heightfield
  125616. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  125617. */
  125618. detailSampleMaxError: number;
  125619. }
  125620. }
  125621. declare module BABYLON {
  125622. /**
  125623. * RecastJS navigation plugin
  125624. */
  125625. export class RecastJSPlugin implements INavigationEnginePlugin {
  125626. /**
  125627. * Reference to the Recast library
  125628. */
  125629. bjsRECAST: any;
  125630. /**
  125631. * plugin name
  125632. */
  125633. name: string;
  125634. /**
  125635. * the first navmesh created. We might extend this to support multiple navmeshes
  125636. */
  125637. navMesh: any;
  125638. /**
  125639. * Initializes the recastJS plugin
  125640. * @param recastInjection can be used to inject your own recast reference
  125641. */
  125642. constructor(recastInjection?: any);
  125643. /**
  125644. * Creates a navigation mesh
  125645. * @param meshes array of all the geometry used to compute the navigatio mesh
  125646. * @param parameters bunch of parameters used to filter geometry
  125647. */
  125648. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125649. /**
  125650. * Create a navigation mesh debug mesh
  125651. * @param scene is where the mesh will be added
  125652. * @returns debug display mesh
  125653. */
  125654. createDebugNavMesh(scene: Scene): Mesh;
  125655. /**
  125656. * Get a navigation mesh constrained position, closest to the parameter position
  125657. * @param position world position
  125658. * @returns the closest point to position constrained by the navigation mesh
  125659. */
  125660. getClosestPoint(position: Vector3): Vector3;
  125661. /**
  125662. * Get a navigation mesh constrained position, within a particular radius
  125663. * @param position world position
  125664. * @param maxRadius the maximum distance to the constrained world position
  125665. * @returns the closest point to position constrained by the navigation mesh
  125666. */
  125667. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125668. /**
  125669. * Compute the final position from a segment made of destination-position
  125670. * @param position world position
  125671. * @param destination world position
  125672. * @returns the resulting point along the navmesh
  125673. */
  125674. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125675. /**
  125676. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125677. * @param start world position
  125678. * @param end world position
  125679. * @returns array containing world position composing the path
  125680. */
  125681. computePath(start: Vector3, end: Vector3): Vector3[];
  125682. /**
  125683. * Create a new Crowd so you can add agents
  125684. * @param maxAgents the maximum agent count in the crowd
  125685. * @param maxAgentRadius the maximum radius an agent can have
  125686. * @param scene to attach the crowd to
  125687. * @returns the crowd you can add agents to
  125688. */
  125689. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125690. /**
  125691. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125692. * The queries will try to find a solution within those bounds
  125693. * default is (1,1,1)
  125694. * @param extent x,y,z value that define the extent around the queries point of reference
  125695. */
  125696. setDefaultQueryExtent(extent: Vector3): void;
  125697. /**
  125698. * Get the Bounding box extent specified by setDefaultQueryExtent
  125699. * @returns the box extent values
  125700. */
  125701. getDefaultQueryExtent(): Vector3;
  125702. /**
  125703. * Disposes
  125704. */
  125705. dispose(): void;
  125706. /**
  125707. * If this plugin is supported
  125708. * @returns true if plugin is supported
  125709. */
  125710. isSupported(): boolean;
  125711. }
  125712. /**
  125713. * Recast detour crowd implementation
  125714. */
  125715. export class RecastJSCrowd implements ICrowd {
  125716. /**
  125717. * Recast/detour plugin
  125718. */
  125719. bjsRECASTPlugin: RecastJSPlugin;
  125720. /**
  125721. * Link to the detour crowd
  125722. */
  125723. recastCrowd: any;
  125724. /**
  125725. * One transform per agent
  125726. */
  125727. transforms: TransformNode[];
  125728. /**
  125729. * All agents created
  125730. */
  125731. agents: number[];
  125732. /**
  125733. * Link to the scene is kept to unregister the crowd from the scene
  125734. */
  125735. private _scene;
  125736. /**
  125737. * Observer for crowd updates
  125738. */
  125739. private _onBeforeAnimationsObserver;
  125740. /**
  125741. * Constructor
  125742. * @param plugin recastJS plugin
  125743. * @param maxAgents the maximum agent count in the crowd
  125744. * @param maxAgentRadius the maximum radius an agent can have
  125745. * @param scene to attach the crowd to
  125746. * @returns the crowd you can add agents to
  125747. */
  125748. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  125749. /**
  125750. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125751. * You can attach anything to that node. The node position is updated in the scene update tick.
  125752. * @param pos world position that will be constrained by the navigation mesh
  125753. * @param parameters agent parameters
  125754. * @param transform hooked to the agent that will be update by the scene
  125755. * @returns agent index
  125756. */
  125757. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125758. /**
  125759. * Returns the agent position in world space
  125760. * @param index agent index returned by addAgent
  125761. * @returns world space position
  125762. */
  125763. getAgentPosition(index: number): Vector3;
  125764. /**
  125765. * Returns the agent velocity in world space
  125766. * @param index agent index returned by addAgent
  125767. * @returns world space velocity
  125768. */
  125769. getAgentVelocity(index: number): Vector3;
  125770. /**
  125771. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125772. * @param index agent index returned by addAgent
  125773. * @param destination targeted world position
  125774. */
  125775. agentGoto(index: number, destination: Vector3): void;
  125776. /**
  125777. * remove a particular agent previously created
  125778. * @param index agent index returned by addAgent
  125779. */
  125780. removeAgent(index: number): void;
  125781. /**
  125782. * get the list of all agents attached to this crowd
  125783. * @returns list of agent indices
  125784. */
  125785. getAgents(): number[];
  125786. /**
  125787. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125788. * @param deltaTime in seconds
  125789. */
  125790. update(deltaTime: number): void;
  125791. /**
  125792. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125793. * The queries will try to find a solution within those bounds
  125794. * default is (1,1,1)
  125795. * @param extent x,y,z value that define the extent around the queries point of reference
  125796. */
  125797. setDefaultQueryExtent(extent: Vector3): void;
  125798. /**
  125799. * Get the Bounding box extent specified by setDefaultQueryExtent
  125800. * @returns the box extent values
  125801. */
  125802. getDefaultQueryExtent(): Vector3;
  125803. /**
  125804. * Release all resources
  125805. */
  125806. dispose(): void;
  125807. }
  125808. }
  125809. declare module BABYLON {
  125810. /**
  125811. * Class used to enable access to IndexedDB
  125812. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  125813. */
  125814. export class Database implements IOfflineProvider {
  125815. private _callbackManifestChecked;
  125816. private _currentSceneUrl;
  125817. private _db;
  125818. private _enableSceneOffline;
  125819. private _enableTexturesOffline;
  125820. private _manifestVersionFound;
  125821. private _mustUpdateRessources;
  125822. private _hasReachedQuota;
  125823. private _isSupported;
  125824. private _idbFactory;
  125825. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  125826. private static IsUASupportingBlobStorage;
  125827. /**
  125828. * Gets a boolean indicating if Database storate is enabled (off by default)
  125829. */
  125830. static IDBStorageEnabled: boolean;
  125831. /**
  125832. * Gets a boolean indicating if scene must be saved in the database
  125833. */
  125834. readonly enableSceneOffline: boolean;
  125835. /**
  125836. * Gets a boolean indicating if textures must be saved in the database
  125837. */
  125838. readonly enableTexturesOffline: boolean;
  125839. /**
  125840. * Creates a new Database
  125841. * @param urlToScene defines the url to load the scene
  125842. * @param callbackManifestChecked defines the callback to use when manifest is checked
  125843. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  125844. */
  125845. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  125846. private static _ParseURL;
  125847. private static _ReturnFullUrlLocation;
  125848. private _checkManifestFile;
  125849. /**
  125850. * Open the database and make it available
  125851. * @param successCallback defines the callback to call on success
  125852. * @param errorCallback defines the callback to call on error
  125853. */
  125854. open(successCallback: () => void, errorCallback: () => void): void;
  125855. /**
  125856. * Loads an image from the database
  125857. * @param url defines the url to load from
  125858. * @param image defines the target DOM image
  125859. */
  125860. loadImage(url: string, image: HTMLImageElement): void;
  125861. private _loadImageFromDBAsync;
  125862. private _saveImageIntoDBAsync;
  125863. private _checkVersionFromDB;
  125864. private _loadVersionFromDBAsync;
  125865. private _saveVersionIntoDBAsync;
  125866. /**
  125867. * Loads a file from database
  125868. * @param url defines the URL to load from
  125869. * @param sceneLoaded defines a callback to call on success
  125870. * @param progressCallBack defines a callback to call when progress changed
  125871. * @param errorCallback defines a callback to call on error
  125872. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  125873. */
  125874. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  125875. private _loadFileAsync;
  125876. private _saveFileAsync;
  125877. /**
  125878. * Validates if xhr data is correct
  125879. * @param xhr defines the request to validate
  125880. * @param dataType defines the expected data type
  125881. * @returns true if data is correct
  125882. */
  125883. private static _ValidateXHRData;
  125884. }
  125885. }
  125886. declare module BABYLON {
  125887. /** @hidden */
  125888. export var gpuUpdateParticlesPixelShader: {
  125889. name: string;
  125890. shader: string;
  125891. };
  125892. }
  125893. declare module BABYLON {
  125894. /** @hidden */
  125895. export var gpuUpdateParticlesVertexShader: {
  125896. name: string;
  125897. shader: string;
  125898. };
  125899. }
  125900. declare module BABYLON {
  125901. /** @hidden */
  125902. export var clipPlaneFragmentDeclaration2: {
  125903. name: string;
  125904. shader: string;
  125905. };
  125906. }
  125907. declare module BABYLON {
  125908. /** @hidden */
  125909. export var gpuRenderParticlesPixelShader: {
  125910. name: string;
  125911. shader: string;
  125912. };
  125913. }
  125914. declare module BABYLON {
  125915. /** @hidden */
  125916. export var clipPlaneVertexDeclaration2: {
  125917. name: string;
  125918. shader: string;
  125919. };
  125920. }
  125921. declare module BABYLON {
  125922. /** @hidden */
  125923. export var gpuRenderParticlesVertexShader: {
  125924. name: string;
  125925. shader: string;
  125926. };
  125927. }
  125928. declare module BABYLON {
  125929. /**
  125930. * This represents a GPU particle system in Babylon
  125931. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  125932. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  125933. */
  125934. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  125935. /**
  125936. * The layer mask we are rendering the particles through.
  125937. */
  125938. layerMask: number;
  125939. private _capacity;
  125940. private _activeCount;
  125941. private _currentActiveCount;
  125942. private _accumulatedCount;
  125943. private _renderEffect;
  125944. private _updateEffect;
  125945. private _buffer0;
  125946. private _buffer1;
  125947. private _spriteBuffer;
  125948. private _updateVAO;
  125949. private _renderVAO;
  125950. private _targetIndex;
  125951. private _sourceBuffer;
  125952. private _targetBuffer;
  125953. private _engine;
  125954. private _currentRenderId;
  125955. private _started;
  125956. private _stopped;
  125957. private _timeDelta;
  125958. private _randomTexture;
  125959. private _randomTexture2;
  125960. private _attributesStrideSize;
  125961. private _updateEffectOptions;
  125962. private _randomTextureSize;
  125963. private _actualFrame;
  125964. private readonly _rawTextureWidth;
  125965. /**
  125966. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  125967. */
  125968. static readonly IsSupported: boolean;
  125969. /**
  125970. * An event triggered when the system is disposed.
  125971. */
  125972. onDisposeObservable: Observable<GPUParticleSystem>;
  125973. /**
  125974. * Gets the maximum number of particles active at the same time.
  125975. * @returns The max number of active particles.
  125976. */
  125977. getCapacity(): number;
  125978. /**
  125979. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  125980. * to override the particles.
  125981. */
  125982. forceDepthWrite: boolean;
  125983. /**
  125984. * Gets or set the number of active particles
  125985. */
  125986. activeParticleCount: number;
  125987. private _preWarmDone;
  125988. /**
  125989. * Is this system ready to be used/rendered
  125990. * @return true if the system is ready
  125991. */
  125992. isReady(): boolean;
  125993. /**
  125994. * Gets if the system has been started. (Note: this will still be true after stop is called)
  125995. * @returns True if it has been started, otherwise false.
  125996. */
  125997. isStarted(): boolean;
  125998. /**
  125999. * Starts the particle system and begins to emit
  126000. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  126001. */
  126002. start(delay?: number): void;
  126003. /**
  126004. * Stops the particle system.
  126005. */
  126006. stop(): void;
  126007. /**
  126008. * Remove all active particles
  126009. */
  126010. reset(): void;
  126011. /**
  126012. * Returns the string "GPUParticleSystem"
  126013. * @returns a string containing the class name
  126014. */
  126015. getClassName(): string;
  126016. private _colorGradientsTexture;
  126017. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  126018. /**
  126019. * Adds a new color gradient
  126020. * @param gradient defines the gradient to use (between 0 and 1)
  126021. * @param color1 defines the color to affect to the specified gradient
  126022. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  126023. * @returns the current particle system
  126024. */
  126025. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  126026. /**
  126027. * Remove a specific color gradient
  126028. * @param gradient defines the gradient to remove
  126029. * @returns the current particle system
  126030. */
  126031. removeColorGradient(gradient: number): GPUParticleSystem;
  126032. private _angularSpeedGradientsTexture;
  126033. private _sizeGradientsTexture;
  126034. private _velocityGradientsTexture;
  126035. private _limitVelocityGradientsTexture;
  126036. private _dragGradientsTexture;
  126037. private _addFactorGradient;
  126038. /**
  126039. * Adds a new size gradient
  126040. * @param gradient defines the gradient to use (between 0 and 1)
  126041. * @param factor defines the size factor to affect to the specified gradient
  126042. * @returns the current particle system
  126043. */
  126044. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  126045. /**
  126046. * Remove a specific size gradient
  126047. * @param gradient defines the gradient to remove
  126048. * @returns the current particle system
  126049. */
  126050. removeSizeGradient(gradient: number): GPUParticleSystem;
  126051. /**
  126052. * Adds a new angular speed gradient
  126053. * @param gradient defines the gradient to use (between 0 and 1)
  126054. * @param factor defines the angular speed to affect to the specified gradient
  126055. * @returns the current particle system
  126056. */
  126057. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  126058. /**
  126059. * Remove a specific angular speed gradient
  126060. * @param gradient defines the gradient to remove
  126061. * @returns the current particle system
  126062. */
  126063. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  126064. /**
  126065. * Adds a new velocity gradient
  126066. * @param gradient defines the gradient to use (between 0 and 1)
  126067. * @param factor defines the velocity to affect to the specified gradient
  126068. * @returns the current particle system
  126069. */
  126070. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126071. /**
  126072. * Remove a specific velocity gradient
  126073. * @param gradient defines the gradient to remove
  126074. * @returns the current particle system
  126075. */
  126076. removeVelocityGradient(gradient: number): GPUParticleSystem;
  126077. /**
  126078. * Adds a new limit velocity gradient
  126079. * @param gradient defines the gradient to use (between 0 and 1)
  126080. * @param factor defines the limit velocity value to affect to the specified gradient
  126081. * @returns the current particle system
  126082. */
  126083. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126084. /**
  126085. * Remove a specific limit velocity gradient
  126086. * @param gradient defines the gradient to remove
  126087. * @returns the current particle system
  126088. */
  126089. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  126090. /**
  126091. * Adds a new drag gradient
  126092. * @param gradient defines the gradient to use (between 0 and 1)
  126093. * @param factor defines the drag value to affect to the specified gradient
  126094. * @returns the current particle system
  126095. */
  126096. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  126097. /**
  126098. * Remove a specific drag gradient
  126099. * @param gradient defines the gradient to remove
  126100. * @returns the current particle system
  126101. */
  126102. removeDragGradient(gradient: number): GPUParticleSystem;
  126103. /**
  126104. * Not supported by GPUParticleSystem
  126105. * @param gradient defines the gradient to use (between 0 and 1)
  126106. * @param factor defines the emit rate value to affect to the specified gradient
  126107. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126108. * @returns the current particle system
  126109. */
  126110. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126111. /**
  126112. * Not supported by GPUParticleSystem
  126113. * @param gradient defines the gradient to remove
  126114. * @returns the current particle system
  126115. */
  126116. removeEmitRateGradient(gradient: number): IParticleSystem;
  126117. /**
  126118. * Not supported by GPUParticleSystem
  126119. * @param gradient defines the gradient to use (between 0 and 1)
  126120. * @param factor defines the start size value to affect to the specified gradient
  126121. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126122. * @returns the current particle system
  126123. */
  126124. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126125. /**
  126126. * Not supported by GPUParticleSystem
  126127. * @param gradient defines the gradient to remove
  126128. * @returns the current particle system
  126129. */
  126130. removeStartSizeGradient(gradient: number): IParticleSystem;
  126131. /**
  126132. * Not supported by GPUParticleSystem
  126133. * @param gradient defines the gradient to use (between 0 and 1)
  126134. * @param min defines the color remap minimal range
  126135. * @param max defines the color remap maximal range
  126136. * @returns the current particle system
  126137. */
  126138. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126139. /**
  126140. * Not supported by GPUParticleSystem
  126141. * @param gradient defines the gradient to remove
  126142. * @returns the current particle system
  126143. */
  126144. removeColorRemapGradient(): IParticleSystem;
  126145. /**
  126146. * Not supported by GPUParticleSystem
  126147. * @param gradient defines the gradient to use (between 0 and 1)
  126148. * @param min defines the alpha remap minimal range
  126149. * @param max defines the alpha remap maximal range
  126150. * @returns the current particle system
  126151. */
  126152. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126153. /**
  126154. * Not supported by GPUParticleSystem
  126155. * @param gradient defines the gradient to remove
  126156. * @returns the current particle system
  126157. */
  126158. removeAlphaRemapGradient(): IParticleSystem;
  126159. /**
  126160. * Not supported by GPUParticleSystem
  126161. * @param gradient defines the gradient to use (between 0 and 1)
  126162. * @param color defines the color to affect to the specified gradient
  126163. * @returns the current particle system
  126164. */
  126165. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  126166. /**
  126167. * Not supported by GPUParticleSystem
  126168. * @param gradient defines the gradient to remove
  126169. * @returns the current particle system
  126170. */
  126171. removeRampGradient(): IParticleSystem;
  126172. /**
  126173. * Not supported by GPUParticleSystem
  126174. * @returns the list of ramp gradients
  126175. */
  126176. getRampGradients(): Nullable<Array<Color3Gradient>>;
  126177. /**
  126178. * Not supported by GPUParticleSystem
  126179. * Gets or sets a boolean indicating that ramp gradients must be used
  126180. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  126181. */
  126182. useRampGradients: boolean;
  126183. /**
  126184. * Not supported by GPUParticleSystem
  126185. * @param gradient defines the gradient to use (between 0 and 1)
  126186. * @param factor defines the life time factor to affect to the specified gradient
  126187. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126188. * @returns the current particle system
  126189. */
  126190. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126191. /**
  126192. * Not supported by GPUParticleSystem
  126193. * @param gradient defines the gradient to remove
  126194. * @returns the current particle system
  126195. */
  126196. removeLifeTimeGradient(gradient: number): IParticleSystem;
  126197. /**
  126198. * Instantiates a GPU particle system.
  126199. * 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.
  126200. * @param name The name of the particle system
  126201. * @param options The options used to create the system
  126202. * @param scene The scene the particle system belongs to
  126203. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  126204. */
  126205. constructor(name: string, options: Partial<{
  126206. capacity: number;
  126207. randomTextureSize: number;
  126208. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  126209. protected _reset(): void;
  126210. private _createUpdateVAO;
  126211. private _createRenderVAO;
  126212. private _initialize;
  126213. /** @hidden */
  126214. _recreateUpdateEffect(): void;
  126215. /** @hidden */
  126216. _recreateRenderEffect(): void;
  126217. /**
  126218. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  126219. * @param preWarm defines if we are in the pre-warmimg phase
  126220. */
  126221. animate(preWarm?: boolean): void;
  126222. private _createFactorGradientTexture;
  126223. private _createSizeGradientTexture;
  126224. private _createAngularSpeedGradientTexture;
  126225. private _createVelocityGradientTexture;
  126226. private _createLimitVelocityGradientTexture;
  126227. private _createDragGradientTexture;
  126228. private _createColorGradientTexture;
  126229. /**
  126230. * Renders the particle system in its current state
  126231. * @param preWarm defines if the system should only update the particles but not render them
  126232. * @returns the current number of particles
  126233. */
  126234. render(preWarm?: boolean): number;
  126235. /**
  126236. * Rebuilds the particle system
  126237. */
  126238. rebuild(): void;
  126239. private _releaseBuffers;
  126240. private _releaseVAOs;
  126241. /**
  126242. * Disposes the particle system and free the associated resources
  126243. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  126244. */
  126245. dispose(disposeTexture?: boolean): void;
  126246. /**
  126247. * Clones the particle system.
  126248. * @param name The name of the cloned object
  126249. * @param newEmitter The new emitter to use
  126250. * @returns the cloned particle system
  126251. */
  126252. clone(name: string, newEmitter: any): GPUParticleSystem;
  126253. /**
  126254. * Serializes the particle system to a JSON object.
  126255. * @returns the JSON object
  126256. */
  126257. serialize(): any;
  126258. /**
  126259. * Parses a JSON object to create a GPU particle system.
  126260. * @param parsedParticleSystem The JSON object to parse
  126261. * @param scene The scene to create the particle system in
  126262. * @param rootUrl The root url to use to load external dependencies like texture
  126263. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  126264. * @returns the parsed GPU particle system
  126265. */
  126266. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  126267. }
  126268. }
  126269. declare module BABYLON {
  126270. /**
  126271. * Represents a set of particle systems working together to create a specific effect
  126272. */
  126273. export class ParticleSystemSet implements IDisposable {
  126274. /**
  126275. * Gets or sets base Assets URL
  126276. */
  126277. static BaseAssetsUrl: string;
  126278. private _emitterCreationOptions;
  126279. private _emitterNode;
  126280. /**
  126281. * Gets the particle system list
  126282. */
  126283. systems: IParticleSystem[];
  126284. /**
  126285. * Gets the emitter node used with this set
  126286. */
  126287. readonly emitterNode: Nullable<TransformNode>;
  126288. /**
  126289. * Creates a new emitter mesh as a sphere
  126290. * @param options defines the options used to create the sphere
  126291. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  126292. * @param scene defines the hosting scene
  126293. */
  126294. setEmitterAsSphere(options: {
  126295. diameter: number;
  126296. segments: number;
  126297. color: Color3;
  126298. }, renderingGroupId: number, scene: Scene): void;
  126299. /**
  126300. * Starts all particle systems of the set
  126301. * @param emitter defines an optional mesh to use as emitter for the particle systems
  126302. */
  126303. start(emitter?: AbstractMesh): void;
  126304. /**
  126305. * Release all associated resources
  126306. */
  126307. dispose(): void;
  126308. /**
  126309. * Serialize the set into a JSON compatible object
  126310. * @returns a JSON compatible representation of the set
  126311. */
  126312. serialize(): any;
  126313. /**
  126314. * Parse a new ParticleSystemSet from a serialized source
  126315. * @param data defines a JSON compatible representation of the set
  126316. * @param scene defines the hosting scene
  126317. * @param gpu defines if we want GPU particles or CPU particles
  126318. * @returns a new ParticleSystemSet
  126319. */
  126320. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  126321. }
  126322. }
  126323. declare module BABYLON {
  126324. /**
  126325. * This class is made for on one-liner static method to help creating particle system set.
  126326. */
  126327. export class ParticleHelper {
  126328. /**
  126329. * Gets or sets base Assets URL
  126330. */
  126331. static BaseAssetsUrl: string;
  126332. /**
  126333. * Create a default particle system that you can tweak
  126334. * @param emitter defines the emitter to use
  126335. * @param capacity defines the system capacity (default is 500 particles)
  126336. * @param scene defines the hosting scene
  126337. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  126338. * @returns the new Particle system
  126339. */
  126340. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  126341. /**
  126342. * This is the main static method (one-liner) of this helper to create different particle systems
  126343. * @param type This string represents the type to the particle system to create
  126344. * @param scene The scene where the particle system should live
  126345. * @param gpu If the system will use gpu
  126346. * @returns the ParticleSystemSet created
  126347. */
  126348. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  126349. /**
  126350. * Static function used to export a particle system to a ParticleSystemSet variable.
  126351. * Please note that the emitter shape is not exported
  126352. * @param systems defines the particle systems to export
  126353. * @returns the created particle system set
  126354. */
  126355. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  126356. }
  126357. }
  126358. declare module BABYLON {
  126359. interface Engine {
  126360. /**
  126361. * Create an effect to use with particle systems.
  126362. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  126363. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  126364. * @param uniformsNames defines a list of attribute names
  126365. * @param samplers defines an array of string used to represent textures
  126366. * @param defines defines the string containing the defines to use to compile the shaders
  126367. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  126368. * @param onCompiled defines a function to call when the effect creation is successful
  126369. * @param onError defines a function to call when the effect creation has failed
  126370. * @returns the new Effect
  126371. */
  126372. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  126373. }
  126374. interface Mesh {
  126375. /**
  126376. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  126377. * @returns an array of IParticleSystem
  126378. */
  126379. getEmittedParticleSystems(): IParticleSystem[];
  126380. /**
  126381. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  126382. * @returns an array of IParticleSystem
  126383. */
  126384. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  126385. }
  126386. /**
  126387. * @hidden
  126388. */
  126389. export var _IDoNeedToBeInTheBuild: number;
  126390. }
  126391. declare module BABYLON {
  126392. /** Defines the 4 color options */
  126393. export enum PointColor {
  126394. /** color value */
  126395. Color = 2,
  126396. /** uv value */
  126397. UV = 1,
  126398. /** random value */
  126399. Random = 0,
  126400. /** stated value */
  126401. Stated = 3
  126402. }
  126403. /**
  126404. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  126405. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  126406. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  126407. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  126408. *
  126409. * Full documentation here : TO BE ENTERED
  126410. */
  126411. export class PointsCloudSystem implements IDisposable {
  126412. /**
  126413. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  126414. * Example : var p = SPS.particles[i];
  126415. */
  126416. particles: CloudPoint[];
  126417. /**
  126418. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  126419. */
  126420. nbParticles: number;
  126421. /**
  126422. * This a counter for your own usage. It's not set by any SPS functions.
  126423. */
  126424. counter: number;
  126425. /**
  126426. * The PCS name. This name is also given to the underlying mesh.
  126427. */
  126428. name: string;
  126429. /**
  126430. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  126431. */
  126432. mesh: Mesh;
  126433. /**
  126434. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  126435. * Please read :
  126436. */
  126437. vars: any;
  126438. /**
  126439. * @hidden
  126440. */
  126441. _size: number;
  126442. private _scene;
  126443. private _promises;
  126444. private _positions;
  126445. private _indices;
  126446. private _normals;
  126447. private _colors;
  126448. private _uvs;
  126449. private _indices32;
  126450. private _positions32;
  126451. private _colors32;
  126452. private _uvs32;
  126453. private _updatable;
  126454. private _isVisibilityBoxLocked;
  126455. private _alwaysVisible;
  126456. private _groups;
  126457. private _groupCounter;
  126458. private _computeParticleColor;
  126459. private _computeParticleTexture;
  126460. private _computeParticleRotation;
  126461. private _computeBoundingBox;
  126462. private _isReady;
  126463. /**
  126464. * Creates a PCS (Points Cloud System) object
  126465. * @param name (String) is the PCS name, this will be the underlying mesh name
  126466. * @param pointSize (number) is the size for each point
  126467. * @param scene (Scene) is the scene in which the PCS is added
  126468. * @param options defines the options of the PCS e.g.
  126469. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  126470. */
  126471. constructor(name: string, pointSize: number, scene: Scene, options?: {
  126472. updatable?: boolean;
  126473. });
  126474. /**
  126475. * Builds the PCS underlying mesh. Returns a standard Mesh.
  126476. * If no points were added to the PCS, the returned mesh is just a single point.
  126477. * @returns a promise for the created mesh
  126478. */
  126479. buildMeshAsync(): Promise<Mesh>;
  126480. /**
  126481. * @hidden
  126482. */
  126483. private _buildMesh;
  126484. private _addParticle;
  126485. private _randomUnitVector;
  126486. private _getColorIndicesForCoord;
  126487. private _setPointsColorOrUV;
  126488. private _colorFromTexture;
  126489. private _calculateDensity;
  126490. /**
  126491. * Adds points to the PCS in random positions within a unit sphere
  126492. * @param nb (positive integer) the number of particles to be created from this model
  126493. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  126494. * @returns the number of groups in the system
  126495. */
  126496. addPoints(nb: number, pointFunction?: any): number;
  126497. /**
  126498. * Adds points to the PCS from the surface of the model shape
  126499. * @param mesh is any Mesh object that will be used as a surface model for the points
  126500. * @param nb (positive integer) the number of particles to be created from this model
  126501. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  126502. * @param color (color3) to be used when colorWith is stated
  126503. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126504. * @returns the number of groups in the system
  126505. */
  126506. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126507. /**
  126508. * Adds points to the PCS inside the model shape
  126509. * @param mesh is any Mesh object that will be used as a surface model for the points
  126510. * @param nb (positive integer) the number of particles to be created from this model
  126511. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  126512. * @param color (color4) to be used when colorWith is stated
  126513. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126514. * @returns the number of groups in the system
  126515. */
  126516. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126517. /**
  126518. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  126519. * This method calls `updateParticle()` for each particle of the SPS.
  126520. * For an animated SPS, it is usually called within the render loop.
  126521. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  126522. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  126523. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  126524. * @returns the PCS.
  126525. */
  126526. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  126527. /**
  126528. * Disposes the PCS.
  126529. */
  126530. dispose(): void;
  126531. /**
  126532. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  126533. * doc :
  126534. * @returns the PCS.
  126535. */
  126536. refreshVisibleSize(): PointsCloudSystem;
  126537. /**
  126538. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  126539. * @param size the size (float) of the visibility box
  126540. * note : this doesn't lock the PCS mesh bounding box.
  126541. * doc :
  126542. */
  126543. setVisibilityBox(size: number): void;
  126544. /**
  126545. * Gets whether the PCS is always visible or not
  126546. * doc :
  126547. */
  126548. /**
  126549. * Sets the PCS as always visible or not
  126550. * doc :
  126551. */
  126552. isAlwaysVisible: boolean;
  126553. /**
  126554. * Tells to `setParticles()` to compute the particle rotations or not
  126555. * Default value : false. The PCS is faster when it's set to false
  126556. * Note : particle rotations are only applied to parent particles
  126557. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  126558. */
  126559. computeParticleRotation: boolean;
  126560. /**
  126561. * Tells to `setParticles()` to compute the particle colors or not.
  126562. * Default value : true. The PCS is faster when it's set to false.
  126563. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126564. */
  126565. /**
  126566. * Gets if `setParticles()` computes the particle colors or not.
  126567. * Default value : false. The PCS is faster when it's set to false.
  126568. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126569. */
  126570. computeParticleColor: boolean;
  126571. /**
  126572. * Gets if `setParticles()` computes the particle textures or not.
  126573. * Default value : false. The PCS is faster when it's set to false.
  126574. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  126575. */
  126576. computeParticleTexture: boolean;
  126577. /**
  126578. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  126579. */
  126580. /**
  126581. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  126582. */
  126583. computeBoundingBox: boolean;
  126584. /**
  126585. * This function does nothing. It may be overwritten to set all the particle first values.
  126586. * The PCS doesn't call this function, you may have to call it by your own.
  126587. * doc :
  126588. */
  126589. initParticles(): void;
  126590. /**
  126591. * This function does nothing. It may be overwritten to recycle a particle
  126592. * The PCS doesn't call this function, you can to call it
  126593. * doc :
  126594. * @param particle The particle to recycle
  126595. * @returns the recycled particle
  126596. */
  126597. recycleParticle(particle: CloudPoint): CloudPoint;
  126598. /**
  126599. * Updates a particle : this function should be overwritten by the user.
  126600. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  126601. * doc :
  126602. * @example : just set a particle position or velocity and recycle conditions
  126603. * @param particle The particle to update
  126604. * @returns the updated particle
  126605. */
  126606. updateParticle(particle: CloudPoint): CloudPoint;
  126607. /**
  126608. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  126609. * This does nothing and may be overwritten by the user.
  126610. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126611. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126612. * @param update the boolean update value actually passed to setParticles()
  126613. */
  126614. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126615. /**
  126616. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  126617. * This will be passed three parameters.
  126618. * This does nothing and may be overwritten by the user.
  126619. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126620. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126621. * @param update the boolean update value actually passed to setParticles()
  126622. */
  126623. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126624. }
  126625. }
  126626. declare module BABYLON {
  126627. /**
  126628. * Represents one particle of a points cloud system.
  126629. */
  126630. export class CloudPoint {
  126631. /**
  126632. * particle global index
  126633. */
  126634. idx: number;
  126635. /**
  126636. * The color of the particle
  126637. */
  126638. color: Nullable<Color4>;
  126639. /**
  126640. * The world space position of the particle.
  126641. */
  126642. position: Vector3;
  126643. /**
  126644. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  126645. */
  126646. rotation: Vector3;
  126647. /**
  126648. * The world space rotation quaternion of the particle.
  126649. */
  126650. rotationQuaternion: Nullable<Quaternion>;
  126651. /**
  126652. * The uv of the particle.
  126653. */
  126654. uv: Nullable<Vector2>;
  126655. /**
  126656. * The current speed of the particle.
  126657. */
  126658. velocity: Vector3;
  126659. /**
  126660. * The pivot point in the particle local space.
  126661. */
  126662. pivot: Vector3;
  126663. /**
  126664. * Must the particle be translated from its pivot point in its local space ?
  126665. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  126666. * Default : false
  126667. */
  126668. translateFromPivot: boolean;
  126669. /**
  126670. * Index of this particle in the global "positions" array (Internal use)
  126671. * @hidden
  126672. */
  126673. _pos: number;
  126674. /**
  126675. * @hidden Index of this particle in the global "indices" array (Internal use)
  126676. */
  126677. _ind: number;
  126678. /**
  126679. * Group this particle belongs to
  126680. */
  126681. _group: PointsGroup;
  126682. /**
  126683. * Group id of this particle
  126684. */
  126685. groupId: number;
  126686. /**
  126687. * Index of the particle in its group id (Internal use)
  126688. */
  126689. idxInGroup: number;
  126690. /**
  126691. * @hidden Particle BoundingInfo object (Internal use)
  126692. */
  126693. _boundingInfo: BoundingInfo;
  126694. /**
  126695. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  126696. */
  126697. _pcs: PointsCloudSystem;
  126698. /**
  126699. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  126700. */
  126701. _stillInvisible: boolean;
  126702. /**
  126703. * @hidden Last computed particle rotation matrix
  126704. */
  126705. _rotationMatrix: number[];
  126706. /**
  126707. * Parent particle Id, if any.
  126708. * Default null.
  126709. */
  126710. parentId: Nullable<number>;
  126711. /**
  126712. * @hidden Internal global position in the PCS.
  126713. */
  126714. _globalPosition: Vector3;
  126715. /**
  126716. * Creates a Point Cloud object.
  126717. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  126718. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  126719. * @param group (PointsGroup) is the group the particle belongs to
  126720. * @param groupId (integer) is the group identifier in the PCS.
  126721. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  126722. * @param pcs defines the PCS it is associated to
  126723. */
  126724. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  126725. /**
  126726. * get point size
  126727. */
  126728. /**
  126729. * Set point size
  126730. */
  126731. size: Vector3;
  126732. /**
  126733. * Legacy support, changed quaternion to rotationQuaternion
  126734. */
  126735. /**
  126736. * Legacy support, changed quaternion to rotationQuaternion
  126737. */
  126738. quaternion: Nullable<Quaternion>;
  126739. /**
  126740. * Returns a boolean. True if the particle intersects a mesh, else false
  126741. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  126742. * @param target is the object (point or mesh) what the intersection is computed against
  126743. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  126744. * @returns true if it intersects
  126745. */
  126746. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  126747. /**
  126748. * get the rotation matrix of the particle
  126749. * @hidden
  126750. */
  126751. getRotationMatrix(m: Matrix): void;
  126752. }
  126753. /**
  126754. * Represents a group of points in a points cloud system
  126755. * * PCS internal tool, don't use it manually.
  126756. */
  126757. export class PointsGroup {
  126758. /**
  126759. * The group id
  126760. * @hidden
  126761. */
  126762. groupID: number;
  126763. /**
  126764. * image data for group (internal use)
  126765. * @hidden
  126766. */
  126767. _groupImageData: Nullable<ArrayBufferView>;
  126768. /**
  126769. * Image Width (internal use)
  126770. * @hidden
  126771. */
  126772. _groupImgWidth: number;
  126773. /**
  126774. * Image Height (internal use)
  126775. * @hidden
  126776. */
  126777. _groupImgHeight: number;
  126778. /**
  126779. * Custom position function (internal use)
  126780. * @hidden
  126781. */
  126782. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  126783. /**
  126784. * density per facet for surface points
  126785. * @hidden
  126786. */
  126787. _groupDensity: number[];
  126788. /**
  126789. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  126790. * PCS internal tool, don't use it manually.
  126791. * @hidden
  126792. */
  126793. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  126794. }
  126795. }
  126796. declare module BABYLON {
  126797. interface Scene {
  126798. /** @hidden (Backing field) */
  126799. _physicsEngine: Nullable<IPhysicsEngine>;
  126800. /**
  126801. * Gets the current physics engine
  126802. * @returns a IPhysicsEngine or null if none attached
  126803. */
  126804. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  126805. /**
  126806. * Enables physics to the current scene
  126807. * @param gravity defines the scene's gravity for the physics engine
  126808. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  126809. * @return a boolean indicating if the physics engine was initialized
  126810. */
  126811. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  126812. /**
  126813. * Disables and disposes the physics engine associated with the scene
  126814. */
  126815. disablePhysicsEngine(): void;
  126816. /**
  126817. * Gets a boolean indicating if there is an active physics engine
  126818. * @returns a boolean indicating if there is an active physics engine
  126819. */
  126820. isPhysicsEnabled(): boolean;
  126821. /**
  126822. * Deletes a physics compound impostor
  126823. * @param compound defines the compound to delete
  126824. */
  126825. deleteCompoundImpostor(compound: any): void;
  126826. /**
  126827. * An event triggered when physic simulation is about to be run
  126828. */
  126829. onBeforePhysicsObservable: Observable<Scene>;
  126830. /**
  126831. * An event triggered when physic simulation has been done
  126832. */
  126833. onAfterPhysicsObservable: Observable<Scene>;
  126834. }
  126835. interface AbstractMesh {
  126836. /** @hidden */
  126837. _physicsImpostor: Nullable<PhysicsImpostor>;
  126838. /**
  126839. * Gets or sets impostor used for physic simulation
  126840. * @see http://doc.babylonjs.com/features/physics_engine
  126841. */
  126842. physicsImpostor: Nullable<PhysicsImpostor>;
  126843. /**
  126844. * Gets the current physics impostor
  126845. * @see http://doc.babylonjs.com/features/physics_engine
  126846. * @returns a physics impostor or null
  126847. */
  126848. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  126849. /** Apply a physic impulse to the mesh
  126850. * @param force defines the force to apply
  126851. * @param contactPoint defines where to apply the force
  126852. * @returns the current mesh
  126853. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  126854. */
  126855. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  126856. /**
  126857. * Creates a physic joint between two meshes
  126858. * @param otherMesh defines the other mesh to use
  126859. * @param pivot1 defines the pivot to use on this mesh
  126860. * @param pivot2 defines the pivot to use on the other mesh
  126861. * @param options defines additional options (can be plugin dependent)
  126862. * @returns the current mesh
  126863. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  126864. */
  126865. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  126866. /** @hidden */
  126867. _disposePhysicsObserver: Nullable<Observer<Node>>;
  126868. }
  126869. /**
  126870. * Defines the physics engine scene component responsible to manage a physics engine
  126871. */
  126872. export class PhysicsEngineSceneComponent implements ISceneComponent {
  126873. /**
  126874. * The component name helpful to identify the component in the list of scene components.
  126875. */
  126876. readonly name: string;
  126877. /**
  126878. * The scene the component belongs to.
  126879. */
  126880. scene: Scene;
  126881. /**
  126882. * Creates a new instance of the component for the given scene
  126883. * @param scene Defines the scene to register the component in
  126884. */
  126885. constructor(scene: Scene);
  126886. /**
  126887. * Registers the component in a given scene
  126888. */
  126889. register(): void;
  126890. /**
  126891. * Rebuilds the elements related to this component in case of
  126892. * context lost for instance.
  126893. */
  126894. rebuild(): void;
  126895. /**
  126896. * Disposes the component and the associated ressources
  126897. */
  126898. dispose(): void;
  126899. }
  126900. }
  126901. declare module BABYLON {
  126902. /**
  126903. * A helper for physics simulations
  126904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126905. */
  126906. export class PhysicsHelper {
  126907. private _scene;
  126908. private _physicsEngine;
  126909. /**
  126910. * Initializes the Physics helper
  126911. * @param scene Babylon.js scene
  126912. */
  126913. constructor(scene: Scene);
  126914. /**
  126915. * Applies a radial explosion impulse
  126916. * @param origin the origin of the explosion
  126917. * @param radiusOrEventOptions the radius or the options of radial explosion
  126918. * @param strength the explosion strength
  126919. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126920. * @returns A physics radial explosion event, or null
  126921. */
  126922. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126923. /**
  126924. * Applies a radial explosion force
  126925. * @param origin the origin of the explosion
  126926. * @param radiusOrEventOptions the radius or the options of radial explosion
  126927. * @param strength the explosion strength
  126928. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126929. * @returns A physics radial explosion event, or null
  126930. */
  126931. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126932. /**
  126933. * Creates a gravitational field
  126934. * @param origin the origin of the explosion
  126935. * @param radiusOrEventOptions the radius or the options of radial explosion
  126936. * @param strength the explosion strength
  126937. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126938. * @returns A physics gravitational field event, or null
  126939. */
  126940. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  126941. /**
  126942. * Creates a physics updraft event
  126943. * @param origin the origin of the updraft
  126944. * @param radiusOrEventOptions the radius or the options of the updraft
  126945. * @param strength the strength of the updraft
  126946. * @param height the height of the updraft
  126947. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  126948. * @returns A physics updraft event, or null
  126949. */
  126950. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  126951. /**
  126952. * Creates a physics vortex event
  126953. * @param origin the of the vortex
  126954. * @param radiusOrEventOptions the radius or the options of the vortex
  126955. * @param strength the strength of the vortex
  126956. * @param height the height of the vortex
  126957. * @returns a Physics vortex event, or null
  126958. * A physics vortex event or null
  126959. */
  126960. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  126961. }
  126962. /**
  126963. * Represents a physics radial explosion event
  126964. */
  126965. class PhysicsRadialExplosionEvent {
  126966. private _scene;
  126967. private _options;
  126968. private _sphere;
  126969. private _dataFetched;
  126970. /**
  126971. * Initializes a radial explosioin event
  126972. * @param _scene BabylonJS scene
  126973. * @param _options The options for the vortex event
  126974. */
  126975. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  126976. /**
  126977. * Returns the data related to the radial explosion event (sphere).
  126978. * @returns The radial explosion event data
  126979. */
  126980. getData(): PhysicsRadialExplosionEventData;
  126981. /**
  126982. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  126983. * @param impostor A physics imposter
  126984. * @param origin the origin of the explosion
  126985. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  126986. */
  126987. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  126988. /**
  126989. * Triggers affecterd impostors callbacks
  126990. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  126991. */
  126992. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  126993. /**
  126994. * Disposes the sphere.
  126995. * @param force Specifies if the sphere should be disposed by force
  126996. */
  126997. dispose(force?: boolean): void;
  126998. /*** Helpers ***/
  126999. private _prepareSphere;
  127000. private _intersectsWithSphere;
  127001. }
  127002. /**
  127003. * Represents a gravitational field event
  127004. */
  127005. class PhysicsGravitationalFieldEvent {
  127006. private _physicsHelper;
  127007. private _scene;
  127008. private _origin;
  127009. private _options;
  127010. private _tickCallback;
  127011. private _sphere;
  127012. private _dataFetched;
  127013. /**
  127014. * Initializes the physics gravitational field event
  127015. * @param _physicsHelper A physics helper
  127016. * @param _scene BabylonJS scene
  127017. * @param _origin The origin position of the gravitational field event
  127018. * @param _options The options for the vortex event
  127019. */
  127020. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  127021. /**
  127022. * Returns the data related to the gravitational field event (sphere).
  127023. * @returns A gravitational field event
  127024. */
  127025. getData(): PhysicsGravitationalFieldEventData;
  127026. /**
  127027. * Enables the gravitational field.
  127028. */
  127029. enable(): void;
  127030. /**
  127031. * Disables the gravitational field.
  127032. */
  127033. disable(): void;
  127034. /**
  127035. * Disposes the sphere.
  127036. * @param force The force to dispose from the gravitational field event
  127037. */
  127038. dispose(force?: boolean): void;
  127039. private _tick;
  127040. }
  127041. /**
  127042. * Represents a physics updraft event
  127043. */
  127044. class PhysicsUpdraftEvent {
  127045. private _scene;
  127046. private _origin;
  127047. private _options;
  127048. private _physicsEngine;
  127049. private _originTop;
  127050. private _originDirection;
  127051. private _tickCallback;
  127052. private _cylinder;
  127053. private _cylinderPosition;
  127054. private _dataFetched;
  127055. /**
  127056. * Initializes the physics updraft event
  127057. * @param _scene BabylonJS scene
  127058. * @param _origin The origin position of the updraft
  127059. * @param _options The options for the updraft event
  127060. */
  127061. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  127062. /**
  127063. * Returns the data related to the updraft event (cylinder).
  127064. * @returns A physics updraft event
  127065. */
  127066. getData(): PhysicsUpdraftEventData;
  127067. /**
  127068. * Enables the updraft.
  127069. */
  127070. enable(): void;
  127071. /**
  127072. * Disables the updraft.
  127073. */
  127074. disable(): void;
  127075. /**
  127076. * Disposes the cylinder.
  127077. * @param force Specifies if the updraft should be disposed by force
  127078. */
  127079. dispose(force?: boolean): void;
  127080. private getImpostorHitData;
  127081. private _tick;
  127082. /*** Helpers ***/
  127083. private _prepareCylinder;
  127084. private _intersectsWithCylinder;
  127085. }
  127086. /**
  127087. * Represents a physics vortex event
  127088. */
  127089. class PhysicsVortexEvent {
  127090. private _scene;
  127091. private _origin;
  127092. private _options;
  127093. private _physicsEngine;
  127094. private _originTop;
  127095. private _tickCallback;
  127096. private _cylinder;
  127097. private _cylinderPosition;
  127098. private _dataFetched;
  127099. /**
  127100. * Initializes the physics vortex event
  127101. * @param _scene The BabylonJS scene
  127102. * @param _origin The origin position of the vortex
  127103. * @param _options The options for the vortex event
  127104. */
  127105. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  127106. /**
  127107. * Returns the data related to the vortex event (cylinder).
  127108. * @returns The physics vortex event data
  127109. */
  127110. getData(): PhysicsVortexEventData;
  127111. /**
  127112. * Enables the vortex.
  127113. */
  127114. enable(): void;
  127115. /**
  127116. * Disables the cortex.
  127117. */
  127118. disable(): void;
  127119. /**
  127120. * Disposes the sphere.
  127121. * @param force
  127122. */
  127123. dispose(force?: boolean): void;
  127124. private getImpostorHitData;
  127125. private _tick;
  127126. /*** Helpers ***/
  127127. private _prepareCylinder;
  127128. private _intersectsWithCylinder;
  127129. }
  127130. /**
  127131. * Options fot the radial explosion event
  127132. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127133. */
  127134. export class PhysicsRadialExplosionEventOptions {
  127135. /**
  127136. * The radius of the sphere for the radial explosion.
  127137. */
  127138. radius: number;
  127139. /**
  127140. * The strenth of the explosion.
  127141. */
  127142. strength: number;
  127143. /**
  127144. * The strenght of the force in correspondence to the distance of the affected object
  127145. */
  127146. falloff: PhysicsRadialImpulseFalloff;
  127147. /**
  127148. * Sphere options for the radial explosion.
  127149. */
  127150. sphere: {
  127151. segments: number;
  127152. diameter: number;
  127153. };
  127154. /**
  127155. * Sphere options for the radial explosion.
  127156. */
  127157. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  127158. }
  127159. /**
  127160. * Options fot the updraft event
  127161. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127162. */
  127163. export class PhysicsUpdraftEventOptions {
  127164. /**
  127165. * The radius of the cylinder for the vortex
  127166. */
  127167. radius: number;
  127168. /**
  127169. * The strenth of the updraft.
  127170. */
  127171. strength: number;
  127172. /**
  127173. * The height of the cylinder for the updraft.
  127174. */
  127175. height: number;
  127176. /**
  127177. * The mode for the the updraft.
  127178. */
  127179. updraftMode: PhysicsUpdraftMode;
  127180. }
  127181. /**
  127182. * Options fot the vortex event
  127183. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127184. */
  127185. export class PhysicsVortexEventOptions {
  127186. /**
  127187. * The radius of the cylinder for the vortex
  127188. */
  127189. radius: number;
  127190. /**
  127191. * The strenth of the vortex.
  127192. */
  127193. strength: number;
  127194. /**
  127195. * The height of the cylinder for the vortex.
  127196. */
  127197. height: number;
  127198. /**
  127199. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  127200. */
  127201. centripetalForceThreshold: number;
  127202. /**
  127203. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  127204. */
  127205. centripetalForceMultiplier: number;
  127206. /**
  127207. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  127208. */
  127209. centrifugalForceMultiplier: number;
  127210. /**
  127211. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  127212. */
  127213. updraftForceMultiplier: number;
  127214. }
  127215. /**
  127216. * The strenght of the force in correspondence to the distance of the affected object
  127217. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127218. */
  127219. export enum PhysicsRadialImpulseFalloff {
  127220. /** Defines that impulse is constant in strength across it's whole radius */
  127221. Constant = 0,
  127222. /** Defines that impulse gets weaker if it's further from the origin */
  127223. Linear = 1
  127224. }
  127225. /**
  127226. * The strength of the force in correspondence to the distance of the affected object
  127227. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127228. */
  127229. export enum PhysicsUpdraftMode {
  127230. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  127231. Center = 0,
  127232. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  127233. Perpendicular = 1
  127234. }
  127235. /**
  127236. * Interface for a physics hit data
  127237. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127238. */
  127239. export interface PhysicsHitData {
  127240. /**
  127241. * The force applied at the contact point
  127242. */
  127243. force: Vector3;
  127244. /**
  127245. * The contact point
  127246. */
  127247. contactPoint: Vector3;
  127248. /**
  127249. * The distance from the origin to the contact point
  127250. */
  127251. distanceFromOrigin: number;
  127252. }
  127253. /**
  127254. * Interface for radial explosion event data
  127255. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127256. */
  127257. export interface PhysicsRadialExplosionEventData {
  127258. /**
  127259. * A sphere used for the radial explosion event
  127260. */
  127261. sphere: Mesh;
  127262. }
  127263. /**
  127264. * Interface for gravitational field event data
  127265. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127266. */
  127267. export interface PhysicsGravitationalFieldEventData {
  127268. /**
  127269. * A sphere mesh used for the gravitational field event
  127270. */
  127271. sphere: Mesh;
  127272. }
  127273. /**
  127274. * Interface for updraft event data
  127275. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127276. */
  127277. export interface PhysicsUpdraftEventData {
  127278. /**
  127279. * A cylinder used for the updraft event
  127280. */
  127281. cylinder: Mesh;
  127282. }
  127283. /**
  127284. * Interface for vortex event data
  127285. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127286. */
  127287. export interface PhysicsVortexEventData {
  127288. /**
  127289. * A cylinder used for the vortex event
  127290. */
  127291. cylinder: Mesh;
  127292. }
  127293. /**
  127294. * Interface for an affected physics impostor
  127295. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127296. */
  127297. export interface PhysicsAffectedImpostorWithData {
  127298. /**
  127299. * The impostor affected by the effect
  127300. */
  127301. impostor: PhysicsImpostor;
  127302. /**
  127303. * The data about the hit/horce from the explosion
  127304. */
  127305. hitData: PhysicsHitData;
  127306. }
  127307. }
  127308. declare module BABYLON {
  127309. /** @hidden */
  127310. export var blackAndWhitePixelShader: {
  127311. name: string;
  127312. shader: string;
  127313. };
  127314. }
  127315. declare module BABYLON {
  127316. /**
  127317. * Post process used to render in black and white
  127318. */
  127319. export class BlackAndWhitePostProcess extends PostProcess {
  127320. /**
  127321. * Linear about to convert he result to black and white (default: 1)
  127322. */
  127323. degree: number;
  127324. /**
  127325. * Creates a black and white post process
  127326. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  127327. * @param name The name of the effect.
  127328. * @param options The required width/height ratio to downsize to before computing the render pass.
  127329. * @param camera The camera to apply the render pass to.
  127330. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127331. * @param engine The engine which the post process will be applied. (default: current engine)
  127332. * @param reusable If the post process can be reused on the same frame. (default: false)
  127333. */
  127334. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127335. }
  127336. }
  127337. declare module BABYLON {
  127338. /**
  127339. * This represents a set of one or more post processes in Babylon.
  127340. * A post process can be used to apply a shader to a texture after it is rendered.
  127341. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127342. */
  127343. export class PostProcessRenderEffect {
  127344. private _postProcesses;
  127345. private _getPostProcesses;
  127346. private _singleInstance;
  127347. private _cameras;
  127348. private _indicesForCamera;
  127349. /**
  127350. * Name of the effect
  127351. * @hidden
  127352. */
  127353. _name: string;
  127354. /**
  127355. * Instantiates a post process render effect.
  127356. * A post process can be used to apply a shader to a texture after it is rendered.
  127357. * @param engine The engine the effect is tied to
  127358. * @param name The name of the effect
  127359. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  127360. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  127361. */
  127362. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  127363. /**
  127364. * Checks if all the post processes in the effect are supported.
  127365. */
  127366. readonly isSupported: boolean;
  127367. /**
  127368. * Updates the current state of the effect
  127369. * @hidden
  127370. */
  127371. _update(): void;
  127372. /**
  127373. * Attaches the effect on cameras
  127374. * @param cameras The camera to attach to.
  127375. * @hidden
  127376. */
  127377. _attachCameras(cameras: Camera): void;
  127378. /**
  127379. * Attaches the effect on cameras
  127380. * @param cameras The camera to attach to.
  127381. * @hidden
  127382. */
  127383. _attachCameras(cameras: Camera[]): void;
  127384. /**
  127385. * Detaches the effect on cameras
  127386. * @param cameras The camera to detatch from.
  127387. * @hidden
  127388. */
  127389. _detachCameras(cameras: Camera): void;
  127390. /**
  127391. * Detatches the effect on cameras
  127392. * @param cameras The camera to detatch from.
  127393. * @hidden
  127394. */
  127395. _detachCameras(cameras: Camera[]): void;
  127396. /**
  127397. * Enables the effect on given cameras
  127398. * @param cameras The camera to enable.
  127399. * @hidden
  127400. */
  127401. _enable(cameras: Camera): void;
  127402. /**
  127403. * Enables the effect on given cameras
  127404. * @param cameras The camera to enable.
  127405. * @hidden
  127406. */
  127407. _enable(cameras: Nullable<Camera[]>): void;
  127408. /**
  127409. * Disables the effect on the given cameras
  127410. * @param cameras The camera to disable.
  127411. * @hidden
  127412. */
  127413. _disable(cameras: Camera): void;
  127414. /**
  127415. * Disables the effect on the given cameras
  127416. * @param cameras The camera to disable.
  127417. * @hidden
  127418. */
  127419. _disable(cameras: Nullable<Camera[]>): void;
  127420. /**
  127421. * Gets a list of the post processes contained in the effect.
  127422. * @param camera The camera to get the post processes on.
  127423. * @returns The list of the post processes in the effect.
  127424. */
  127425. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  127426. }
  127427. }
  127428. declare module BABYLON {
  127429. /** @hidden */
  127430. export var extractHighlightsPixelShader: {
  127431. name: string;
  127432. shader: string;
  127433. };
  127434. }
  127435. declare module BABYLON {
  127436. /**
  127437. * 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.
  127438. */
  127439. export class ExtractHighlightsPostProcess extends PostProcess {
  127440. /**
  127441. * The luminance threshold, pixels below this value will be set to black.
  127442. */
  127443. threshold: number;
  127444. /** @hidden */
  127445. _exposure: number;
  127446. /**
  127447. * Post process which has the input texture to be used when performing highlight extraction
  127448. * @hidden
  127449. */
  127450. _inputPostProcess: Nullable<PostProcess>;
  127451. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127452. }
  127453. }
  127454. declare module BABYLON {
  127455. /** @hidden */
  127456. export var bloomMergePixelShader: {
  127457. name: string;
  127458. shader: string;
  127459. };
  127460. }
  127461. declare module BABYLON {
  127462. /**
  127463. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127464. */
  127465. export class BloomMergePostProcess extends PostProcess {
  127466. /** Weight of the bloom to be added to the original input. */
  127467. weight: number;
  127468. /**
  127469. * Creates a new instance of @see BloomMergePostProcess
  127470. * @param name The name of the effect.
  127471. * @param originalFromInput Post process which's input will be used for the merge.
  127472. * @param blurred Blurred highlights post process which's output will be used.
  127473. * @param weight Weight of the bloom to be added to the original input.
  127474. * @param options The required width/height ratio to downsize to before computing the render pass.
  127475. * @param camera The camera to apply the render pass to.
  127476. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127477. * @param engine The engine which the post process will be applied. (default: current engine)
  127478. * @param reusable If the post process can be reused on the same frame. (default: false)
  127479. * @param textureType Type of textures used when performing the post process. (default: 0)
  127480. * @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)
  127481. */
  127482. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  127483. /** Weight of the bloom to be added to the original input. */
  127484. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127485. }
  127486. }
  127487. declare module BABYLON {
  127488. /**
  127489. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  127490. */
  127491. export class BloomEffect extends PostProcessRenderEffect {
  127492. private bloomScale;
  127493. /**
  127494. * @hidden Internal
  127495. */
  127496. _effects: Array<PostProcess>;
  127497. /**
  127498. * @hidden Internal
  127499. */
  127500. _downscale: ExtractHighlightsPostProcess;
  127501. private _blurX;
  127502. private _blurY;
  127503. private _merge;
  127504. /**
  127505. * The luminance threshold to find bright areas of the image to bloom.
  127506. */
  127507. threshold: number;
  127508. /**
  127509. * The strength of the bloom.
  127510. */
  127511. weight: number;
  127512. /**
  127513. * Specifies the size of the bloom blur kernel, relative to the final output size
  127514. */
  127515. kernel: number;
  127516. /**
  127517. * Creates a new instance of @see BloomEffect
  127518. * @param scene The scene the effect belongs to.
  127519. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  127520. * @param bloomKernel The size of the kernel to be used when applying the blur.
  127521. * @param bloomWeight The the strength of bloom.
  127522. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127523. * @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)
  127524. */
  127525. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  127526. /**
  127527. * Disposes each of the internal effects for a given camera.
  127528. * @param camera The camera to dispose the effect on.
  127529. */
  127530. disposeEffects(camera: Camera): void;
  127531. /**
  127532. * @hidden Internal
  127533. */
  127534. _updateEffects(): void;
  127535. /**
  127536. * Internal
  127537. * @returns if all the contained post processes are ready.
  127538. * @hidden
  127539. */
  127540. _isReady(): boolean;
  127541. }
  127542. }
  127543. declare module BABYLON {
  127544. /** @hidden */
  127545. export var chromaticAberrationPixelShader: {
  127546. name: string;
  127547. shader: string;
  127548. };
  127549. }
  127550. declare module BABYLON {
  127551. /**
  127552. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  127553. */
  127554. export class ChromaticAberrationPostProcess extends PostProcess {
  127555. /**
  127556. * The amount of seperation of rgb channels (default: 30)
  127557. */
  127558. aberrationAmount: number;
  127559. /**
  127560. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  127561. */
  127562. radialIntensity: number;
  127563. /**
  127564. * 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))
  127565. */
  127566. direction: Vector2;
  127567. /**
  127568. * 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))
  127569. */
  127570. centerPosition: Vector2;
  127571. /**
  127572. * Creates a new instance ChromaticAberrationPostProcess
  127573. * @param name The name of the effect.
  127574. * @param screenWidth The width of the screen to apply the effect on.
  127575. * @param screenHeight The height of the screen to apply the effect on.
  127576. * @param options The required width/height ratio to downsize to before computing the render pass.
  127577. * @param camera The camera to apply the render pass to.
  127578. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127579. * @param engine The engine which the post process will be applied. (default: current engine)
  127580. * @param reusable If the post process can be reused on the same frame. (default: false)
  127581. * @param textureType Type of textures used when performing the post process. (default: 0)
  127582. * @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)
  127583. */
  127584. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127585. }
  127586. }
  127587. declare module BABYLON {
  127588. /** @hidden */
  127589. export var circleOfConfusionPixelShader: {
  127590. name: string;
  127591. shader: string;
  127592. };
  127593. }
  127594. declare module BABYLON {
  127595. /**
  127596. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  127597. */
  127598. export class CircleOfConfusionPostProcess extends PostProcess {
  127599. /**
  127600. * 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.
  127601. */
  127602. lensSize: number;
  127603. /**
  127604. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127605. */
  127606. fStop: number;
  127607. /**
  127608. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127609. */
  127610. focusDistance: number;
  127611. /**
  127612. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  127613. */
  127614. focalLength: number;
  127615. private _depthTexture;
  127616. /**
  127617. * Creates a new instance CircleOfConfusionPostProcess
  127618. * @param name The name of the effect.
  127619. * @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.
  127620. * @param options The required width/height ratio to downsize to before computing the render pass.
  127621. * @param camera The camera to apply the render pass to.
  127622. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127623. * @param engine The engine which the post process will be applied. (default: current engine)
  127624. * @param reusable If the post process can be reused on the same frame. (default: false)
  127625. * @param textureType Type of textures used when performing the post process. (default: 0)
  127626. * @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)
  127627. */
  127628. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127629. /**
  127630. * 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.
  127631. */
  127632. depthTexture: RenderTargetTexture;
  127633. }
  127634. }
  127635. declare module BABYLON {
  127636. /** @hidden */
  127637. export var colorCorrectionPixelShader: {
  127638. name: string;
  127639. shader: string;
  127640. };
  127641. }
  127642. declare module BABYLON {
  127643. /**
  127644. *
  127645. * This post-process allows the modification of rendered colors by using
  127646. * a 'look-up table' (LUT). This effect is also called Color Grading.
  127647. *
  127648. * The object needs to be provided an url to a texture containing the color
  127649. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  127650. * Use an image editing software to tweak the LUT to match your needs.
  127651. *
  127652. * For an example of a color LUT, see here:
  127653. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  127654. * For explanations on color grading, see here:
  127655. * @see http://udn.epicgames.com/Three/ColorGrading.html
  127656. *
  127657. */
  127658. export class ColorCorrectionPostProcess extends PostProcess {
  127659. private _colorTableTexture;
  127660. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127661. }
  127662. }
  127663. declare module BABYLON {
  127664. /** @hidden */
  127665. export var convolutionPixelShader: {
  127666. name: string;
  127667. shader: string;
  127668. };
  127669. }
  127670. declare module BABYLON {
  127671. /**
  127672. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  127673. * input texture to perform effects such as edge detection or sharpening
  127674. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127675. */
  127676. export class ConvolutionPostProcess extends PostProcess {
  127677. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127678. kernel: number[];
  127679. /**
  127680. * Creates a new instance ConvolutionPostProcess
  127681. * @param name The name of the effect.
  127682. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  127683. * @param options The required width/height ratio to downsize to before computing the render pass.
  127684. * @param camera The camera to apply the render pass to.
  127685. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127686. * @param engine The engine which the post process will be applied. (default: current engine)
  127687. * @param reusable If the post process can be reused on the same frame. (default: false)
  127688. * @param textureType Type of textures used when performing the post process. (default: 0)
  127689. */
  127690. constructor(name: string,
  127691. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127692. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127693. /**
  127694. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127695. */
  127696. static EdgeDetect0Kernel: number[];
  127697. /**
  127698. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127699. */
  127700. static EdgeDetect1Kernel: number[];
  127701. /**
  127702. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127703. */
  127704. static EdgeDetect2Kernel: number[];
  127705. /**
  127706. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127707. */
  127708. static SharpenKernel: number[];
  127709. /**
  127710. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127711. */
  127712. static EmbossKernel: number[];
  127713. /**
  127714. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127715. */
  127716. static GaussianKernel: number[];
  127717. }
  127718. }
  127719. declare module BABYLON {
  127720. /**
  127721. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  127722. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  127723. * based on samples that have a large difference in distance than the center pixel.
  127724. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  127725. */
  127726. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  127727. direction: Vector2;
  127728. /**
  127729. * Creates a new instance CircleOfConfusionPostProcess
  127730. * @param name The name of the effect.
  127731. * @param scene The scene the effect belongs to.
  127732. * @param direction The direction the blur should be applied.
  127733. * @param kernel The size of the kernel used to blur.
  127734. * @param options The required width/height ratio to downsize to before computing the render pass.
  127735. * @param camera The camera to apply the render pass to.
  127736. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  127737. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  127738. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127739. * @param engine The engine which the post process will be applied. (default: current engine)
  127740. * @param reusable If the post process can be reused on the same frame. (default: false)
  127741. * @param textureType Type of textures used when performing the post process. (default: 0)
  127742. * @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)
  127743. */
  127744. 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);
  127745. }
  127746. }
  127747. declare module BABYLON {
  127748. /** @hidden */
  127749. export var depthOfFieldMergePixelShader: {
  127750. name: string;
  127751. shader: string;
  127752. };
  127753. }
  127754. declare module BABYLON {
  127755. /**
  127756. * Options to be set when merging outputs from the default pipeline.
  127757. */
  127758. export class DepthOfFieldMergePostProcessOptions {
  127759. /**
  127760. * The original image to merge on top of
  127761. */
  127762. originalFromInput: PostProcess;
  127763. /**
  127764. * Parameters to perform the merge of the depth of field effect
  127765. */
  127766. depthOfField?: {
  127767. circleOfConfusion: PostProcess;
  127768. blurSteps: Array<PostProcess>;
  127769. };
  127770. /**
  127771. * Parameters to perform the merge of bloom effect
  127772. */
  127773. bloom?: {
  127774. blurred: PostProcess;
  127775. weight: number;
  127776. };
  127777. }
  127778. /**
  127779. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127780. */
  127781. export class DepthOfFieldMergePostProcess extends PostProcess {
  127782. private blurSteps;
  127783. /**
  127784. * Creates a new instance of DepthOfFieldMergePostProcess
  127785. * @param name The name of the effect.
  127786. * @param originalFromInput Post process which's input will be used for the merge.
  127787. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  127788. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  127789. * @param options The required width/height ratio to downsize to before computing the render pass.
  127790. * @param camera The camera to apply the render pass to.
  127791. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127792. * @param engine The engine which the post process will be applied. (default: current engine)
  127793. * @param reusable If the post process can be reused on the same frame. (default: false)
  127794. * @param textureType Type of textures used when performing the post process. (default: 0)
  127795. * @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)
  127796. */
  127797. 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);
  127798. /**
  127799. * Updates the effect with the current post process compile time values and recompiles the shader.
  127800. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  127801. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  127802. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  127803. * @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
  127804. * @param onCompiled Called when the shader has been compiled.
  127805. * @param onError Called if there is an error when compiling a shader.
  127806. */
  127807. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  127808. }
  127809. }
  127810. declare module BABYLON {
  127811. /**
  127812. * Specifies the level of max blur that should be applied when using the depth of field effect
  127813. */
  127814. export enum DepthOfFieldEffectBlurLevel {
  127815. /**
  127816. * Subtle blur
  127817. */
  127818. Low = 0,
  127819. /**
  127820. * Medium blur
  127821. */
  127822. Medium = 1,
  127823. /**
  127824. * Large blur
  127825. */
  127826. High = 2
  127827. }
  127828. /**
  127829. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  127830. */
  127831. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  127832. private _circleOfConfusion;
  127833. /**
  127834. * @hidden Internal, blurs from high to low
  127835. */
  127836. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  127837. private _depthOfFieldBlurY;
  127838. private _dofMerge;
  127839. /**
  127840. * @hidden Internal post processes in depth of field effect
  127841. */
  127842. _effects: Array<PostProcess>;
  127843. /**
  127844. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  127845. */
  127846. focalLength: number;
  127847. /**
  127848. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127849. */
  127850. fStop: number;
  127851. /**
  127852. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127853. */
  127854. focusDistance: number;
  127855. /**
  127856. * 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.
  127857. */
  127858. lensSize: number;
  127859. /**
  127860. * Creates a new instance DepthOfFieldEffect
  127861. * @param scene The scene the effect belongs to.
  127862. * @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.
  127863. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127864. * @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)
  127865. */
  127866. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  127867. /**
  127868. * Get the current class name of the current effet
  127869. * @returns "DepthOfFieldEffect"
  127870. */
  127871. getClassName(): string;
  127872. /**
  127873. * 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.
  127874. */
  127875. depthTexture: RenderTargetTexture;
  127876. /**
  127877. * Disposes each of the internal effects for a given camera.
  127878. * @param camera The camera to dispose the effect on.
  127879. */
  127880. disposeEffects(camera: Camera): void;
  127881. /**
  127882. * @hidden Internal
  127883. */
  127884. _updateEffects(): void;
  127885. /**
  127886. * Internal
  127887. * @returns if all the contained post processes are ready.
  127888. * @hidden
  127889. */
  127890. _isReady(): boolean;
  127891. }
  127892. }
  127893. declare module BABYLON {
  127894. /** @hidden */
  127895. export var displayPassPixelShader: {
  127896. name: string;
  127897. shader: string;
  127898. };
  127899. }
  127900. declare module BABYLON {
  127901. /**
  127902. * DisplayPassPostProcess which produces an output the same as it's input
  127903. */
  127904. export class DisplayPassPostProcess extends PostProcess {
  127905. /**
  127906. * Creates the DisplayPassPostProcess
  127907. * @param name The name of the effect.
  127908. * @param options The required width/height ratio to downsize to before computing the render pass.
  127909. * @param camera The camera to apply the render pass to.
  127910. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127911. * @param engine The engine which the post process will be applied. (default: current engine)
  127912. * @param reusable If the post process can be reused on the same frame. (default: false)
  127913. */
  127914. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127915. }
  127916. }
  127917. declare module BABYLON {
  127918. /** @hidden */
  127919. export var filterPixelShader: {
  127920. name: string;
  127921. shader: string;
  127922. };
  127923. }
  127924. declare module BABYLON {
  127925. /**
  127926. * Applies a kernel filter to the image
  127927. */
  127928. export class FilterPostProcess extends PostProcess {
  127929. /** The matrix to be applied to the image */
  127930. kernelMatrix: Matrix;
  127931. /**
  127932. *
  127933. * @param name The name of the effect.
  127934. * @param kernelMatrix The matrix to be applied to the image
  127935. * @param options The required width/height ratio to downsize to before computing the render pass.
  127936. * @param camera The camera to apply the render pass to.
  127937. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127938. * @param engine The engine which the post process will be applied. (default: current engine)
  127939. * @param reusable If the post process can be reused on the same frame. (default: false)
  127940. */
  127941. constructor(name: string,
  127942. /** The matrix to be applied to the image */
  127943. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127944. }
  127945. }
  127946. declare module BABYLON {
  127947. /** @hidden */
  127948. export var fxaaPixelShader: {
  127949. name: string;
  127950. shader: string;
  127951. };
  127952. }
  127953. declare module BABYLON {
  127954. /** @hidden */
  127955. export var fxaaVertexShader: {
  127956. name: string;
  127957. shader: string;
  127958. };
  127959. }
  127960. declare module BABYLON {
  127961. /**
  127962. * Fxaa post process
  127963. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  127964. */
  127965. export class FxaaPostProcess extends PostProcess {
  127966. /** @hidden */
  127967. texelWidth: number;
  127968. /** @hidden */
  127969. texelHeight: number;
  127970. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127971. private _getDefines;
  127972. }
  127973. }
  127974. declare module BABYLON {
  127975. /** @hidden */
  127976. export var grainPixelShader: {
  127977. name: string;
  127978. shader: string;
  127979. };
  127980. }
  127981. declare module BABYLON {
  127982. /**
  127983. * The GrainPostProcess adds noise to the image at mid luminance levels
  127984. */
  127985. export class GrainPostProcess extends PostProcess {
  127986. /**
  127987. * The intensity of the grain added (default: 30)
  127988. */
  127989. intensity: number;
  127990. /**
  127991. * If the grain should be randomized on every frame
  127992. */
  127993. animated: boolean;
  127994. /**
  127995. * Creates a new instance of @see GrainPostProcess
  127996. * @param name The name of the effect.
  127997. * @param options The required width/height ratio to downsize to before computing the render pass.
  127998. * @param camera The camera to apply the render pass to.
  127999. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128000. * @param engine The engine which the post process will be applied. (default: current engine)
  128001. * @param reusable If the post process can be reused on the same frame. (default: false)
  128002. * @param textureType Type of textures used when performing the post process. (default: 0)
  128003. * @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)
  128004. */
  128005. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128006. }
  128007. }
  128008. declare module BABYLON {
  128009. /** @hidden */
  128010. export var highlightsPixelShader: {
  128011. name: string;
  128012. shader: string;
  128013. };
  128014. }
  128015. declare module BABYLON {
  128016. /**
  128017. * Extracts highlights from the image
  128018. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128019. */
  128020. export class HighlightsPostProcess extends PostProcess {
  128021. /**
  128022. * Extracts highlights from the image
  128023. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128024. * @param name The name of the effect.
  128025. * @param options The required width/height ratio to downsize to before computing the render pass.
  128026. * @param camera The camera to apply the render pass to.
  128027. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128028. * @param engine The engine which the post process will be applied. (default: current engine)
  128029. * @param reusable If the post process can be reused on the same frame. (default: false)
  128030. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  128031. */
  128032. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128033. }
  128034. }
  128035. declare module BABYLON {
  128036. /** @hidden */
  128037. export var mrtFragmentDeclaration: {
  128038. name: string;
  128039. shader: string;
  128040. };
  128041. }
  128042. declare module BABYLON {
  128043. /** @hidden */
  128044. export var geometryPixelShader: {
  128045. name: string;
  128046. shader: string;
  128047. };
  128048. }
  128049. declare module BABYLON {
  128050. /** @hidden */
  128051. export var geometryVertexShader: {
  128052. name: string;
  128053. shader: string;
  128054. };
  128055. }
  128056. declare module BABYLON {
  128057. /** @hidden */
  128058. interface ISavedTransformationMatrix {
  128059. world: Matrix;
  128060. viewProjection: Matrix;
  128061. }
  128062. /**
  128063. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  128064. */
  128065. export class GeometryBufferRenderer {
  128066. /**
  128067. * Constant used to retrieve the position texture index in the G-Buffer textures array
  128068. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  128069. */
  128070. static readonly POSITION_TEXTURE_TYPE: number;
  128071. /**
  128072. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  128073. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  128074. */
  128075. static readonly VELOCITY_TEXTURE_TYPE: number;
  128076. /**
  128077. * Dictionary used to store the previous transformation matrices of each rendered mesh
  128078. * in order to compute objects velocities when enableVelocity is set to "true"
  128079. * @hidden
  128080. */
  128081. _previousTransformationMatrices: {
  128082. [index: number]: ISavedTransformationMatrix;
  128083. };
  128084. /**
  128085. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  128086. * in order to compute objects velocities when enableVelocity is set to "true"
  128087. * @hidden
  128088. */
  128089. _previousBonesTransformationMatrices: {
  128090. [index: number]: Float32Array;
  128091. };
  128092. /**
  128093. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  128094. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  128095. */
  128096. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  128097. private _scene;
  128098. private _multiRenderTarget;
  128099. private _ratio;
  128100. private _enablePosition;
  128101. private _enableVelocity;
  128102. private _positionIndex;
  128103. private _velocityIndex;
  128104. protected _effect: Effect;
  128105. protected _cachedDefines: string;
  128106. /**
  128107. * Set the render list (meshes to be rendered) used in the G buffer.
  128108. */
  128109. renderList: Mesh[];
  128110. /**
  128111. * Gets wether or not G buffer are supported by the running hardware.
  128112. * This requires draw buffer supports
  128113. */
  128114. readonly isSupported: boolean;
  128115. /**
  128116. * Returns the index of the given texture type in the G-Buffer textures array
  128117. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  128118. * @returns the index of the given texture type in the G-Buffer textures array
  128119. */
  128120. getTextureIndex(textureType: number): number;
  128121. /**
  128122. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  128123. */
  128124. /**
  128125. * Sets whether or not objects positions are enabled for the G buffer.
  128126. */
  128127. enablePosition: boolean;
  128128. /**
  128129. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  128130. */
  128131. /**
  128132. * Sets wether or not objects velocities are enabled for the G buffer.
  128133. */
  128134. enableVelocity: boolean;
  128135. /**
  128136. * Gets the scene associated with the buffer.
  128137. */
  128138. readonly scene: Scene;
  128139. /**
  128140. * Gets the ratio used by the buffer during its creation.
  128141. * How big is the buffer related to the main canvas.
  128142. */
  128143. readonly ratio: number;
  128144. /** @hidden */
  128145. static _SceneComponentInitialization: (scene: Scene) => void;
  128146. /**
  128147. * Creates a new G Buffer for the scene
  128148. * @param scene The scene the buffer belongs to
  128149. * @param ratio How big is the buffer related to the main canvas.
  128150. */
  128151. constructor(scene: Scene, ratio?: number);
  128152. /**
  128153. * Checks wether everything is ready to render a submesh to the G buffer.
  128154. * @param subMesh the submesh to check readiness for
  128155. * @param useInstances is the mesh drawn using instance or not
  128156. * @returns true if ready otherwise false
  128157. */
  128158. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  128159. /**
  128160. * Gets the current underlying G Buffer.
  128161. * @returns the buffer
  128162. */
  128163. getGBuffer(): MultiRenderTarget;
  128164. /**
  128165. * Gets the number of samples used to render the buffer (anti aliasing).
  128166. */
  128167. /**
  128168. * Sets the number of samples used to render the buffer (anti aliasing).
  128169. */
  128170. samples: number;
  128171. /**
  128172. * Disposes the renderer and frees up associated resources.
  128173. */
  128174. dispose(): void;
  128175. protected _createRenderTargets(): void;
  128176. private _copyBonesTransformationMatrices;
  128177. }
  128178. }
  128179. declare module BABYLON {
  128180. interface Scene {
  128181. /** @hidden (Backing field) */
  128182. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128183. /**
  128184. * Gets or Sets the current geometry buffer associated to the scene.
  128185. */
  128186. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128187. /**
  128188. * Enables a GeometryBufferRender and associates it with the scene
  128189. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  128190. * @returns the GeometryBufferRenderer
  128191. */
  128192. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  128193. /**
  128194. * Disables the GeometryBufferRender associated with the scene
  128195. */
  128196. disableGeometryBufferRenderer(): void;
  128197. }
  128198. /**
  128199. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  128200. * in several rendering techniques.
  128201. */
  128202. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  128203. /**
  128204. * The component name helpful to identify the component in the list of scene components.
  128205. */
  128206. readonly name: string;
  128207. /**
  128208. * The scene the component belongs to.
  128209. */
  128210. scene: Scene;
  128211. /**
  128212. * Creates a new instance of the component for the given scene
  128213. * @param scene Defines the scene to register the component in
  128214. */
  128215. constructor(scene: Scene);
  128216. /**
  128217. * Registers the component in a given scene
  128218. */
  128219. register(): void;
  128220. /**
  128221. * Rebuilds the elements related to this component in case of
  128222. * context lost for instance.
  128223. */
  128224. rebuild(): void;
  128225. /**
  128226. * Disposes the component and the associated ressources
  128227. */
  128228. dispose(): void;
  128229. private _gatherRenderTargets;
  128230. }
  128231. }
  128232. declare module BABYLON {
  128233. /** @hidden */
  128234. export var motionBlurPixelShader: {
  128235. name: string;
  128236. shader: string;
  128237. };
  128238. }
  128239. declare module BABYLON {
  128240. /**
  128241. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  128242. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  128243. * As an example, all you have to do is to create the post-process:
  128244. * var mb = new BABYLON.MotionBlurPostProcess(
  128245. * 'mb', // The name of the effect.
  128246. * scene, // The scene containing the objects to blur according to their velocity.
  128247. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  128248. * camera // The camera to apply the render pass to.
  128249. * );
  128250. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  128251. */
  128252. export class MotionBlurPostProcess extends PostProcess {
  128253. /**
  128254. * Defines how much the image is blurred by the movement. Default value is equal to 1
  128255. */
  128256. motionStrength: number;
  128257. /**
  128258. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  128259. */
  128260. /**
  128261. * Sets the number of iterations to be used for motion blur quality
  128262. */
  128263. motionBlurSamples: number;
  128264. private _motionBlurSamples;
  128265. private _geometryBufferRenderer;
  128266. /**
  128267. * Creates a new instance MotionBlurPostProcess
  128268. * @param name The name of the effect.
  128269. * @param scene The scene containing the objects to blur according to their velocity.
  128270. * @param options The required width/height ratio to downsize to before computing the render pass.
  128271. * @param camera The camera to apply the render pass to.
  128272. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128273. * @param engine The engine which the post process will be applied. (default: current engine)
  128274. * @param reusable If the post process can be reused on the same frame. (default: false)
  128275. * @param textureType Type of textures used when performing the post process. (default: 0)
  128276. * @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)
  128277. */
  128278. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128279. /**
  128280. * Excludes the given skinned mesh from computing bones velocities.
  128281. * 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.
  128282. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  128283. */
  128284. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128285. /**
  128286. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  128287. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  128288. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  128289. */
  128290. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128291. /**
  128292. * Disposes the post process.
  128293. * @param camera The camera to dispose the post process on.
  128294. */
  128295. dispose(camera?: Camera): void;
  128296. }
  128297. }
  128298. declare module BABYLON {
  128299. /** @hidden */
  128300. export var refractionPixelShader: {
  128301. name: string;
  128302. shader: string;
  128303. };
  128304. }
  128305. declare module BABYLON {
  128306. /**
  128307. * Post process which applies a refractin texture
  128308. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128309. */
  128310. export class RefractionPostProcess extends PostProcess {
  128311. /** the base color of the refraction (used to taint the rendering) */
  128312. color: Color3;
  128313. /** simulated refraction depth */
  128314. depth: number;
  128315. /** the coefficient of the base color (0 to remove base color tainting) */
  128316. colorLevel: number;
  128317. private _refTexture;
  128318. private _ownRefractionTexture;
  128319. /**
  128320. * Gets or sets the refraction texture
  128321. * Please note that you are responsible for disposing the texture if you set it manually
  128322. */
  128323. refractionTexture: Texture;
  128324. /**
  128325. * Initializes the RefractionPostProcess
  128326. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128327. * @param name The name of the effect.
  128328. * @param refractionTextureUrl Url of the refraction texture to use
  128329. * @param color the base color of the refraction (used to taint the rendering)
  128330. * @param depth simulated refraction depth
  128331. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  128332. * @param camera The camera to apply the render pass to.
  128333. * @param options The required width/height ratio to downsize to before computing the render pass.
  128334. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128335. * @param engine The engine which the post process will be applied. (default: current engine)
  128336. * @param reusable If the post process can be reused on the same frame. (default: false)
  128337. */
  128338. constructor(name: string, refractionTextureUrl: string,
  128339. /** the base color of the refraction (used to taint the rendering) */
  128340. color: Color3,
  128341. /** simulated refraction depth */
  128342. depth: number,
  128343. /** the coefficient of the base color (0 to remove base color tainting) */
  128344. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128345. /**
  128346. * Disposes of the post process
  128347. * @param camera Camera to dispose post process on
  128348. */
  128349. dispose(camera: Camera): void;
  128350. }
  128351. }
  128352. declare module BABYLON {
  128353. /** @hidden */
  128354. export var sharpenPixelShader: {
  128355. name: string;
  128356. shader: string;
  128357. };
  128358. }
  128359. declare module BABYLON {
  128360. /**
  128361. * The SharpenPostProcess applies a sharpen kernel to every pixel
  128362. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128363. */
  128364. export class SharpenPostProcess extends PostProcess {
  128365. /**
  128366. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  128367. */
  128368. colorAmount: number;
  128369. /**
  128370. * How much sharpness should be applied (default: 0.3)
  128371. */
  128372. edgeAmount: number;
  128373. /**
  128374. * Creates a new instance ConvolutionPostProcess
  128375. * @param name The name of the effect.
  128376. * @param options The required width/height ratio to downsize to before computing the render pass.
  128377. * @param camera The camera to apply the render pass to.
  128378. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128379. * @param engine The engine which the post process will be applied. (default: current engine)
  128380. * @param reusable If the post process can be reused on the same frame. (default: false)
  128381. * @param textureType Type of textures used when performing the post process. (default: 0)
  128382. * @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)
  128383. */
  128384. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128385. }
  128386. }
  128387. declare module BABYLON {
  128388. /**
  128389. * PostProcessRenderPipeline
  128390. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128391. */
  128392. export class PostProcessRenderPipeline {
  128393. private engine;
  128394. private _renderEffects;
  128395. private _renderEffectsForIsolatedPass;
  128396. /**
  128397. * List of inspectable custom properties (used by the Inspector)
  128398. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  128399. */
  128400. inspectableCustomProperties: IInspectable[];
  128401. /**
  128402. * @hidden
  128403. */
  128404. protected _cameras: Camera[];
  128405. /** @hidden */
  128406. _name: string;
  128407. /**
  128408. * Gets pipeline name
  128409. */
  128410. readonly name: string;
  128411. /**
  128412. * Initializes a PostProcessRenderPipeline
  128413. * @param engine engine to add the pipeline to
  128414. * @param name name of the pipeline
  128415. */
  128416. constructor(engine: Engine, name: string);
  128417. /**
  128418. * Gets the class name
  128419. * @returns "PostProcessRenderPipeline"
  128420. */
  128421. getClassName(): string;
  128422. /**
  128423. * If all the render effects in the pipeline are supported
  128424. */
  128425. readonly isSupported: boolean;
  128426. /**
  128427. * Adds an effect to the pipeline
  128428. * @param renderEffect the effect to add
  128429. */
  128430. addEffect(renderEffect: PostProcessRenderEffect): void;
  128431. /** @hidden */
  128432. _rebuild(): void;
  128433. /** @hidden */
  128434. _enableEffect(renderEffectName: string, cameras: Camera): void;
  128435. /** @hidden */
  128436. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  128437. /** @hidden */
  128438. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128439. /** @hidden */
  128440. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128441. /** @hidden */
  128442. _attachCameras(cameras: Camera, unique: boolean): void;
  128443. /** @hidden */
  128444. _attachCameras(cameras: Camera[], unique: boolean): void;
  128445. /** @hidden */
  128446. _detachCameras(cameras: Camera): void;
  128447. /** @hidden */
  128448. _detachCameras(cameras: Nullable<Camera[]>): void;
  128449. /** @hidden */
  128450. _update(): void;
  128451. /** @hidden */
  128452. _reset(): void;
  128453. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  128454. /**
  128455. * Disposes of the pipeline
  128456. */
  128457. dispose(): void;
  128458. }
  128459. }
  128460. declare module BABYLON {
  128461. /**
  128462. * PostProcessRenderPipelineManager class
  128463. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128464. */
  128465. export class PostProcessRenderPipelineManager {
  128466. private _renderPipelines;
  128467. /**
  128468. * Initializes a PostProcessRenderPipelineManager
  128469. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128470. */
  128471. constructor();
  128472. /**
  128473. * Gets the list of supported render pipelines
  128474. */
  128475. readonly supportedPipelines: PostProcessRenderPipeline[];
  128476. /**
  128477. * Adds a pipeline to the manager
  128478. * @param renderPipeline The pipeline to add
  128479. */
  128480. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  128481. /**
  128482. * Attaches a camera to the pipeline
  128483. * @param renderPipelineName The name of the pipeline to attach to
  128484. * @param cameras the camera to attach
  128485. * @param unique if the camera can be attached multiple times to the pipeline
  128486. */
  128487. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  128488. /**
  128489. * Detaches a camera from the pipeline
  128490. * @param renderPipelineName The name of the pipeline to detach from
  128491. * @param cameras the camera to detach
  128492. */
  128493. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  128494. /**
  128495. * Enables an effect by name on a pipeline
  128496. * @param renderPipelineName the name of the pipeline to enable the effect in
  128497. * @param renderEffectName the name of the effect to enable
  128498. * @param cameras the cameras that the effect should be enabled on
  128499. */
  128500. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128501. /**
  128502. * Disables an effect by name on a pipeline
  128503. * @param renderPipelineName the name of the pipeline to disable the effect in
  128504. * @param renderEffectName the name of the effect to disable
  128505. * @param cameras the cameras that the effect should be disabled on
  128506. */
  128507. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128508. /**
  128509. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  128510. */
  128511. update(): void;
  128512. /** @hidden */
  128513. _rebuild(): void;
  128514. /**
  128515. * Disposes of the manager and pipelines
  128516. */
  128517. dispose(): void;
  128518. }
  128519. }
  128520. declare module BABYLON {
  128521. interface Scene {
  128522. /** @hidden (Backing field) */
  128523. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128524. /**
  128525. * Gets the postprocess render pipeline manager
  128526. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128527. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128528. */
  128529. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128530. }
  128531. /**
  128532. * Defines the Render Pipeline scene component responsible to rendering pipelines
  128533. */
  128534. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  128535. /**
  128536. * The component name helpfull to identify the component in the list of scene components.
  128537. */
  128538. readonly name: string;
  128539. /**
  128540. * The scene the component belongs to.
  128541. */
  128542. scene: Scene;
  128543. /**
  128544. * Creates a new instance of the component for the given scene
  128545. * @param scene Defines the scene to register the component in
  128546. */
  128547. constructor(scene: Scene);
  128548. /**
  128549. * Registers the component in a given scene
  128550. */
  128551. register(): void;
  128552. /**
  128553. * Rebuilds the elements related to this component in case of
  128554. * context lost for instance.
  128555. */
  128556. rebuild(): void;
  128557. /**
  128558. * Disposes the component and the associated ressources
  128559. */
  128560. dispose(): void;
  128561. private _gatherRenderTargets;
  128562. }
  128563. }
  128564. declare module BABYLON {
  128565. /**
  128566. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  128567. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128568. */
  128569. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128570. private _scene;
  128571. private _camerasToBeAttached;
  128572. /**
  128573. * ID of the sharpen post process,
  128574. */
  128575. private readonly SharpenPostProcessId;
  128576. /**
  128577. * @ignore
  128578. * ID of the image processing post process;
  128579. */
  128580. readonly ImageProcessingPostProcessId: string;
  128581. /**
  128582. * @ignore
  128583. * ID of the Fast Approximate Anti-Aliasing post process;
  128584. */
  128585. readonly FxaaPostProcessId: string;
  128586. /**
  128587. * ID of the chromatic aberration post process,
  128588. */
  128589. private readonly ChromaticAberrationPostProcessId;
  128590. /**
  128591. * ID of the grain post process
  128592. */
  128593. private readonly GrainPostProcessId;
  128594. /**
  128595. * Sharpen post process which will apply a sharpen convolution to enhance edges
  128596. */
  128597. sharpen: SharpenPostProcess;
  128598. private _sharpenEffect;
  128599. private bloom;
  128600. /**
  128601. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  128602. */
  128603. depthOfField: DepthOfFieldEffect;
  128604. /**
  128605. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128606. */
  128607. fxaa: FxaaPostProcess;
  128608. /**
  128609. * Image post processing pass used to perform operations such as tone mapping or color grading.
  128610. */
  128611. imageProcessing: ImageProcessingPostProcess;
  128612. /**
  128613. * Chromatic aberration post process which will shift rgb colors in the image
  128614. */
  128615. chromaticAberration: ChromaticAberrationPostProcess;
  128616. private _chromaticAberrationEffect;
  128617. /**
  128618. * Grain post process which add noise to the image
  128619. */
  128620. grain: GrainPostProcess;
  128621. private _grainEffect;
  128622. /**
  128623. * Glow post process which adds a glow to emissive areas of the image
  128624. */
  128625. private _glowLayer;
  128626. /**
  128627. * Animations which can be used to tweak settings over a period of time
  128628. */
  128629. animations: Animation[];
  128630. private _imageProcessingConfigurationObserver;
  128631. private _sharpenEnabled;
  128632. private _bloomEnabled;
  128633. private _depthOfFieldEnabled;
  128634. private _depthOfFieldBlurLevel;
  128635. private _fxaaEnabled;
  128636. private _imageProcessingEnabled;
  128637. private _defaultPipelineTextureType;
  128638. private _bloomScale;
  128639. private _chromaticAberrationEnabled;
  128640. private _grainEnabled;
  128641. private _buildAllowed;
  128642. /**
  128643. * Gets active scene
  128644. */
  128645. readonly scene: Scene;
  128646. /**
  128647. * Enable or disable the sharpen process from the pipeline
  128648. */
  128649. sharpenEnabled: boolean;
  128650. private _resizeObserver;
  128651. private _hardwareScaleLevel;
  128652. private _bloomKernel;
  128653. /**
  128654. * Specifies the size of the bloom blur kernel, relative to the final output size
  128655. */
  128656. bloomKernel: number;
  128657. /**
  128658. * Specifies the weight of the bloom in the final rendering
  128659. */
  128660. private _bloomWeight;
  128661. /**
  128662. * Specifies the luma threshold for the area that will be blurred by the bloom
  128663. */
  128664. private _bloomThreshold;
  128665. private _hdr;
  128666. /**
  128667. * The strength of the bloom.
  128668. */
  128669. bloomWeight: number;
  128670. /**
  128671. * The strength of the bloom.
  128672. */
  128673. bloomThreshold: number;
  128674. /**
  128675. * The scale of the bloom, lower value will provide better performance.
  128676. */
  128677. bloomScale: number;
  128678. /**
  128679. * Enable or disable the bloom from the pipeline
  128680. */
  128681. bloomEnabled: boolean;
  128682. private _rebuildBloom;
  128683. /**
  128684. * If the depth of field is enabled.
  128685. */
  128686. depthOfFieldEnabled: boolean;
  128687. /**
  128688. * Blur level of the depth of field effect. (Higher blur will effect performance)
  128689. */
  128690. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  128691. /**
  128692. * If the anti aliasing is enabled.
  128693. */
  128694. fxaaEnabled: boolean;
  128695. private _samples;
  128696. /**
  128697. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  128698. */
  128699. samples: number;
  128700. /**
  128701. * If image processing is enabled.
  128702. */
  128703. imageProcessingEnabled: boolean;
  128704. /**
  128705. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  128706. */
  128707. glowLayerEnabled: boolean;
  128708. /**
  128709. * Gets the glow layer (or null if not defined)
  128710. */
  128711. readonly glowLayer: Nullable<GlowLayer>;
  128712. /**
  128713. * Enable or disable the chromaticAberration process from the pipeline
  128714. */
  128715. chromaticAberrationEnabled: boolean;
  128716. /**
  128717. * Enable or disable the grain process from the pipeline
  128718. */
  128719. grainEnabled: boolean;
  128720. /**
  128721. * @constructor
  128722. * @param name - The rendering pipeline name (default: "")
  128723. * @param hdr - If high dynamic range textures should be used (default: true)
  128724. * @param scene - The scene linked to this pipeline (default: the last created scene)
  128725. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  128726. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  128727. */
  128728. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  128729. /**
  128730. * Get the class name
  128731. * @returns "DefaultRenderingPipeline"
  128732. */
  128733. getClassName(): string;
  128734. /**
  128735. * Force the compilation of the entire pipeline.
  128736. */
  128737. prepare(): void;
  128738. private _hasCleared;
  128739. private _prevPostProcess;
  128740. private _prevPrevPostProcess;
  128741. private _setAutoClearAndTextureSharing;
  128742. private _depthOfFieldSceneObserver;
  128743. private _buildPipeline;
  128744. private _disposePostProcesses;
  128745. /**
  128746. * Adds a camera to the pipeline
  128747. * @param camera the camera to be added
  128748. */
  128749. addCamera(camera: Camera): void;
  128750. /**
  128751. * Removes a camera from the pipeline
  128752. * @param camera the camera to remove
  128753. */
  128754. removeCamera(camera: Camera): void;
  128755. /**
  128756. * Dispose of the pipeline and stop all post processes
  128757. */
  128758. dispose(): void;
  128759. /**
  128760. * Serialize the rendering pipeline (Used when exporting)
  128761. * @returns the serialized object
  128762. */
  128763. serialize(): any;
  128764. /**
  128765. * Parse the serialized pipeline
  128766. * @param source Source pipeline.
  128767. * @param scene The scene to load the pipeline to.
  128768. * @param rootUrl The URL of the serialized pipeline.
  128769. * @returns An instantiated pipeline from the serialized object.
  128770. */
  128771. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  128772. }
  128773. }
  128774. declare module BABYLON {
  128775. /** @hidden */
  128776. export var lensHighlightsPixelShader: {
  128777. name: string;
  128778. shader: string;
  128779. };
  128780. }
  128781. declare module BABYLON {
  128782. /** @hidden */
  128783. export var depthOfFieldPixelShader: {
  128784. name: string;
  128785. shader: string;
  128786. };
  128787. }
  128788. declare module BABYLON {
  128789. /**
  128790. * BABYLON.JS Chromatic Aberration GLSL Shader
  128791. * Author: Olivier Guyot
  128792. * Separates very slightly R, G and B colors on the edges of the screen
  128793. * Inspired by Francois Tarlier & Martins Upitis
  128794. */
  128795. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  128796. /**
  128797. * @ignore
  128798. * The chromatic aberration PostProcess id in the pipeline
  128799. */
  128800. LensChromaticAberrationEffect: string;
  128801. /**
  128802. * @ignore
  128803. * The highlights enhancing PostProcess id in the pipeline
  128804. */
  128805. HighlightsEnhancingEffect: string;
  128806. /**
  128807. * @ignore
  128808. * The depth-of-field PostProcess id in the pipeline
  128809. */
  128810. LensDepthOfFieldEffect: string;
  128811. private _scene;
  128812. private _depthTexture;
  128813. private _grainTexture;
  128814. private _chromaticAberrationPostProcess;
  128815. private _highlightsPostProcess;
  128816. private _depthOfFieldPostProcess;
  128817. private _edgeBlur;
  128818. private _grainAmount;
  128819. private _chromaticAberration;
  128820. private _distortion;
  128821. private _highlightsGain;
  128822. private _highlightsThreshold;
  128823. private _dofDistance;
  128824. private _dofAperture;
  128825. private _dofDarken;
  128826. private _dofPentagon;
  128827. private _blurNoise;
  128828. /**
  128829. * @constructor
  128830. *
  128831. * Effect parameters are as follow:
  128832. * {
  128833. * chromatic_aberration: number; // from 0 to x (1 for realism)
  128834. * edge_blur: number; // from 0 to x (1 for realism)
  128835. * distortion: number; // from 0 to x (1 for realism)
  128836. * grain_amount: number; // from 0 to 1
  128837. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  128838. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  128839. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  128840. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  128841. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  128842. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  128843. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  128844. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  128845. * }
  128846. * Note: if an effect parameter is unset, effect is disabled
  128847. *
  128848. * @param name The rendering pipeline name
  128849. * @param parameters - An object containing all parameters (see above)
  128850. * @param scene The scene linked to this pipeline
  128851. * @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)
  128852. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128853. */
  128854. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  128855. /**
  128856. * Get the class name
  128857. * @returns "LensRenderingPipeline"
  128858. */
  128859. getClassName(): string;
  128860. /**
  128861. * Gets associated scene
  128862. */
  128863. readonly scene: Scene;
  128864. /**
  128865. * Gets or sets the edge blur
  128866. */
  128867. edgeBlur: number;
  128868. /**
  128869. * Gets or sets the grain amount
  128870. */
  128871. grainAmount: number;
  128872. /**
  128873. * Gets or sets the chromatic aberration amount
  128874. */
  128875. chromaticAberration: number;
  128876. /**
  128877. * Gets or sets the depth of field aperture
  128878. */
  128879. dofAperture: number;
  128880. /**
  128881. * Gets or sets the edge distortion
  128882. */
  128883. edgeDistortion: number;
  128884. /**
  128885. * Gets or sets the depth of field distortion
  128886. */
  128887. dofDistortion: number;
  128888. /**
  128889. * Gets or sets the darken out of focus amount
  128890. */
  128891. darkenOutOfFocus: number;
  128892. /**
  128893. * Gets or sets a boolean indicating if blur noise is enabled
  128894. */
  128895. blurNoise: boolean;
  128896. /**
  128897. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  128898. */
  128899. pentagonBokeh: boolean;
  128900. /**
  128901. * Gets or sets the highlight grain amount
  128902. */
  128903. highlightsGain: number;
  128904. /**
  128905. * Gets or sets the highlight threshold
  128906. */
  128907. highlightsThreshold: number;
  128908. /**
  128909. * Sets the amount of blur at the edges
  128910. * @param amount blur amount
  128911. */
  128912. setEdgeBlur(amount: number): void;
  128913. /**
  128914. * Sets edge blur to 0
  128915. */
  128916. disableEdgeBlur(): void;
  128917. /**
  128918. * Sets the amout of grain
  128919. * @param amount Amount of grain
  128920. */
  128921. setGrainAmount(amount: number): void;
  128922. /**
  128923. * Set grain amount to 0
  128924. */
  128925. disableGrain(): void;
  128926. /**
  128927. * Sets the chromatic aberration amount
  128928. * @param amount amount of chromatic aberration
  128929. */
  128930. setChromaticAberration(amount: number): void;
  128931. /**
  128932. * Sets chromatic aberration amount to 0
  128933. */
  128934. disableChromaticAberration(): void;
  128935. /**
  128936. * Sets the EdgeDistortion amount
  128937. * @param amount amount of EdgeDistortion
  128938. */
  128939. setEdgeDistortion(amount: number): void;
  128940. /**
  128941. * Sets edge distortion to 0
  128942. */
  128943. disableEdgeDistortion(): void;
  128944. /**
  128945. * Sets the FocusDistance amount
  128946. * @param amount amount of FocusDistance
  128947. */
  128948. setFocusDistance(amount: number): void;
  128949. /**
  128950. * Disables depth of field
  128951. */
  128952. disableDepthOfField(): void;
  128953. /**
  128954. * Sets the Aperture amount
  128955. * @param amount amount of Aperture
  128956. */
  128957. setAperture(amount: number): void;
  128958. /**
  128959. * Sets the DarkenOutOfFocus amount
  128960. * @param amount amount of DarkenOutOfFocus
  128961. */
  128962. setDarkenOutOfFocus(amount: number): void;
  128963. private _pentagonBokehIsEnabled;
  128964. /**
  128965. * Creates a pentagon bokeh effect
  128966. */
  128967. enablePentagonBokeh(): void;
  128968. /**
  128969. * Disables the pentagon bokeh effect
  128970. */
  128971. disablePentagonBokeh(): void;
  128972. /**
  128973. * Enables noise blur
  128974. */
  128975. enableNoiseBlur(): void;
  128976. /**
  128977. * Disables noise blur
  128978. */
  128979. disableNoiseBlur(): void;
  128980. /**
  128981. * Sets the HighlightsGain amount
  128982. * @param amount amount of HighlightsGain
  128983. */
  128984. setHighlightsGain(amount: number): void;
  128985. /**
  128986. * Sets the HighlightsThreshold amount
  128987. * @param amount amount of HighlightsThreshold
  128988. */
  128989. setHighlightsThreshold(amount: number): void;
  128990. /**
  128991. * Disables highlights
  128992. */
  128993. disableHighlights(): void;
  128994. /**
  128995. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  128996. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  128997. */
  128998. dispose(disableDepthRender?: boolean): void;
  128999. private _createChromaticAberrationPostProcess;
  129000. private _createHighlightsPostProcess;
  129001. private _createDepthOfFieldPostProcess;
  129002. private _createGrainTexture;
  129003. }
  129004. }
  129005. declare module BABYLON {
  129006. /** @hidden */
  129007. export var ssao2PixelShader: {
  129008. name: string;
  129009. shader: string;
  129010. };
  129011. }
  129012. declare module BABYLON {
  129013. /** @hidden */
  129014. export var ssaoCombinePixelShader: {
  129015. name: string;
  129016. shader: string;
  129017. };
  129018. }
  129019. declare module BABYLON {
  129020. /**
  129021. * Render pipeline to produce ssao effect
  129022. */
  129023. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  129024. /**
  129025. * @ignore
  129026. * The PassPostProcess id in the pipeline that contains the original scene color
  129027. */
  129028. SSAOOriginalSceneColorEffect: string;
  129029. /**
  129030. * @ignore
  129031. * The SSAO PostProcess id in the pipeline
  129032. */
  129033. SSAORenderEffect: string;
  129034. /**
  129035. * @ignore
  129036. * The horizontal blur PostProcess id in the pipeline
  129037. */
  129038. SSAOBlurHRenderEffect: string;
  129039. /**
  129040. * @ignore
  129041. * The vertical blur PostProcess id in the pipeline
  129042. */
  129043. SSAOBlurVRenderEffect: string;
  129044. /**
  129045. * @ignore
  129046. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129047. */
  129048. SSAOCombineRenderEffect: string;
  129049. /**
  129050. * The output strength of the SSAO post-process. Default value is 1.0.
  129051. */
  129052. totalStrength: number;
  129053. /**
  129054. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  129055. */
  129056. maxZ: number;
  129057. /**
  129058. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  129059. */
  129060. minZAspect: number;
  129061. private _samples;
  129062. /**
  129063. * Number of samples used for the SSAO calculations. Default value is 8
  129064. */
  129065. samples: number;
  129066. private _textureSamples;
  129067. /**
  129068. * Number of samples to use for antialiasing
  129069. */
  129070. textureSamples: number;
  129071. /**
  129072. * Ratio object used for SSAO ratio and blur ratio
  129073. */
  129074. private _ratio;
  129075. /**
  129076. * Dynamically generated sphere sampler.
  129077. */
  129078. private _sampleSphere;
  129079. /**
  129080. * Blur filter offsets
  129081. */
  129082. private _samplerOffsets;
  129083. private _expensiveBlur;
  129084. /**
  129085. * If bilateral blur should be used
  129086. */
  129087. expensiveBlur: boolean;
  129088. /**
  129089. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  129090. */
  129091. radius: number;
  129092. /**
  129093. * The base color of the SSAO post-process
  129094. * The final result is "base + ssao" between [0, 1]
  129095. */
  129096. base: number;
  129097. /**
  129098. * Support test.
  129099. */
  129100. static readonly IsSupported: boolean;
  129101. private _scene;
  129102. private _depthTexture;
  129103. private _normalTexture;
  129104. private _randomTexture;
  129105. private _originalColorPostProcess;
  129106. private _ssaoPostProcess;
  129107. private _blurHPostProcess;
  129108. private _blurVPostProcess;
  129109. private _ssaoCombinePostProcess;
  129110. private _firstUpdate;
  129111. /**
  129112. * Gets active scene
  129113. */
  129114. readonly scene: Scene;
  129115. /**
  129116. * @constructor
  129117. * @param name The rendering pipeline name
  129118. * @param scene The scene linked to this pipeline
  129119. * @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 }
  129120. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129121. */
  129122. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129123. /**
  129124. * Get the class name
  129125. * @returns "SSAO2RenderingPipeline"
  129126. */
  129127. getClassName(): string;
  129128. /**
  129129. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129130. */
  129131. dispose(disableGeometryBufferRenderer?: boolean): void;
  129132. private _createBlurPostProcess;
  129133. /** @hidden */
  129134. _rebuild(): void;
  129135. private _bits;
  129136. private _radicalInverse_VdC;
  129137. private _hammersley;
  129138. private _hemisphereSample_uniform;
  129139. private _generateHemisphere;
  129140. private _createSSAOPostProcess;
  129141. private _createSSAOCombinePostProcess;
  129142. private _createRandomTexture;
  129143. /**
  129144. * Serialize the rendering pipeline (Used when exporting)
  129145. * @returns the serialized object
  129146. */
  129147. serialize(): any;
  129148. /**
  129149. * Parse the serialized pipeline
  129150. * @param source Source pipeline.
  129151. * @param scene The scene to load the pipeline to.
  129152. * @param rootUrl The URL of the serialized pipeline.
  129153. * @returns An instantiated pipeline from the serialized object.
  129154. */
  129155. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  129156. }
  129157. }
  129158. declare module BABYLON {
  129159. /** @hidden */
  129160. export var ssaoPixelShader: {
  129161. name: string;
  129162. shader: string;
  129163. };
  129164. }
  129165. declare module BABYLON {
  129166. /**
  129167. * Render pipeline to produce ssao effect
  129168. */
  129169. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  129170. /**
  129171. * @ignore
  129172. * The PassPostProcess id in the pipeline that contains the original scene color
  129173. */
  129174. SSAOOriginalSceneColorEffect: string;
  129175. /**
  129176. * @ignore
  129177. * The SSAO PostProcess id in the pipeline
  129178. */
  129179. SSAORenderEffect: string;
  129180. /**
  129181. * @ignore
  129182. * The horizontal blur PostProcess id in the pipeline
  129183. */
  129184. SSAOBlurHRenderEffect: string;
  129185. /**
  129186. * @ignore
  129187. * The vertical blur PostProcess id in the pipeline
  129188. */
  129189. SSAOBlurVRenderEffect: string;
  129190. /**
  129191. * @ignore
  129192. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129193. */
  129194. SSAOCombineRenderEffect: string;
  129195. /**
  129196. * The output strength of the SSAO post-process. Default value is 1.0.
  129197. */
  129198. totalStrength: number;
  129199. /**
  129200. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  129201. */
  129202. radius: number;
  129203. /**
  129204. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  129205. * Must not be equal to fallOff and superior to fallOff.
  129206. * Default value is 0.0075
  129207. */
  129208. area: number;
  129209. /**
  129210. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  129211. * Must not be equal to area and inferior to area.
  129212. * Default value is 0.000001
  129213. */
  129214. fallOff: number;
  129215. /**
  129216. * The base color of the SSAO post-process
  129217. * The final result is "base + ssao" between [0, 1]
  129218. */
  129219. base: number;
  129220. private _scene;
  129221. private _depthTexture;
  129222. private _randomTexture;
  129223. private _originalColorPostProcess;
  129224. private _ssaoPostProcess;
  129225. private _blurHPostProcess;
  129226. private _blurVPostProcess;
  129227. private _ssaoCombinePostProcess;
  129228. private _firstUpdate;
  129229. /**
  129230. * Gets active scene
  129231. */
  129232. readonly scene: Scene;
  129233. /**
  129234. * @constructor
  129235. * @param name - The rendering pipeline name
  129236. * @param scene - The scene linked to this pipeline
  129237. * @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 }
  129238. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  129239. */
  129240. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129241. /**
  129242. * Get the class name
  129243. * @returns "SSAORenderingPipeline"
  129244. */
  129245. getClassName(): string;
  129246. /**
  129247. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129248. */
  129249. dispose(disableDepthRender?: boolean): void;
  129250. private _createBlurPostProcess;
  129251. /** @hidden */
  129252. _rebuild(): void;
  129253. private _createSSAOPostProcess;
  129254. private _createSSAOCombinePostProcess;
  129255. private _createRandomTexture;
  129256. }
  129257. }
  129258. declare module BABYLON {
  129259. /** @hidden */
  129260. export var standardPixelShader: {
  129261. name: string;
  129262. shader: string;
  129263. };
  129264. }
  129265. declare module BABYLON {
  129266. /**
  129267. * Standard rendering pipeline
  129268. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129269. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  129270. */
  129271. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129272. /**
  129273. * Public members
  129274. */
  129275. /**
  129276. * Post-process which contains the original scene color before the pipeline applies all the effects
  129277. */
  129278. originalPostProcess: Nullable<PostProcess>;
  129279. /**
  129280. * Post-process used to down scale an image x4
  129281. */
  129282. downSampleX4PostProcess: Nullable<PostProcess>;
  129283. /**
  129284. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  129285. */
  129286. brightPassPostProcess: Nullable<PostProcess>;
  129287. /**
  129288. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  129289. */
  129290. blurHPostProcesses: PostProcess[];
  129291. /**
  129292. * Post-process array storing all the vertical blur post-processes used by the pipeline
  129293. */
  129294. blurVPostProcesses: PostProcess[];
  129295. /**
  129296. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  129297. */
  129298. textureAdderPostProcess: Nullable<PostProcess>;
  129299. /**
  129300. * Post-process used to create volumetric lighting effect
  129301. */
  129302. volumetricLightPostProcess: Nullable<PostProcess>;
  129303. /**
  129304. * Post-process used to smooth the previous volumetric light post-process on the X axis
  129305. */
  129306. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  129307. /**
  129308. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  129309. */
  129310. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  129311. /**
  129312. * Post-process used to merge the volumetric light effect and the real scene color
  129313. */
  129314. volumetricLightMergePostProces: Nullable<PostProcess>;
  129315. /**
  129316. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  129317. */
  129318. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  129319. /**
  129320. * Base post-process used to calculate the average luminance of the final image for HDR
  129321. */
  129322. luminancePostProcess: Nullable<PostProcess>;
  129323. /**
  129324. * Post-processes used to create down sample post-processes in order to get
  129325. * the average luminance of the final image for HDR
  129326. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  129327. */
  129328. luminanceDownSamplePostProcesses: PostProcess[];
  129329. /**
  129330. * Post-process used to create a HDR effect (light adaptation)
  129331. */
  129332. hdrPostProcess: Nullable<PostProcess>;
  129333. /**
  129334. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  129335. */
  129336. textureAdderFinalPostProcess: Nullable<PostProcess>;
  129337. /**
  129338. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  129339. */
  129340. lensFlareFinalPostProcess: Nullable<PostProcess>;
  129341. /**
  129342. * Post-process used to merge the final HDR post-process and the real scene color
  129343. */
  129344. hdrFinalPostProcess: Nullable<PostProcess>;
  129345. /**
  129346. * Post-process used to create a lens flare effect
  129347. */
  129348. lensFlarePostProcess: Nullable<PostProcess>;
  129349. /**
  129350. * Post-process that merges the result of the lens flare post-process and the real scene color
  129351. */
  129352. lensFlareComposePostProcess: Nullable<PostProcess>;
  129353. /**
  129354. * Post-process used to create a motion blur effect
  129355. */
  129356. motionBlurPostProcess: Nullable<PostProcess>;
  129357. /**
  129358. * Post-process used to create a depth of field effect
  129359. */
  129360. depthOfFieldPostProcess: Nullable<PostProcess>;
  129361. /**
  129362. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129363. */
  129364. fxaaPostProcess: Nullable<FxaaPostProcess>;
  129365. /**
  129366. * Represents the brightness threshold in order to configure the illuminated surfaces
  129367. */
  129368. brightThreshold: number;
  129369. /**
  129370. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  129371. */
  129372. blurWidth: number;
  129373. /**
  129374. * Sets if the blur for highlighted surfaces must be only horizontal
  129375. */
  129376. horizontalBlur: boolean;
  129377. /**
  129378. * Gets the overall exposure used by the pipeline
  129379. */
  129380. /**
  129381. * Sets the overall exposure used by the pipeline
  129382. */
  129383. exposure: number;
  129384. /**
  129385. * Texture used typically to simulate "dirty" on camera lens
  129386. */
  129387. lensTexture: Nullable<Texture>;
  129388. /**
  129389. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  129390. */
  129391. volumetricLightCoefficient: number;
  129392. /**
  129393. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  129394. */
  129395. volumetricLightPower: number;
  129396. /**
  129397. * Used the set the blur intensity to smooth the volumetric lights
  129398. */
  129399. volumetricLightBlurScale: number;
  129400. /**
  129401. * Light (spot or directional) used to generate the volumetric lights rays
  129402. * The source light must have a shadow generate so the pipeline can get its
  129403. * depth map
  129404. */
  129405. sourceLight: Nullable<SpotLight | DirectionalLight>;
  129406. /**
  129407. * For eye adaptation, represents the minimum luminance the eye can see
  129408. */
  129409. hdrMinimumLuminance: number;
  129410. /**
  129411. * For eye adaptation, represents the decrease luminance speed
  129412. */
  129413. hdrDecreaseRate: number;
  129414. /**
  129415. * For eye adaptation, represents the increase luminance speed
  129416. */
  129417. hdrIncreaseRate: number;
  129418. /**
  129419. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129420. */
  129421. /**
  129422. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129423. */
  129424. hdrAutoExposure: boolean;
  129425. /**
  129426. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  129427. */
  129428. lensColorTexture: Nullable<Texture>;
  129429. /**
  129430. * The overall strengh for the lens flare effect
  129431. */
  129432. lensFlareStrength: number;
  129433. /**
  129434. * Dispersion coefficient for lens flare ghosts
  129435. */
  129436. lensFlareGhostDispersal: number;
  129437. /**
  129438. * Main lens flare halo width
  129439. */
  129440. lensFlareHaloWidth: number;
  129441. /**
  129442. * Based on the lens distortion effect, defines how much the lens flare result
  129443. * is distorted
  129444. */
  129445. lensFlareDistortionStrength: number;
  129446. /**
  129447. * Configures the blur intensity used for for lens flare (halo)
  129448. */
  129449. lensFlareBlurWidth: number;
  129450. /**
  129451. * Lens star texture must be used to simulate rays on the flares and is available
  129452. * in the documentation
  129453. */
  129454. lensStarTexture: Nullable<Texture>;
  129455. /**
  129456. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  129457. * flare effect by taking account of the dirt texture
  129458. */
  129459. lensFlareDirtTexture: Nullable<Texture>;
  129460. /**
  129461. * Represents the focal length for the depth of field effect
  129462. */
  129463. depthOfFieldDistance: number;
  129464. /**
  129465. * Represents the blur intensity for the blurred part of the depth of field effect
  129466. */
  129467. depthOfFieldBlurWidth: number;
  129468. /**
  129469. * Gets how much the image is blurred by the movement while using the motion blur post-process
  129470. */
  129471. /**
  129472. * Sets how much the image is blurred by the movement while using the motion blur post-process
  129473. */
  129474. motionStrength: number;
  129475. /**
  129476. * Gets wether or not the motion blur post-process is object based or screen based.
  129477. */
  129478. /**
  129479. * Sets wether or not the motion blur post-process should be object based or screen based
  129480. */
  129481. objectBasedMotionBlur: boolean;
  129482. /**
  129483. * List of animations for the pipeline (IAnimatable implementation)
  129484. */
  129485. animations: Animation[];
  129486. /**
  129487. * Private members
  129488. */
  129489. private _scene;
  129490. private _currentDepthOfFieldSource;
  129491. private _basePostProcess;
  129492. private _fixedExposure;
  129493. private _currentExposure;
  129494. private _hdrAutoExposure;
  129495. private _hdrCurrentLuminance;
  129496. private _motionStrength;
  129497. private _isObjectBasedMotionBlur;
  129498. private _floatTextureType;
  129499. private _camerasToBeAttached;
  129500. private _ratio;
  129501. private _bloomEnabled;
  129502. private _depthOfFieldEnabled;
  129503. private _vlsEnabled;
  129504. private _lensFlareEnabled;
  129505. private _hdrEnabled;
  129506. private _motionBlurEnabled;
  129507. private _fxaaEnabled;
  129508. private _motionBlurSamples;
  129509. private _volumetricLightStepsCount;
  129510. private _samples;
  129511. /**
  129512. * @ignore
  129513. * Specifies if the bloom pipeline is enabled
  129514. */
  129515. BloomEnabled: boolean;
  129516. /**
  129517. * @ignore
  129518. * Specifies if the depth of field pipeline is enabed
  129519. */
  129520. DepthOfFieldEnabled: boolean;
  129521. /**
  129522. * @ignore
  129523. * Specifies if the lens flare pipeline is enabed
  129524. */
  129525. LensFlareEnabled: boolean;
  129526. /**
  129527. * @ignore
  129528. * Specifies if the HDR pipeline is enabled
  129529. */
  129530. HDREnabled: boolean;
  129531. /**
  129532. * @ignore
  129533. * Specifies if the volumetric lights scattering effect is enabled
  129534. */
  129535. VLSEnabled: boolean;
  129536. /**
  129537. * @ignore
  129538. * Specifies if the motion blur effect is enabled
  129539. */
  129540. MotionBlurEnabled: boolean;
  129541. /**
  129542. * Specifies if anti-aliasing is enabled
  129543. */
  129544. fxaaEnabled: boolean;
  129545. /**
  129546. * Specifies the number of steps used to calculate the volumetric lights
  129547. * Typically in interval [50, 200]
  129548. */
  129549. volumetricLightStepsCount: number;
  129550. /**
  129551. * Specifies the number of samples used for the motion blur effect
  129552. * Typically in interval [16, 64]
  129553. */
  129554. motionBlurSamples: number;
  129555. /**
  129556. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129557. */
  129558. samples: number;
  129559. /**
  129560. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129561. * @constructor
  129562. * @param name The rendering pipeline name
  129563. * @param scene The scene linked to this pipeline
  129564. * @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)
  129565. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  129566. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129567. */
  129568. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  129569. private _buildPipeline;
  129570. private _createDownSampleX4PostProcess;
  129571. private _createBrightPassPostProcess;
  129572. private _createBlurPostProcesses;
  129573. private _createTextureAdderPostProcess;
  129574. private _createVolumetricLightPostProcess;
  129575. private _createLuminancePostProcesses;
  129576. private _createHdrPostProcess;
  129577. private _createLensFlarePostProcess;
  129578. private _createDepthOfFieldPostProcess;
  129579. private _createMotionBlurPostProcess;
  129580. private _getDepthTexture;
  129581. private _disposePostProcesses;
  129582. /**
  129583. * Dispose of the pipeline and stop all post processes
  129584. */
  129585. dispose(): void;
  129586. /**
  129587. * Serialize the rendering pipeline (Used when exporting)
  129588. * @returns the serialized object
  129589. */
  129590. serialize(): any;
  129591. /**
  129592. * Parse the serialized pipeline
  129593. * @param source Source pipeline.
  129594. * @param scene The scene to load the pipeline to.
  129595. * @param rootUrl The URL of the serialized pipeline.
  129596. * @returns An instantiated pipeline from the serialized object.
  129597. */
  129598. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  129599. /**
  129600. * Luminance steps
  129601. */
  129602. static LuminanceSteps: number;
  129603. }
  129604. }
  129605. declare module BABYLON {
  129606. /** @hidden */
  129607. export var tonemapPixelShader: {
  129608. name: string;
  129609. shader: string;
  129610. };
  129611. }
  129612. declare module BABYLON {
  129613. /** Defines operator used for tonemapping */
  129614. export enum TonemappingOperator {
  129615. /** Hable */
  129616. Hable = 0,
  129617. /** Reinhard */
  129618. Reinhard = 1,
  129619. /** HejiDawson */
  129620. HejiDawson = 2,
  129621. /** Photographic */
  129622. Photographic = 3
  129623. }
  129624. /**
  129625. * Defines a post process to apply tone mapping
  129626. */
  129627. export class TonemapPostProcess extends PostProcess {
  129628. private _operator;
  129629. /** Defines the required exposure adjustement */
  129630. exposureAdjustment: number;
  129631. /**
  129632. * Creates a new TonemapPostProcess
  129633. * @param name defines the name of the postprocess
  129634. * @param _operator defines the operator to use
  129635. * @param exposureAdjustment defines the required exposure adjustement
  129636. * @param camera defines the camera to use (can be null)
  129637. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  129638. * @param engine defines the hosting engine (can be ignore if camera is set)
  129639. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129640. */
  129641. constructor(name: string, _operator: TonemappingOperator,
  129642. /** Defines the required exposure adjustement */
  129643. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  129644. }
  129645. }
  129646. declare module BABYLON {
  129647. /** @hidden */
  129648. export var depthVertexShader: {
  129649. name: string;
  129650. shader: string;
  129651. };
  129652. }
  129653. declare module BABYLON {
  129654. /** @hidden */
  129655. export var volumetricLightScatteringPixelShader: {
  129656. name: string;
  129657. shader: string;
  129658. };
  129659. }
  129660. declare module BABYLON {
  129661. /** @hidden */
  129662. export var volumetricLightScatteringPassVertexShader: {
  129663. name: string;
  129664. shader: string;
  129665. };
  129666. }
  129667. declare module BABYLON {
  129668. /** @hidden */
  129669. export var volumetricLightScatteringPassPixelShader: {
  129670. name: string;
  129671. shader: string;
  129672. };
  129673. }
  129674. declare module BABYLON {
  129675. /**
  129676. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  129677. */
  129678. export class VolumetricLightScatteringPostProcess extends PostProcess {
  129679. private _volumetricLightScatteringPass;
  129680. private _volumetricLightScatteringRTT;
  129681. private _viewPort;
  129682. private _screenCoordinates;
  129683. private _cachedDefines;
  129684. /**
  129685. * If not undefined, the mesh position is computed from the attached node position
  129686. */
  129687. attachedNode: {
  129688. position: Vector3;
  129689. };
  129690. /**
  129691. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  129692. */
  129693. customMeshPosition: Vector3;
  129694. /**
  129695. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  129696. */
  129697. useCustomMeshPosition: boolean;
  129698. /**
  129699. * If the post-process should inverse the light scattering direction
  129700. */
  129701. invert: boolean;
  129702. /**
  129703. * The internal mesh used by the post-process
  129704. */
  129705. mesh: Mesh;
  129706. /**
  129707. * @hidden
  129708. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  129709. */
  129710. useDiffuseColor: boolean;
  129711. /**
  129712. * Array containing the excluded meshes not rendered in the internal pass
  129713. */
  129714. excludedMeshes: AbstractMesh[];
  129715. /**
  129716. * Controls the overall intensity of the post-process
  129717. */
  129718. exposure: number;
  129719. /**
  129720. * Dissipates each sample's contribution in range [0, 1]
  129721. */
  129722. decay: number;
  129723. /**
  129724. * Controls the overall intensity of each sample
  129725. */
  129726. weight: number;
  129727. /**
  129728. * Controls the density of each sample
  129729. */
  129730. density: number;
  129731. /**
  129732. * @constructor
  129733. * @param name The post-process name
  129734. * @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)
  129735. * @param camera The camera that the post-process will be attached to
  129736. * @param mesh The mesh used to create the light scattering
  129737. * @param samples The post-process quality, default 100
  129738. * @param samplingModeThe post-process filtering mode
  129739. * @param engine The babylon engine
  129740. * @param reusable If the post-process is reusable
  129741. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  129742. */
  129743. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  129744. /**
  129745. * Returns the string "VolumetricLightScatteringPostProcess"
  129746. * @returns "VolumetricLightScatteringPostProcess"
  129747. */
  129748. getClassName(): string;
  129749. private _isReady;
  129750. /**
  129751. * Sets the new light position for light scattering effect
  129752. * @param position The new custom light position
  129753. */
  129754. setCustomMeshPosition(position: Vector3): void;
  129755. /**
  129756. * Returns the light position for light scattering effect
  129757. * @return Vector3 The custom light position
  129758. */
  129759. getCustomMeshPosition(): Vector3;
  129760. /**
  129761. * Disposes the internal assets and detaches the post-process from the camera
  129762. */
  129763. dispose(camera: Camera): void;
  129764. /**
  129765. * Returns the render target texture used by the post-process
  129766. * @return the render target texture used by the post-process
  129767. */
  129768. getPass(): RenderTargetTexture;
  129769. private _meshExcluded;
  129770. private _createPass;
  129771. private _updateMeshScreenCoordinates;
  129772. /**
  129773. * Creates a default mesh for the Volumeric Light Scattering post-process
  129774. * @param name The mesh name
  129775. * @param scene The scene where to create the mesh
  129776. * @return the default mesh
  129777. */
  129778. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  129779. }
  129780. }
  129781. declare module BABYLON {
  129782. interface Scene {
  129783. /** @hidden (Backing field) */
  129784. _boundingBoxRenderer: BoundingBoxRenderer;
  129785. /** @hidden (Backing field) */
  129786. _forceShowBoundingBoxes: boolean;
  129787. /**
  129788. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  129789. */
  129790. forceShowBoundingBoxes: boolean;
  129791. /**
  129792. * Gets the bounding box renderer associated with the scene
  129793. * @returns a BoundingBoxRenderer
  129794. */
  129795. getBoundingBoxRenderer(): BoundingBoxRenderer;
  129796. }
  129797. interface AbstractMesh {
  129798. /** @hidden (Backing field) */
  129799. _showBoundingBox: boolean;
  129800. /**
  129801. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  129802. */
  129803. showBoundingBox: boolean;
  129804. }
  129805. /**
  129806. * Component responsible of rendering the bounding box of the meshes in a scene.
  129807. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  129808. */
  129809. export class BoundingBoxRenderer implements ISceneComponent {
  129810. /**
  129811. * The component name helpfull to identify the component in the list of scene components.
  129812. */
  129813. readonly name: string;
  129814. /**
  129815. * The scene the component belongs to.
  129816. */
  129817. scene: Scene;
  129818. /**
  129819. * Color of the bounding box lines placed in front of an object
  129820. */
  129821. frontColor: Color3;
  129822. /**
  129823. * Color of the bounding box lines placed behind an object
  129824. */
  129825. backColor: Color3;
  129826. /**
  129827. * Defines if the renderer should show the back lines or not
  129828. */
  129829. showBackLines: boolean;
  129830. /**
  129831. * @hidden
  129832. */
  129833. renderList: SmartArray<BoundingBox>;
  129834. private _colorShader;
  129835. private _vertexBuffers;
  129836. private _indexBuffer;
  129837. private _fillIndexBuffer;
  129838. private _fillIndexData;
  129839. /**
  129840. * Instantiates a new bounding box renderer in a scene.
  129841. * @param scene the scene the renderer renders in
  129842. */
  129843. constructor(scene: Scene);
  129844. /**
  129845. * Registers the component in a given scene
  129846. */
  129847. register(): void;
  129848. private _evaluateSubMesh;
  129849. private _activeMesh;
  129850. private _prepareRessources;
  129851. private _createIndexBuffer;
  129852. /**
  129853. * Rebuilds the elements related to this component in case of
  129854. * context lost for instance.
  129855. */
  129856. rebuild(): void;
  129857. /**
  129858. * @hidden
  129859. */
  129860. reset(): void;
  129861. /**
  129862. * Render the bounding boxes of a specific rendering group
  129863. * @param renderingGroupId defines the rendering group to render
  129864. */
  129865. render(renderingGroupId: number): void;
  129866. /**
  129867. * In case of occlusion queries, we can render the occlusion bounding box through this method
  129868. * @param mesh Define the mesh to render the occlusion bounding box for
  129869. */
  129870. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  129871. /**
  129872. * Dispose and release the resources attached to this renderer.
  129873. */
  129874. dispose(): void;
  129875. }
  129876. }
  129877. declare module BABYLON {
  129878. /** @hidden */
  129879. export var depthPixelShader: {
  129880. name: string;
  129881. shader: string;
  129882. };
  129883. }
  129884. declare module BABYLON {
  129885. /**
  129886. * This represents a depth renderer in Babylon.
  129887. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  129888. */
  129889. export class DepthRenderer {
  129890. private _scene;
  129891. private _depthMap;
  129892. private _effect;
  129893. private readonly _storeNonLinearDepth;
  129894. private readonly _clearColor;
  129895. /** Get if the depth renderer is using packed depth or not */
  129896. readonly isPacked: boolean;
  129897. private _cachedDefines;
  129898. private _camera;
  129899. /**
  129900. * Specifiess that the depth renderer will only be used within
  129901. * the camera it is created for.
  129902. * This can help forcing its rendering during the camera processing.
  129903. */
  129904. useOnlyInActiveCamera: boolean;
  129905. /** @hidden */
  129906. static _SceneComponentInitialization: (scene: Scene) => void;
  129907. /**
  129908. * Instantiates a depth renderer
  129909. * @param scene The scene the renderer belongs to
  129910. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  129911. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  129912. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129913. */
  129914. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  129915. /**
  129916. * Creates the depth rendering effect and checks if the effect is ready.
  129917. * @param subMesh The submesh to be used to render the depth map of
  129918. * @param useInstances If multiple world instances should be used
  129919. * @returns if the depth renderer is ready to render the depth map
  129920. */
  129921. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129922. /**
  129923. * Gets the texture which the depth map will be written to.
  129924. * @returns The depth map texture
  129925. */
  129926. getDepthMap(): RenderTargetTexture;
  129927. /**
  129928. * Disposes of the depth renderer.
  129929. */
  129930. dispose(): void;
  129931. }
  129932. }
  129933. declare module BABYLON {
  129934. interface Scene {
  129935. /** @hidden (Backing field) */
  129936. _depthRenderer: {
  129937. [id: string]: DepthRenderer;
  129938. };
  129939. /**
  129940. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  129941. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  129942. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129943. * @returns the created depth renderer
  129944. */
  129945. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  129946. /**
  129947. * Disables a depth renderer for a given camera
  129948. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  129949. */
  129950. disableDepthRenderer(camera?: Nullable<Camera>): void;
  129951. }
  129952. /**
  129953. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  129954. * in several rendering techniques.
  129955. */
  129956. export class DepthRendererSceneComponent implements ISceneComponent {
  129957. /**
  129958. * The component name helpfull to identify the component in the list of scene components.
  129959. */
  129960. readonly name: string;
  129961. /**
  129962. * The scene the component belongs to.
  129963. */
  129964. scene: Scene;
  129965. /**
  129966. * Creates a new instance of the component for the given scene
  129967. * @param scene Defines the scene to register the component in
  129968. */
  129969. constructor(scene: Scene);
  129970. /**
  129971. * Registers the component in a given scene
  129972. */
  129973. register(): void;
  129974. /**
  129975. * Rebuilds the elements related to this component in case of
  129976. * context lost for instance.
  129977. */
  129978. rebuild(): void;
  129979. /**
  129980. * Disposes the component and the associated ressources
  129981. */
  129982. dispose(): void;
  129983. private _gatherRenderTargets;
  129984. private _gatherActiveCameraRenderTargets;
  129985. }
  129986. }
  129987. declare module BABYLON {
  129988. /** @hidden */
  129989. export var outlinePixelShader: {
  129990. name: string;
  129991. shader: string;
  129992. };
  129993. }
  129994. declare module BABYLON {
  129995. /** @hidden */
  129996. export var outlineVertexShader: {
  129997. name: string;
  129998. shader: string;
  129999. };
  130000. }
  130001. declare module BABYLON {
  130002. interface Scene {
  130003. /** @hidden */
  130004. _outlineRenderer: OutlineRenderer;
  130005. /**
  130006. * Gets the outline renderer associated with the scene
  130007. * @returns a OutlineRenderer
  130008. */
  130009. getOutlineRenderer(): OutlineRenderer;
  130010. }
  130011. interface AbstractMesh {
  130012. /** @hidden (Backing field) */
  130013. _renderOutline: boolean;
  130014. /**
  130015. * Gets or sets a boolean indicating if the outline must be rendered as well
  130016. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  130017. */
  130018. renderOutline: boolean;
  130019. /** @hidden (Backing field) */
  130020. _renderOverlay: boolean;
  130021. /**
  130022. * Gets or sets a boolean indicating if the overlay must be rendered as well
  130023. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  130024. */
  130025. renderOverlay: boolean;
  130026. }
  130027. /**
  130028. * This class is responsible to draw bothe outline/overlay of meshes.
  130029. * It should not be used directly but through the available method on mesh.
  130030. */
  130031. export class OutlineRenderer implements ISceneComponent {
  130032. /**
  130033. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  130034. */
  130035. private static _StencilReference;
  130036. /**
  130037. * The name of the component. Each component must have a unique name.
  130038. */
  130039. name: string;
  130040. /**
  130041. * The scene the component belongs to.
  130042. */
  130043. scene: Scene;
  130044. /**
  130045. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  130046. */
  130047. zOffset: number;
  130048. private _engine;
  130049. private _effect;
  130050. private _cachedDefines;
  130051. private _savedDepthWrite;
  130052. /**
  130053. * Instantiates a new outline renderer. (There could be only one per scene).
  130054. * @param scene Defines the scene it belongs to
  130055. */
  130056. constructor(scene: Scene);
  130057. /**
  130058. * Register the component to one instance of a scene.
  130059. */
  130060. register(): void;
  130061. /**
  130062. * Rebuilds the elements related to this component in case of
  130063. * context lost for instance.
  130064. */
  130065. rebuild(): void;
  130066. /**
  130067. * Disposes the component and the associated ressources.
  130068. */
  130069. dispose(): void;
  130070. /**
  130071. * Renders the outline in the canvas.
  130072. * @param subMesh Defines the sumesh to render
  130073. * @param batch Defines the batch of meshes in case of instances
  130074. * @param useOverlay Defines if the rendering is for the overlay or the outline
  130075. */
  130076. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  130077. /**
  130078. * Returns whether or not the outline renderer is ready for a given submesh.
  130079. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  130080. * @param subMesh Defines the submesh to check readyness for
  130081. * @param useInstances Defines wheter wee are trying to render instances or not
  130082. * @returns true if ready otherwise false
  130083. */
  130084. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130085. private _beforeRenderingMesh;
  130086. private _afterRenderingMesh;
  130087. }
  130088. }
  130089. declare module BABYLON {
  130090. /**
  130091. * Class used to manage multiple sprites of different sizes on the same spritesheet
  130092. * @see http://doc.babylonjs.com/babylon101/sprites
  130093. */
  130094. export class SpritePackedManager extends SpriteManager {
  130095. /** defines the packed manager's name */
  130096. name: string;
  130097. /**
  130098. * Creates a new sprite manager from a packed sprite sheet
  130099. * @param name defines the manager's name
  130100. * @param imgUrl defines the sprite sheet url
  130101. * @param capacity defines the maximum allowed number of sprites
  130102. * @param scene defines the hosting scene
  130103. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  130104. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  130105. * @param samplingMode defines the smapling mode to use with spritesheet
  130106. * @param fromPacked set to true; do not alter
  130107. */
  130108. constructor(
  130109. /** defines the packed manager's name */
  130110. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  130111. }
  130112. }
  130113. declare module BABYLON {
  130114. /**
  130115. * Defines the list of states available for a task inside a AssetsManager
  130116. */
  130117. export enum AssetTaskState {
  130118. /**
  130119. * Initialization
  130120. */
  130121. INIT = 0,
  130122. /**
  130123. * Running
  130124. */
  130125. RUNNING = 1,
  130126. /**
  130127. * Done
  130128. */
  130129. DONE = 2,
  130130. /**
  130131. * Error
  130132. */
  130133. ERROR = 3
  130134. }
  130135. /**
  130136. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  130137. */
  130138. export abstract class AbstractAssetTask {
  130139. /**
  130140. * Task name
  130141. */ name: string;
  130142. /**
  130143. * Callback called when the task is successful
  130144. */
  130145. onSuccess: (task: any) => void;
  130146. /**
  130147. * Callback called when the task is not successful
  130148. */
  130149. onError: (task: any, message?: string, exception?: any) => void;
  130150. /**
  130151. * Creates a new AssetsManager
  130152. * @param name defines the name of the task
  130153. */
  130154. constructor(
  130155. /**
  130156. * Task name
  130157. */ name: string);
  130158. private _isCompleted;
  130159. private _taskState;
  130160. private _errorObject;
  130161. /**
  130162. * Get if the task is completed
  130163. */
  130164. readonly isCompleted: boolean;
  130165. /**
  130166. * Gets the current state of the task
  130167. */
  130168. readonly taskState: AssetTaskState;
  130169. /**
  130170. * Gets the current error object (if task is in error)
  130171. */
  130172. readonly errorObject: {
  130173. message?: string;
  130174. exception?: any;
  130175. };
  130176. /**
  130177. * Internal only
  130178. * @hidden
  130179. */
  130180. _setErrorObject(message?: string, exception?: any): void;
  130181. /**
  130182. * Execute the current task
  130183. * @param scene defines the scene where you want your assets to be loaded
  130184. * @param onSuccess is a callback called when the task is successfully executed
  130185. * @param onError is a callback called if an error occurs
  130186. */
  130187. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130188. /**
  130189. * Execute the current task
  130190. * @param scene defines the scene where you want your assets to be loaded
  130191. * @param onSuccess is a callback called when the task is successfully executed
  130192. * @param onError is a callback called if an error occurs
  130193. */
  130194. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130195. /**
  130196. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  130197. * This can be used with failed tasks that have the reason for failure fixed.
  130198. */
  130199. reset(): void;
  130200. private onErrorCallback;
  130201. private onDoneCallback;
  130202. }
  130203. /**
  130204. * Define the interface used by progress events raised during assets loading
  130205. */
  130206. export interface IAssetsProgressEvent {
  130207. /**
  130208. * Defines the number of remaining tasks to process
  130209. */
  130210. remainingCount: number;
  130211. /**
  130212. * Defines the total number of tasks
  130213. */
  130214. totalCount: number;
  130215. /**
  130216. * Defines the task that was just processed
  130217. */
  130218. task: AbstractAssetTask;
  130219. }
  130220. /**
  130221. * Class used to share progress information about assets loading
  130222. */
  130223. export class AssetsProgressEvent implements IAssetsProgressEvent {
  130224. /**
  130225. * Defines the number of remaining tasks to process
  130226. */
  130227. remainingCount: number;
  130228. /**
  130229. * Defines the total number of tasks
  130230. */
  130231. totalCount: number;
  130232. /**
  130233. * Defines the task that was just processed
  130234. */
  130235. task: AbstractAssetTask;
  130236. /**
  130237. * Creates a AssetsProgressEvent
  130238. * @param remainingCount defines the number of remaining tasks to process
  130239. * @param totalCount defines the total number of tasks
  130240. * @param task defines the task that was just processed
  130241. */
  130242. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  130243. }
  130244. /**
  130245. * Define a task used by AssetsManager to load meshes
  130246. */
  130247. export class MeshAssetTask extends AbstractAssetTask {
  130248. /**
  130249. * Defines the name of the task
  130250. */
  130251. name: string;
  130252. /**
  130253. * Defines the list of mesh's names you want to load
  130254. */
  130255. meshesNames: any;
  130256. /**
  130257. * Defines the root url to use as a base to load your meshes and associated resources
  130258. */
  130259. rootUrl: string;
  130260. /**
  130261. * Defines the filename of the scene to load from
  130262. */
  130263. sceneFilename: string;
  130264. /**
  130265. * Gets the list of loaded meshes
  130266. */
  130267. loadedMeshes: Array<AbstractMesh>;
  130268. /**
  130269. * Gets the list of loaded particle systems
  130270. */
  130271. loadedParticleSystems: Array<IParticleSystem>;
  130272. /**
  130273. * Gets the list of loaded skeletons
  130274. */
  130275. loadedSkeletons: Array<Skeleton>;
  130276. /**
  130277. * Gets the list of loaded animation groups
  130278. */
  130279. loadedAnimationGroups: Array<AnimationGroup>;
  130280. /**
  130281. * Callback called when the task is successful
  130282. */
  130283. onSuccess: (task: MeshAssetTask) => void;
  130284. /**
  130285. * Callback called when the task is successful
  130286. */
  130287. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  130288. /**
  130289. * Creates a new MeshAssetTask
  130290. * @param name defines the name of the task
  130291. * @param meshesNames defines the list of mesh's names you want to load
  130292. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  130293. * @param sceneFilename defines the filename of the scene to load from
  130294. */
  130295. constructor(
  130296. /**
  130297. * Defines the name of the task
  130298. */
  130299. name: string,
  130300. /**
  130301. * Defines the list of mesh's names you want to load
  130302. */
  130303. meshesNames: any,
  130304. /**
  130305. * Defines the root url to use as a base to load your meshes and associated resources
  130306. */
  130307. rootUrl: string,
  130308. /**
  130309. * Defines the filename of the scene to load from
  130310. */
  130311. sceneFilename: string);
  130312. /**
  130313. * Execute the current task
  130314. * @param scene defines the scene where you want your assets to be loaded
  130315. * @param onSuccess is a callback called when the task is successfully executed
  130316. * @param onError is a callback called if an error occurs
  130317. */
  130318. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130319. }
  130320. /**
  130321. * Define a task used by AssetsManager to load text content
  130322. */
  130323. export class TextFileAssetTask extends AbstractAssetTask {
  130324. /**
  130325. * Defines the name of the task
  130326. */
  130327. name: string;
  130328. /**
  130329. * Defines the location of the file to load
  130330. */
  130331. url: string;
  130332. /**
  130333. * Gets the loaded text string
  130334. */
  130335. text: string;
  130336. /**
  130337. * Callback called when the task is successful
  130338. */
  130339. onSuccess: (task: TextFileAssetTask) => void;
  130340. /**
  130341. * Callback called when the task is successful
  130342. */
  130343. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  130344. /**
  130345. * Creates a new TextFileAssetTask object
  130346. * @param name defines the name of the task
  130347. * @param url defines the location of the file to load
  130348. */
  130349. constructor(
  130350. /**
  130351. * Defines the name of the task
  130352. */
  130353. name: string,
  130354. /**
  130355. * Defines the location of the file to load
  130356. */
  130357. url: string);
  130358. /**
  130359. * Execute the current task
  130360. * @param scene defines the scene where you want your assets to be loaded
  130361. * @param onSuccess is a callback called when the task is successfully executed
  130362. * @param onError is a callback called if an error occurs
  130363. */
  130364. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130365. }
  130366. /**
  130367. * Define a task used by AssetsManager to load binary data
  130368. */
  130369. export class BinaryFileAssetTask extends AbstractAssetTask {
  130370. /**
  130371. * Defines the name of the task
  130372. */
  130373. name: string;
  130374. /**
  130375. * Defines the location of the file to load
  130376. */
  130377. url: string;
  130378. /**
  130379. * Gets the lodaded data (as an array buffer)
  130380. */
  130381. data: ArrayBuffer;
  130382. /**
  130383. * Callback called when the task is successful
  130384. */
  130385. onSuccess: (task: BinaryFileAssetTask) => void;
  130386. /**
  130387. * Callback called when the task is successful
  130388. */
  130389. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  130390. /**
  130391. * Creates a new BinaryFileAssetTask object
  130392. * @param name defines the name of the new task
  130393. * @param url defines the location of the file to load
  130394. */
  130395. constructor(
  130396. /**
  130397. * Defines the name of the task
  130398. */
  130399. name: string,
  130400. /**
  130401. * Defines the location of the file to load
  130402. */
  130403. url: string);
  130404. /**
  130405. * Execute the current task
  130406. * @param scene defines the scene where you want your assets to be loaded
  130407. * @param onSuccess is a callback called when the task is successfully executed
  130408. * @param onError is a callback called if an error occurs
  130409. */
  130410. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130411. }
  130412. /**
  130413. * Define a task used by AssetsManager to load images
  130414. */
  130415. export class ImageAssetTask extends AbstractAssetTask {
  130416. /**
  130417. * Defines the name of the task
  130418. */
  130419. name: string;
  130420. /**
  130421. * Defines the location of the image to load
  130422. */
  130423. url: string;
  130424. /**
  130425. * Gets the loaded images
  130426. */
  130427. image: HTMLImageElement;
  130428. /**
  130429. * Callback called when the task is successful
  130430. */
  130431. onSuccess: (task: ImageAssetTask) => void;
  130432. /**
  130433. * Callback called when the task is successful
  130434. */
  130435. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  130436. /**
  130437. * Creates a new ImageAssetTask
  130438. * @param name defines the name of the task
  130439. * @param url defines the location of the image to load
  130440. */
  130441. constructor(
  130442. /**
  130443. * Defines the name of the task
  130444. */
  130445. name: string,
  130446. /**
  130447. * Defines the location of the image to load
  130448. */
  130449. url: string);
  130450. /**
  130451. * Execute the current task
  130452. * @param scene defines the scene where you want your assets to be loaded
  130453. * @param onSuccess is a callback called when the task is successfully executed
  130454. * @param onError is a callback called if an error occurs
  130455. */
  130456. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130457. }
  130458. /**
  130459. * Defines the interface used by texture loading tasks
  130460. */
  130461. export interface ITextureAssetTask<TEX extends BaseTexture> {
  130462. /**
  130463. * Gets the loaded texture
  130464. */
  130465. texture: TEX;
  130466. }
  130467. /**
  130468. * Define a task used by AssetsManager to load 2D textures
  130469. */
  130470. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  130471. /**
  130472. * Defines the name of the task
  130473. */
  130474. name: string;
  130475. /**
  130476. * Defines the location of the file to load
  130477. */
  130478. url: string;
  130479. /**
  130480. * Defines if mipmap should not be generated (default is false)
  130481. */
  130482. noMipmap?: boolean | undefined;
  130483. /**
  130484. * Defines if texture must be inverted on Y axis (default is false)
  130485. */
  130486. invertY?: boolean | undefined;
  130487. /**
  130488. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130489. */
  130490. samplingMode: number;
  130491. /**
  130492. * Gets the loaded texture
  130493. */
  130494. texture: Texture;
  130495. /**
  130496. * Callback called when the task is successful
  130497. */
  130498. onSuccess: (task: TextureAssetTask) => void;
  130499. /**
  130500. * Callback called when the task is successful
  130501. */
  130502. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  130503. /**
  130504. * Creates a new TextureAssetTask object
  130505. * @param name defines the name of the task
  130506. * @param url defines the location of the file to load
  130507. * @param noMipmap defines if mipmap should not be generated (default is false)
  130508. * @param invertY defines if texture must be inverted on Y axis (default is false)
  130509. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130510. */
  130511. constructor(
  130512. /**
  130513. * Defines the name of the task
  130514. */
  130515. name: string,
  130516. /**
  130517. * Defines the location of the file to load
  130518. */
  130519. url: string,
  130520. /**
  130521. * Defines if mipmap should not be generated (default is false)
  130522. */
  130523. noMipmap?: boolean | undefined,
  130524. /**
  130525. * Defines if texture must be inverted on Y axis (default is false)
  130526. */
  130527. invertY?: boolean | undefined,
  130528. /**
  130529. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130530. */
  130531. samplingMode?: number);
  130532. /**
  130533. * Execute the current task
  130534. * @param scene defines the scene where you want your assets to be loaded
  130535. * @param onSuccess is a callback called when the task is successfully executed
  130536. * @param onError is a callback called if an error occurs
  130537. */
  130538. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130539. }
  130540. /**
  130541. * Define a task used by AssetsManager to load cube textures
  130542. */
  130543. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  130544. /**
  130545. * Defines the name of the task
  130546. */
  130547. name: string;
  130548. /**
  130549. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130550. */
  130551. url: string;
  130552. /**
  130553. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130554. */
  130555. extensions?: string[] | undefined;
  130556. /**
  130557. * Defines if mipmaps should not be generated (default is false)
  130558. */
  130559. noMipmap?: boolean | undefined;
  130560. /**
  130561. * Defines the explicit list of files (undefined by default)
  130562. */
  130563. files?: string[] | undefined;
  130564. /**
  130565. * Gets the loaded texture
  130566. */
  130567. texture: CubeTexture;
  130568. /**
  130569. * Callback called when the task is successful
  130570. */
  130571. onSuccess: (task: CubeTextureAssetTask) => void;
  130572. /**
  130573. * Callback called when the task is successful
  130574. */
  130575. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  130576. /**
  130577. * Creates a new CubeTextureAssetTask
  130578. * @param name defines the name of the task
  130579. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130580. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130581. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130582. * @param files defines the explicit list of files (undefined by default)
  130583. */
  130584. constructor(
  130585. /**
  130586. * Defines the name of the task
  130587. */
  130588. name: string,
  130589. /**
  130590. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130591. */
  130592. url: string,
  130593. /**
  130594. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130595. */
  130596. extensions?: string[] | undefined,
  130597. /**
  130598. * Defines if mipmaps should not be generated (default is false)
  130599. */
  130600. noMipmap?: boolean | undefined,
  130601. /**
  130602. * Defines the explicit list of files (undefined by default)
  130603. */
  130604. files?: string[] | undefined);
  130605. /**
  130606. * Execute the current task
  130607. * @param scene defines the scene where you want your assets to be loaded
  130608. * @param onSuccess is a callback called when the task is successfully executed
  130609. * @param onError is a callback called if an error occurs
  130610. */
  130611. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130612. }
  130613. /**
  130614. * Define a task used by AssetsManager to load HDR cube textures
  130615. */
  130616. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  130617. /**
  130618. * Defines the name of the task
  130619. */
  130620. name: string;
  130621. /**
  130622. * Defines the location of the file to load
  130623. */
  130624. url: string;
  130625. /**
  130626. * Defines the desired size (the more it increases the longer the generation will be)
  130627. */
  130628. size: number;
  130629. /**
  130630. * Defines if mipmaps should not be generated (default is false)
  130631. */
  130632. noMipmap: boolean;
  130633. /**
  130634. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130635. */
  130636. generateHarmonics: boolean;
  130637. /**
  130638. * 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)
  130639. */
  130640. gammaSpace: boolean;
  130641. /**
  130642. * Internal Use Only
  130643. */
  130644. reserved: boolean;
  130645. /**
  130646. * Gets the loaded texture
  130647. */
  130648. texture: HDRCubeTexture;
  130649. /**
  130650. * Callback called when the task is successful
  130651. */
  130652. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  130653. /**
  130654. * Callback called when the task is successful
  130655. */
  130656. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  130657. /**
  130658. * Creates a new HDRCubeTextureAssetTask object
  130659. * @param name defines the name of the task
  130660. * @param url defines the location of the file to load
  130661. * @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.
  130662. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130663. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130664. * @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)
  130665. * @param reserved Internal use only
  130666. */
  130667. constructor(
  130668. /**
  130669. * Defines the name of the task
  130670. */
  130671. name: string,
  130672. /**
  130673. * Defines the location of the file to load
  130674. */
  130675. url: string,
  130676. /**
  130677. * Defines the desired size (the more it increases the longer the generation will be)
  130678. */
  130679. size: number,
  130680. /**
  130681. * Defines if mipmaps should not be generated (default is false)
  130682. */
  130683. noMipmap?: boolean,
  130684. /**
  130685. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130686. */
  130687. generateHarmonics?: boolean,
  130688. /**
  130689. * 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)
  130690. */
  130691. gammaSpace?: boolean,
  130692. /**
  130693. * Internal Use Only
  130694. */
  130695. reserved?: boolean);
  130696. /**
  130697. * Execute the current task
  130698. * @param scene defines the scene where you want your assets to be loaded
  130699. * @param onSuccess is a callback called when the task is successfully executed
  130700. * @param onError is a callback called if an error occurs
  130701. */
  130702. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130703. }
  130704. /**
  130705. * Define a task used by AssetsManager to load Equirectangular cube textures
  130706. */
  130707. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  130708. /**
  130709. * Defines the name of the task
  130710. */
  130711. name: string;
  130712. /**
  130713. * Defines the location of the file to load
  130714. */
  130715. url: string;
  130716. /**
  130717. * Defines the desired size (the more it increases the longer the generation will be)
  130718. */
  130719. size: number;
  130720. /**
  130721. * Defines if mipmaps should not be generated (default is false)
  130722. */
  130723. noMipmap: boolean;
  130724. /**
  130725. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130726. * but the standard material would require them in Gamma space) (default is true)
  130727. */
  130728. gammaSpace: boolean;
  130729. /**
  130730. * Gets the loaded texture
  130731. */
  130732. texture: EquiRectangularCubeTexture;
  130733. /**
  130734. * Callback called when the task is successful
  130735. */
  130736. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  130737. /**
  130738. * Callback called when the task is successful
  130739. */
  130740. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  130741. /**
  130742. * Creates a new EquiRectangularCubeTextureAssetTask object
  130743. * @param name defines the name of the task
  130744. * @param url defines the location of the file to load
  130745. * @param size defines the desired size (the more it increases the longer the generation will be)
  130746. * If the size is omitted this implies you are using a preprocessed cubemap.
  130747. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130748. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  130749. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  130750. * (default is true)
  130751. */
  130752. constructor(
  130753. /**
  130754. * Defines the name of the task
  130755. */
  130756. name: string,
  130757. /**
  130758. * Defines the location of the file to load
  130759. */
  130760. url: string,
  130761. /**
  130762. * Defines the desired size (the more it increases the longer the generation will be)
  130763. */
  130764. size: number,
  130765. /**
  130766. * Defines if mipmaps should not be generated (default is false)
  130767. */
  130768. noMipmap?: boolean,
  130769. /**
  130770. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130771. * but the standard material would require them in Gamma space) (default is true)
  130772. */
  130773. gammaSpace?: boolean);
  130774. /**
  130775. * Execute the current task
  130776. * @param scene defines the scene where you want your assets to be loaded
  130777. * @param onSuccess is a callback called when the task is successfully executed
  130778. * @param onError is a callback called if an error occurs
  130779. */
  130780. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130781. }
  130782. /**
  130783. * This class can be used to easily import assets into a scene
  130784. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  130785. */
  130786. export class AssetsManager {
  130787. private _scene;
  130788. private _isLoading;
  130789. protected _tasks: AbstractAssetTask[];
  130790. protected _waitingTasksCount: number;
  130791. protected _totalTasksCount: number;
  130792. /**
  130793. * Callback called when all tasks are processed
  130794. */
  130795. onFinish: (tasks: AbstractAssetTask[]) => void;
  130796. /**
  130797. * Callback called when a task is successful
  130798. */
  130799. onTaskSuccess: (task: AbstractAssetTask) => void;
  130800. /**
  130801. * Callback called when a task had an error
  130802. */
  130803. onTaskError: (task: AbstractAssetTask) => void;
  130804. /**
  130805. * Callback called when a task is done (whatever the result is)
  130806. */
  130807. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  130808. /**
  130809. * Observable called when all tasks are processed
  130810. */
  130811. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  130812. /**
  130813. * Observable called when a task had an error
  130814. */
  130815. onTaskErrorObservable: Observable<AbstractAssetTask>;
  130816. /**
  130817. * Observable called when all tasks were executed
  130818. */
  130819. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  130820. /**
  130821. * Observable called when a task is done (whatever the result is)
  130822. */
  130823. onProgressObservable: Observable<IAssetsProgressEvent>;
  130824. /**
  130825. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  130826. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  130827. */
  130828. useDefaultLoadingScreen: boolean;
  130829. /**
  130830. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  130831. * when all assets have been downloaded.
  130832. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  130833. */
  130834. autoHideLoadingUI: boolean;
  130835. /**
  130836. * Creates a new AssetsManager
  130837. * @param scene defines the scene to work on
  130838. */
  130839. constructor(scene: Scene);
  130840. /**
  130841. * Add a MeshAssetTask to the list of active tasks
  130842. * @param taskName defines the name of the new task
  130843. * @param meshesNames defines the name of meshes to load
  130844. * @param rootUrl defines the root url to use to locate files
  130845. * @param sceneFilename defines the filename of the scene file
  130846. * @returns a new MeshAssetTask object
  130847. */
  130848. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  130849. /**
  130850. * Add a TextFileAssetTask to the list of active tasks
  130851. * @param taskName defines the name of the new task
  130852. * @param url defines the url of the file to load
  130853. * @returns a new TextFileAssetTask object
  130854. */
  130855. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  130856. /**
  130857. * Add a BinaryFileAssetTask to the list of active tasks
  130858. * @param taskName defines the name of the new task
  130859. * @param url defines the url of the file to load
  130860. * @returns a new BinaryFileAssetTask object
  130861. */
  130862. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  130863. /**
  130864. * Add a ImageAssetTask to the list of active tasks
  130865. * @param taskName defines the name of the new task
  130866. * @param url defines the url of the file to load
  130867. * @returns a new ImageAssetTask object
  130868. */
  130869. addImageTask(taskName: string, url: string): ImageAssetTask;
  130870. /**
  130871. * Add a TextureAssetTask to the list of active tasks
  130872. * @param taskName defines the name of the new task
  130873. * @param url defines the url of the file to load
  130874. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130875. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  130876. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  130877. * @returns a new TextureAssetTask object
  130878. */
  130879. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  130880. /**
  130881. * Add a CubeTextureAssetTask to the list of active tasks
  130882. * @param taskName defines the name of the new task
  130883. * @param url defines the url of the file to load
  130884. * @param extensions defines the extension to use to load the cube map (can be null)
  130885. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130886. * @param files defines the list of files to load (can be null)
  130887. * @returns a new CubeTextureAssetTask object
  130888. */
  130889. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  130890. /**
  130891. *
  130892. * Add a HDRCubeTextureAssetTask to the list of active tasks
  130893. * @param taskName defines the name of the new task
  130894. * @param url defines the url of the file to load
  130895. * @param size defines the size you want for the cubemap (can be null)
  130896. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130897. * @param generateHarmonics defines if you want to automatically generate (true by default)
  130898. * @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)
  130899. * @param reserved Internal use only
  130900. * @returns a new HDRCubeTextureAssetTask object
  130901. */
  130902. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  130903. /**
  130904. *
  130905. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  130906. * @param taskName defines the name of the new task
  130907. * @param url defines the url of the file to load
  130908. * @param size defines the size you want for the cubemap (can be null)
  130909. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130910. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  130911. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  130912. * @returns a new EquiRectangularCubeTextureAssetTask object
  130913. */
  130914. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  130915. /**
  130916. * Remove a task from the assets manager.
  130917. * @param task the task to remove
  130918. */
  130919. removeTask(task: AbstractAssetTask): void;
  130920. private _decreaseWaitingTasksCount;
  130921. private _runTask;
  130922. /**
  130923. * Reset the AssetsManager and remove all tasks
  130924. * @return the current instance of the AssetsManager
  130925. */
  130926. reset(): AssetsManager;
  130927. /**
  130928. * Start the loading process
  130929. * @return the current instance of the AssetsManager
  130930. */
  130931. load(): AssetsManager;
  130932. /**
  130933. * Start the loading process as an async operation
  130934. * @return a promise returning the list of failed tasks
  130935. */
  130936. loadAsync(): Promise<void>;
  130937. }
  130938. }
  130939. declare module BABYLON {
  130940. /**
  130941. * Wrapper class for promise with external resolve and reject.
  130942. */
  130943. export class Deferred<T> {
  130944. /**
  130945. * The promise associated with this deferred object.
  130946. */
  130947. readonly promise: Promise<T>;
  130948. private _resolve;
  130949. private _reject;
  130950. /**
  130951. * The resolve method of the promise associated with this deferred object.
  130952. */
  130953. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  130954. /**
  130955. * The reject method of the promise associated with this deferred object.
  130956. */
  130957. readonly reject: (reason?: any) => void;
  130958. /**
  130959. * Constructor for this deferred object.
  130960. */
  130961. constructor();
  130962. }
  130963. }
  130964. declare module BABYLON {
  130965. /**
  130966. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  130967. */
  130968. export class MeshExploder {
  130969. private _centerMesh;
  130970. private _meshes;
  130971. private _meshesOrigins;
  130972. private _toCenterVectors;
  130973. private _scaledDirection;
  130974. private _newPosition;
  130975. private _centerPosition;
  130976. /**
  130977. * Explodes meshes from a center mesh.
  130978. * @param meshes The meshes to explode.
  130979. * @param centerMesh The mesh to be center of explosion.
  130980. */
  130981. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  130982. private _setCenterMesh;
  130983. /**
  130984. * Get class name
  130985. * @returns "MeshExploder"
  130986. */
  130987. getClassName(): string;
  130988. /**
  130989. * "Exploded meshes"
  130990. * @returns Array of meshes with the centerMesh at index 0.
  130991. */
  130992. getMeshes(): Array<Mesh>;
  130993. /**
  130994. * Explodes meshes giving a specific direction
  130995. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  130996. */
  130997. explode(direction?: number): void;
  130998. }
  130999. }
  131000. declare module BABYLON {
  131001. /**
  131002. * Class used to help managing file picking and drag'n'drop
  131003. */
  131004. export class FilesInput {
  131005. /**
  131006. * List of files ready to be loaded
  131007. */
  131008. static readonly FilesToLoad: {
  131009. [key: string]: File;
  131010. };
  131011. /**
  131012. * Callback called when a file is processed
  131013. */
  131014. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  131015. private _engine;
  131016. private _currentScene;
  131017. private _sceneLoadedCallback;
  131018. private _progressCallback;
  131019. private _additionalRenderLoopLogicCallback;
  131020. private _textureLoadingCallback;
  131021. private _startingProcessingFilesCallback;
  131022. private _onReloadCallback;
  131023. private _errorCallback;
  131024. private _elementToMonitor;
  131025. private _sceneFileToLoad;
  131026. private _filesToLoad;
  131027. /**
  131028. * Creates a new FilesInput
  131029. * @param engine defines the rendering engine
  131030. * @param scene defines the hosting scene
  131031. * @param sceneLoadedCallback callback called when scene is loaded
  131032. * @param progressCallback callback called to track progress
  131033. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  131034. * @param textureLoadingCallback callback called when a texture is loading
  131035. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  131036. * @param onReloadCallback callback called when a reload is requested
  131037. * @param errorCallback callback call if an error occurs
  131038. */
  131039. 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);
  131040. private _dragEnterHandler;
  131041. private _dragOverHandler;
  131042. private _dropHandler;
  131043. /**
  131044. * Calls this function to listen to drag'n'drop events on a specific DOM element
  131045. * @param elementToMonitor defines the DOM element to track
  131046. */
  131047. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  131048. /**
  131049. * Release all associated resources
  131050. */
  131051. dispose(): void;
  131052. private renderFunction;
  131053. private drag;
  131054. private drop;
  131055. private _traverseFolder;
  131056. private _processFiles;
  131057. /**
  131058. * Load files from a drop event
  131059. * @param event defines the drop event to use as source
  131060. */
  131061. loadFiles(event: any): void;
  131062. private _processReload;
  131063. /**
  131064. * Reload the current scene from the loaded files
  131065. */
  131066. reload(): void;
  131067. }
  131068. }
  131069. declare module BABYLON {
  131070. /**
  131071. * Defines the root class used to create scene optimization to use with SceneOptimizer
  131072. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131073. */
  131074. export class SceneOptimization {
  131075. /**
  131076. * Defines the priority of this optimization (0 by default which means first in the list)
  131077. */
  131078. priority: number;
  131079. /**
  131080. * Gets a string describing the action executed by the current optimization
  131081. * @returns description string
  131082. */
  131083. getDescription(): string;
  131084. /**
  131085. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131086. * @param scene defines the current scene where to apply this optimization
  131087. * @param optimizer defines the current optimizer
  131088. * @returns true if everything that can be done was applied
  131089. */
  131090. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131091. /**
  131092. * Creates the SceneOptimization object
  131093. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131094. * @param desc defines the description associated with the optimization
  131095. */
  131096. constructor(
  131097. /**
  131098. * Defines the priority of this optimization (0 by default which means first in the list)
  131099. */
  131100. priority?: number);
  131101. }
  131102. /**
  131103. * Defines an optimization used to reduce the size of render target textures
  131104. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131105. */
  131106. export class TextureOptimization extends SceneOptimization {
  131107. /**
  131108. * Defines the priority of this optimization (0 by default which means first in the list)
  131109. */
  131110. priority: number;
  131111. /**
  131112. * 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
  131113. */
  131114. maximumSize: number;
  131115. /**
  131116. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131117. */
  131118. step: number;
  131119. /**
  131120. * Gets a string describing the action executed by the current optimization
  131121. * @returns description string
  131122. */
  131123. getDescription(): string;
  131124. /**
  131125. * Creates the TextureOptimization object
  131126. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131127. * @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
  131128. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131129. */
  131130. constructor(
  131131. /**
  131132. * Defines the priority of this optimization (0 by default which means first in the list)
  131133. */
  131134. priority?: number,
  131135. /**
  131136. * 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
  131137. */
  131138. maximumSize?: number,
  131139. /**
  131140. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131141. */
  131142. step?: number);
  131143. /**
  131144. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131145. * @param scene defines the current scene where to apply this optimization
  131146. * @param optimizer defines the current optimizer
  131147. * @returns true if everything that can be done was applied
  131148. */
  131149. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131150. }
  131151. /**
  131152. * Defines an optimization used to increase or decrease the rendering resolution
  131153. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131154. */
  131155. export class HardwareScalingOptimization extends SceneOptimization {
  131156. /**
  131157. * Defines the priority of this optimization (0 by default which means first in the list)
  131158. */
  131159. priority: number;
  131160. /**
  131161. * Defines the maximum scale to use (2 by default)
  131162. */
  131163. maximumScale: number;
  131164. /**
  131165. * Defines the step to use between two passes (0.5 by default)
  131166. */
  131167. step: number;
  131168. private _currentScale;
  131169. private _directionOffset;
  131170. /**
  131171. * Gets a string describing the action executed by the current optimization
  131172. * @return description string
  131173. */
  131174. getDescription(): string;
  131175. /**
  131176. * Creates the HardwareScalingOptimization object
  131177. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131178. * @param maximumScale defines the maximum scale to use (2 by default)
  131179. * @param step defines the step to use between two passes (0.5 by default)
  131180. */
  131181. constructor(
  131182. /**
  131183. * Defines the priority of this optimization (0 by default which means first in the list)
  131184. */
  131185. priority?: number,
  131186. /**
  131187. * Defines the maximum scale to use (2 by default)
  131188. */
  131189. maximumScale?: number,
  131190. /**
  131191. * Defines the step to use between two passes (0.5 by default)
  131192. */
  131193. step?: number);
  131194. /**
  131195. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131196. * @param scene defines the current scene where to apply this optimization
  131197. * @param optimizer defines the current optimizer
  131198. * @returns true if everything that can be done was applied
  131199. */
  131200. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131201. }
  131202. /**
  131203. * Defines an optimization used to remove shadows
  131204. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131205. */
  131206. export class ShadowsOptimization extends SceneOptimization {
  131207. /**
  131208. * Gets a string describing the action executed by the current optimization
  131209. * @return description string
  131210. */
  131211. getDescription(): string;
  131212. /**
  131213. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131214. * @param scene defines the current scene where to apply this optimization
  131215. * @param optimizer defines the current optimizer
  131216. * @returns true if everything that can be done was applied
  131217. */
  131218. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131219. }
  131220. /**
  131221. * Defines an optimization used to turn post-processes off
  131222. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131223. */
  131224. export class PostProcessesOptimization extends SceneOptimization {
  131225. /**
  131226. * Gets a string describing the action executed by the current optimization
  131227. * @return description string
  131228. */
  131229. getDescription(): string;
  131230. /**
  131231. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131232. * @param scene defines the current scene where to apply this optimization
  131233. * @param optimizer defines the current optimizer
  131234. * @returns true if everything that can be done was applied
  131235. */
  131236. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131237. }
  131238. /**
  131239. * Defines an optimization used to turn lens flares off
  131240. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131241. */
  131242. export class LensFlaresOptimization extends SceneOptimization {
  131243. /**
  131244. * Gets a string describing the action executed by the current optimization
  131245. * @return description string
  131246. */
  131247. getDescription(): string;
  131248. /**
  131249. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131250. * @param scene defines the current scene where to apply this optimization
  131251. * @param optimizer defines the current optimizer
  131252. * @returns true if everything that can be done was applied
  131253. */
  131254. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131255. }
  131256. /**
  131257. * Defines an optimization based on user defined callback.
  131258. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131259. */
  131260. export class CustomOptimization extends SceneOptimization {
  131261. /**
  131262. * Callback called to apply the custom optimization.
  131263. */
  131264. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  131265. /**
  131266. * Callback called to get custom description
  131267. */
  131268. onGetDescription: () => string;
  131269. /**
  131270. * Gets a string describing the action executed by the current optimization
  131271. * @returns description string
  131272. */
  131273. getDescription(): string;
  131274. /**
  131275. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131276. * @param scene defines the current scene where to apply this optimization
  131277. * @param optimizer defines the current optimizer
  131278. * @returns true if everything that can be done was applied
  131279. */
  131280. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131281. }
  131282. /**
  131283. * Defines an optimization used to turn particles off
  131284. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131285. */
  131286. export class ParticlesOptimization extends SceneOptimization {
  131287. /**
  131288. * Gets a string describing the action executed by the current optimization
  131289. * @return description string
  131290. */
  131291. getDescription(): string;
  131292. /**
  131293. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131294. * @param scene defines the current scene where to apply this optimization
  131295. * @param optimizer defines the current optimizer
  131296. * @returns true if everything that can be done was applied
  131297. */
  131298. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131299. }
  131300. /**
  131301. * Defines an optimization used to turn render targets off
  131302. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131303. */
  131304. export class RenderTargetsOptimization extends SceneOptimization {
  131305. /**
  131306. * Gets a string describing the action executed by the current optimization
  131307. * @return description string
  131308. */
  131309. getDescription(): string;
  131310. /**
  131311. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131312. * @param scene defines the current scene where to apply this optimization
  131313. * @param optimizer defines the current optimizer
  131314. * @returns true if everything that can be done was applied
  131315. */
  131316. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131317. }
  131318. /**
  131319. * Defines an optimization used to merge meshes with compatible materials
  131320. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131321. */
  131322. export class MergeMeshesOptimization extends SceneOptimization {
  131323. private static _UpdateSelectionTree;
  131324. /**
  131325. * Gets or sets a boolean which defines if optimization octree has to be updated
  131326. */
  131327. /**
  131328. * Gets or sets a boolean which defines if optimization octree has to be updated
  131329. */
  131330. static UpdateSelectionTree: boolean;
  131331. /**
  131332. * Gets a string describing the action executed by the current optimization
  131333. * @return description string
  131334. */
  131335. getDescription(): string;
  131336. private _canBeMerged;
  131337. /**
  131338. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131339. * @param scene defines the current scene where to apply this optimization
  131340. * @param optimizer defines the current optimizer
  131341. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  131342. * @returns true if everything that can be done was applied
  131343. */
  131344. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  131345. }
  131346. /**
  131347. * Defines a list of options used by SceneOptimizer
  131348. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131349. */
  131350. export class SceneOptimizerOptions {
  131351. /**
  131352. * Defines the target frame rate to reach (60 by default)
  131353. */
  131354. targetFrameRate: number;
  131355. /**
  131356. * Defines the interval between two checkes (2000ms by default)
  131357. */
  131358. trackerDuration: number;
  131359. /**
  131360. * Gets the list of optimizations to apply
  131361. */
  131362. optimizations: SceneOptimization[];
  131363. /**
  131364. * Creates a new list of options used by SceneOptimizer
  131365. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  131366. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  131367. */
  131368. constructor(
  131369. /**
  131370. * Defines the target frame rate to reach (60 by default)
  131371. */
  131372. targetFrameRate?: number,
  131373. /**
  131374. * Defines the interval between two checkes (2000ms by default)
  131375. */
  131376. trackerDuration?: number);
  131377. /**
  131378. * Add a new optimization
  131379. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  131380. * @returns the current SceneOptimizerOptions
  131381. */
  131382. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  131383. /**
  131384. * Add a new custom optimization
  131385. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  131386. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  131387. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131388. * @returns the current SceneOptimizerOptions
  131389. */
  131390. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  131391. /**
  131392. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  131393. * @param targetFrameRate defines the target frame rate (60 by default)
  131394. * @returns a SceneOptimizerOptions object
  131395. */
  131396. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131397. /**
  131398. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  131399. * @param targetFrameRate defines the target frame rate (60 by default)
  131400. * @returns a SceneOptimizerOptions object
  131401. */
  131402. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131403. /**
  131404. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  131405. * @param targetFrameRate defines the target frame rate (60 by default)
  131406. * @returns a SceneOptimizerOptions object
  131407. */
  131408. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131409. }
  131410. /**
  131411. * Class used to run optimizations in order to reach a target frame rate
  131412. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131413. */
  131414. export class SceneOptimizer implements IDisposable {
  131415. private _isRunning;
  131416. private _options;
  131417. private _scene;
  131418. private _currentPriorityLevel;
  131419. private _targetFrameRate;
  131420. private _trackerDuration;
  131421. private _currentFrameRate;
  131422. private _sceneDisposeObserver;
  131423. private _improvementMode;
  131424. /**
  131425. * Defines an observable called when the optimizer reaches the target frame rate
  131426. */
  131427. onSuccessObservable: Observable<SceneOptimizer>;
  131428. /**
  131429. * Defines an observable called when the optimizer enables an optimization
  131430. */
  131431. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  131432. /**
  131433. * Defines an observable called when the optimizer is not able to reach the target frame rate
  131434. */
  131435. onFailureObservable: Observable<SceneOptimizer>;
  131436. /**
  131437. * Gets a boolean indicating if the optimizer is in improvement mode
  131438. */
  131439. readonly isInImprovementMode: boolean;
  131440. /**
  131441. * Gets the current priority level (0 at start)
  131442. */
  131443. readonly currentPriorityLevel: number;
  131444. /**
  131445. * Gets the current frame rate checked by the SceneOptimizer
  131446. */
  131447. readonly currentFrameRate: number;
  131448. /**
  131449. * Gets or sets the current target frame rate (60 by default)
  131450. */
  131451. /**
  131452. * Gets or sets the current target frame rate (60 by default)
  131453. */
  131454. targetFrameRate: number;
  131455. /**
  131456. * Gets or sets the current interval between two checks (every 2000ms by default)
  131457. */
  131458. /**
  131459. * Gets or sets the current interval between two checks (every 2000ms by default)
  131460. */
  131461. trackerDuration: number;
  131462. /**
  131463. * Gets the list of active optimizations
  131464. */
  131465. readonly optimizations: SceneOptimization[];
  131466. /**
  131467. * Creates a new SceneOptimizer
  131468. * @param scene defines the scene to work on
  131469. * @param options defines the options to use with the SceneOptimizer
  131470. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  131471. * @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)
  131472. */
  131473. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  131474. /**
  131475. * Stops the current optimizer
  131476. */
  131477. stop(): void;
  131478. /**
  131479. * Reset the optimizer to initial step (current priority level = 0)
  131480. */
  131481. reset(): void;
  131482. /**
  131483. * Start the optimizer. By default it will try to reach a specific framerate
  131484. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  131485. */
  131486. start(): void;
  131487. private _checkCurrentState;
  131488. /**
  131489. * Release all resources
  131490. */
  131491. dispose(): void;
  131492. /**
  131493. * Helper function to create a SceneOptimizer with one single line of code
  131494. * @param scene defines the scene to work on
  131495. * @param options defines the options to use with the SceneOptimizer
  131496. * @param onSuccess defines a callback to call on success
  131497. * @param onFailure defines a callback to call on failure
  131498. * @returns the new SceneOptimizer object
  131499. */
  131500. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  131501. }
  131502. }
  131503. declare module BABYLON {
  131504. /**
  131505. * Class used to serialize a scene into a string
  131506. */
  131507. export class SceneSerializer {
  131508. /**
  131509. * Clear cache used by a previous serialization
  131510. */
  131511. static ClearCache(): void;
  131512. /**
  131513. * Serialize a scene into a JSON compatible object
  131514. * @param scene defines the scene to serialize
  131515. * @returns a JSON compatible object
  131516. */
  131517. static Serialize(scene: Scene): any;
  131518. /**
  131519. * Serialize a mesh into a JSON compatible object
  131520. * @param toSerialize defines the mesh to serialize
  131521. * @param withParents defines if parents must be serialized as well
  131522. * @param withChildren defines if children must be serialized as well
  131523. * @returns a JSON compatible object
  131524. */
  131525. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  131526. }
  131527. }
  131528. declare module BABYLON {
  131529. /**
  131530. * Class used to host texture specific utilities
  131531. */
  131532. export class TextureTools {
  131533. /**
  131534. * Uses the GPU to create a copy texture rescaled at a given size
  131535. * @param texture Texture to copy from
  131536. * @param width defines the desired width
  131537. * @param height defines the desired height
  131538. * @param useBilinearMode defines if bilinear mode has to be used
  131539. * @return the generated texture
  131540. */
  131541. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  131542. }
  131543. }
  131544. declare module BABYLON {
  131545. /**
  131546. * This represents the different options available for the video capture.
  131547. */
  131548. export interface VideoRecorderOptions {
  131549. /** Defines the mime type of the video. */
  131550. mimeType: string;
  131551. /** Defines the FPS the video should be recorded at. */
  131552. fps: number;
  131553. /** Defines the chunk size for the recording data. */
  131554. recordChunckSize: number;
  131555. /** The audio tracks to attach to the recording. */
  131556. audioTracks?: MediaStreamTrack[];
  131557. }
  131558. /**
  131559. * This can help with recording videos from BabylonJS.
  131560. * This is based on the available WebRTC functionalities of the browser.
  131561. *
  131562. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  131563. */
  131564. export class VideoRecorder {
  131565. private static readonly _defaultOptions;
  131566. /**
  131567. * Returns whether or not the VideoRecorder is available in your browser.
  131568. * @param engine Defines the Babylon Engine.
  131569. * @returns true if supported otherwise false.
  131570. */
  131571. static IsSupported(engine: Engine): boolean;
  131572. private readonly _options;
  131573. private _canvas;
  131574. private _mediaRecorder;
  131575. private _recordedChunks;
  131576. private _fileName;
  131577. private _resolve;
  131578. private _reject;
  131579. /**
  131580. * True when a recording is already in progress.
  131581. */
  131582. readonly isRecording: boolean;
  131583. /**
  131584. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  131585. * @param engine Defines the BabylonJS Engine you wish to record.
  131586. * @param options Defines options that can be used to customize the capture.
  131587. */
  131588. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  131589. /**
  131590. * Stops the current recording before the default capture timeout passed in the startRecording function.
  131591. */
  131592. stopRecording(): void;
  131593. /**
  131594. * Starts recording the canvas for a max duration specified in parameters.
  131595. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  131596. * If null no automatic download will start and you can rely on the promise to get the data back.
  131597. * @param maxDuration Defines the maximum recording time in seconds.
  131598. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  131599. * @return A promise callback at the end of the recording with the video data in Blob.
  131600. */
  131601. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  131602. /**
  131603. * Releases internal resources used during the recording.
  131604. */
  131605. dispose(): void;
  131606. private _handleDataAvailable;
  131607. private _handleError;
  131608. private _handleStop;
  131609. }
  131610. }
  131611. declare module BABYLON {
  131612. /**
  131613. * Class containing a set of static utilities functions for screenshots
  131614. */
  131615. export class ScreenshotTools {
  131616. /**
  131617. * Captures a screenshot of the current rendering
  131618. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131619. * @param engine defines the rendering engine
  131620. * @param camera defines the source camera
  131621. * @param size This parameter can be set to a single number or to an object with the
  131622. * following (optional) properties: precision, width, height. If a single number is passed,
  131623. * it will be used for both width and height. If an object is passed, the screenshot size
  131624. * will be derived from the parameters. The precision property is a multiplier allowing
  131625. * rendering at a higher or lower resolution
  131626. * @param successCallback defines the callback receives a single parameter which contains the
  131627. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131628. * src parameter of an <img> to display it
  131629. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131630. * Check your browser for supported MIME types
  131631. */
  131632. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  131633. /**
  131634. * Captures a screenshot of the current rendering
  131635. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131636. * @param engine defines the rendering engine
  131637. * @param camera defines the source camera
  131638. * @param size This parameter can be set to a single number or to an object with the
  131639. * following (optional) properties: precision, width, height. If a single number is passed,
  131640. * it will be used for both width and height. If an object is passed, the screenshot size
  131641. * will be derived from the parameters. The precision property is a multiplier allowing
  131642. * rendering at a higher or lower resolution
  131643. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131644. * Check your browser for supported MIME types
  131645. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131646. * to the src parameter of an <img> to display it
  131647. */
  131648. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  131649. /**
  131650. * Generates an image screenshot from the specified camera.
  131651. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131652. * @param engine The engine to use for rendering
  131653. * @param camera The camera to use for rendering
  131654. * @param size This parameter can be set to a single number or to an object with the
  131655. * following (optional) properties: precision, width, height. If a single number is passed,
  131656. * it will be used for both width and height. If an object is passed, the screenshot size
  131657. * will be derived from the parameters. The precision property is a multiplier allowing
  131658. * rendering at a higher or lower resolution
  131659. * @param successCallback The callback receives a single parameter which contains the
  131660. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131661. * src parameter of an <img> to display it
  131662. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131663. * Check your browser for supported MIME types
  131664. * @param samples Texture samples (default: 1)
  131665. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131666. * @param fileName A name for for the downloaded file.
  131667. */
  131668. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  131669. /**
  131670. * Generates an image screenshot from the specified camera.
  131671. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131672. * @param engine The engine to use for rendering
  131673. * @param camera The camera to use for rendering
  131674. * @param size This parameter can be set to a single number or to an object with the
  131675. * following (optional) properties: precision, width, height. If a single number is passed,
  131676. * it will be used for both width and height. If an object is passed, the screenshot size
  131677. * will be derived from the parameters. The precision property is a multiplier allowing
  131678. * rendering at a higher or lower resolution
  131679. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131680. * Check your browser for supported MIME types
  131681. * @param samples Texture samples (default: 1)
  131682. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131683. * @param fileName A name for for the downloaded file.
  131684. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131685. * to the src parameter of an <img> to display it
  131686. */
  131687. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  131688. /**
  131689. * Gets height and width for screenshot size
  131690. * @private
  131691. */
  131692. private static _getScreenshotSize;
  131693. }
  131694. }
  131695. declare module BABYLON {
  131696. /**
  131697. * Interface for a data buffer
  131698. */
  131699. export interface IDataBuffer {
  131700. /**
  131701. * Reads bytes from the data buffer.
  131702. * @param byteOffset The byte offset to read
  131703. * @param byteLength The byte length to read
  131704. * @returns A promise that resolves when the bytes are read
  131705. */
  131706. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  131707. /**
  131708. * The byte length of the buffer.
  131709. */
  131710. readonly byteLength: number;
  131711. }
  131712. /**
  131713. * Utility class for reading from a data buffer
  131714. */
  131715. export class DataReader {
  131716. /**
  131717. * The data buffer associated with this data reader.
  131718. */
  131719. readonly buffer: IDataBuffer;
  131720. /**
  131721. * The current byte offset from the beginning of the data buffer.
  131722. */
  131723. byteOffset: number;
  131724. private _dataView;
  131725. private _dataByteOffset;
  131726. /**
  131727. * Constructor
  131728. * @param buffer The buffer to read
  131729. */
  131730. constructor(buffer: IDataBuffer);
  131731. /**
  131732. * Loads the given byte length.
  131733. * @param byteLength The byte length to load
  131734. * @returns A promise that resolves when the load is complete
  131735. */
  131736. loadAsync(byteLength: number): Promise<void>;
  131737. /**
  131738. * Read a unsigned 32-bit integer from the currently loaded data range.
  131739. * @returns The 32-bit integer read
  131740. */
  131741. readUint32(): number;
  131742. /**
  131743. * Read a byte array from the currently loaded data range.
  131744. * @param byteLength The byte length to read
  131745. * @returns The byte array read
  131746. */
  131747. readUint8Array(byteLength: number): Uint8Array;
  131748. /**
  131749. * Read a string from the currently loaded data range.
  131750. * @param byteLength The byte length to read
  131751. * @returns The string read
  131752. */
  131753. readString(byteLength: number): string;
  131754. /**
  131755. * Skips the given byte length the currently loaded data range.
  131756. * @param byteLength The byte length to skip
  131757. */
  131758. skipBytes(byteLength: number): void;
  131759. }
  131760. }
  131761. declare module BABYLON {
  131762. /**
  131763. * A cursor which tracks a point on a path
  131764. */
  131765. export class PathCursor {
  131766. private path;
  131767. /**
  131768. * Stores path cursor callbacks for when an onchange event is triggered
  131769. */
  131770. private _onchange;
  131771. /**
  131772. * The value of the path cursor
  131773. */
  131774. value: number;
  131775. /**
  131776. * The animation array of the path cursor
  131777. */
  131778. animations: Animation[];
  131779. /**
  131780. * Initializes the path cursor
  131781. * @param path The path to track
  131782. */
  131783. constructor(path: Path2);
  131784. /**
  131785. * Gets the cursor point on the path
  131786. * @returns A point on the path cursor at the cursor location
  131787. */
  131788. getPoint(): Vector3;
  131789. /**
  131790. * Moves the cursor ahead by the step amount
  131791. * @param step The amount to move the cursor forward
  131792. * @returns This path cursor
  131793. */
  131794. moveAhead(step?: number): PathCursor;
  131795. /**
  131796. * Moves the cursor behind by the step amount
  131797. * @param step The amount to move the cursor back
  131798. * @returns This path cursor
  131799. */
  131800. moveBack(step?: number): PathCursor;
  131801. /**
  131802. * Moves the cursor by the step amount
  131803. * If the step amount is greater than one, an exception is thrown
  131804. * @param step The amount to move the cursor
  131805. * @returns This path cursor
  131806. */
  131807. move(step: number): PathCursor;
  131808. /**
  131809. * Ensures that the value is limited between zero and one
  131810. * @returns This path cursor
  131811. */
  131812. private ensureLimits;
  131813. /**
  131814. * Runs onchange callbacks on change (used by the animation engine)
  131815. * @returns This path cursor
  131816. */
  131817. private raiseOnChange;
  131818. /**
  131819. * Executes a function on change
  131820. * @param f A path cursor onchange callback
  131821. * @returns This path cursor
  131822. */
  131823. onchange(f: (cursor: PathCursor) => void): PathCursor;
  131824. }
  131825. }
  131826. declare module BABYLON {
  131827. /** @hidden */
  131828. export var blurPixelShader: {
  131829. name: string;
  131830. shader: string;
  131831. };
  131832. }
  131833. declare module BABYLON {
  131834. /** @hidden */
  131835. export var pointCloudVertexDeclaration: {
  131836. name: string;
  131837. shader: string;
  131838. };
  131839. }
  131840. // Mixins
  131841. interface Window {
  131842. mozIndexedDB: IDBFactory;
  131843. webkitIndexedDB: IDBFactory;
  131844. msIndexedDB: IDBFactory;
  131845. webkitURL: typeof URL;
  131846. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  131847. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  131848. WebGLRenderingContext: WebGLRenderingContext;
  131849. MSGesture: MSGesture;
  131850. CANNON: any;
  131851. AudioContext: AudioContext;
  131852. webkitAudioContext: AudioContext;
  131853. PointerEvent: any;
  131854. Math: Math;
  131855. Uint8Array: Uint8ArrayConstructor;
  131856. Float32Array: Float32ArrayConstructor;
  131857. mozURL: typeof URL;
  131858. msURL: typeof URL;
  131859. VRFrameData: any; // WebVR, from specs 1.1
  131860. DracoDecoderModule: any;
  131861. setImmediate(handler: (...args: any[]) => void): number;
  131862. }
  131863. interface HTMLCanvasElement {
  131864. requestPointerLock(): void;
  131865. msRequestPointerLock?(): void;
  131866. mozRequestPointerLock?(): void;
  131867. webkitRequestPointerLock?(): void;
  131868. /** Track wether a record is in progress */
  131869. isRecording: boolean;
  131870. /** Capture Stream method defined by some browsers */
  131871. captureStream(fps?: number): MediaStream;
  131872. }
  131873. interface CanvasRenderingContext2D {
  131874. msImageSmoothingEnabled: boolean;
  131875. }
  131876. interface MouseEvent {
  131877. mozMovementX: number;
  131878. mozMovementY: number;
  131879. webkitMovementX: number;
  131880. webkitMovementY: number;
  131881. msMovementX: number;
  131882. msMovementY: number;
  131883. }
  131884. interface Navigator {
  131885. mozGetVRDevices: (any: any) => any;
  131886. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131887. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131888. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131889. webkitGetGamepads(): Gamepad[];
  131890. msGetGamepads(): Gamepad[];
  131891. webkitGamepads(): Gamepad[];
  131892. }
  131893. interface HTMLVideoElement {
  131894. mozSrcObject: any;
  131895. }
  131896. interface Math {
  131897. fround(x: number): number;
  131898. imul(a: number, b: number): number;
  131899. }
  131900. interface WebGLRenderingContext {
  131901. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  131902. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  131903. vertexAttribDivisor(index: number, divisor: number): void;
  131904. createVertexArray(): any;
  131905. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  131906. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  131907. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  131908. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  131909. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  131910. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  131911. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  131912. // Queries
  131913. createQuery(): WebGLQuery;
  131914. deleteQuery(query: WebGLQuery): void;
  131915. beginQuery(target: number, query: WebGLQuery): void;
  131916. endQuery(target: number): void;
  131917. getQueryParameter(query: WebGLQuery, pname: number): any;
  131918. getQuery(target: number, pname: number): any;
  131919. MAX_SAMPLES: number;
  131920. RGBA8: number;
  131921. READ_FRAMEBUFFER: number;
  131922. DRAW_FRAMEBUFFER: number;
  131923. UNIFORM_BUFFER: number;
  131924. HALF_FLOAT_OES: number;
  131925. RGBA16F: number;
  131926. RGBA32F: number;
  131927. R32F: number;
  131928. RG32F: number;
  131929. RGB32F: number;
  131930. R16F: number;
  131931. RG16F: number;
  131932. RGB16F: number;
  131933. RED: number;
  131934. RG: number;
  131935. R8: number;
  131936. RG8: number;
  131937. UNSIGNED_INT_24_8: number;
  131938. DEPTH24_STENCIL8: number;
  131939. MIN: number;
  131940. MAX: number;
  131941. /* Multiple Render Targets */
  131942. drawBuffers(buffers: number[]): void;
  131943. readBuffer(src: number): void;
  131944. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  131945. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  131946. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  131947. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  131948. // Occlusion Query
  131949. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  131950. ANY_SAMPLES_PASSED: number;
  131951. QUERY_RESULT_AVAILABLE: number;
  131952. QUERY_RESULT: number;
  131953. }
  131954. interface WebGLProgram {
  131955. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  131956. }
  131957. interface EXT_disjoint_timer_query {
  131958. QUERY_COUNTER_BITS_EXT: number;
  131959. TIME_ELAPSED_EXT: number;
  131960. TIMESTAMP_EXT: number;
  131961. GPU_DISJOINT_EXT: number;
  131962. QUERY_RESULT_EXT: number;
  131963. QUERY_RESULT_AVAILABLE_EXT: number;
  131964. queryCounterEXT(query: WebGLQuery, target: number): void;
  131965. createQueryEXT(): WebGLQuery;
  131966. beginQueryEXT(target: number, query: WebGLQuery): void;
  131967. endQueryEXT(target: number): void;
  131968. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  131969. deleteQueryEXT(query: WebGLQuery): void;
  131970. }
  131971. interface WebGLUniformLocation {
  131972. _currentState: any;
  131973. }
  131974. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  131975. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  131976. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  131977. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  131978. interface WebGLRenderingContext {
  131979. readonly RASTERIZER_DISCARD: number;
  131980. readonly DEPTH_COMPONENT24: number;
  131981. readonly TEXTURE_3D: number;
  131982. readonly TEXTURE_2D_ARRAY: number;
  131983. readonly TEXTURE_COMPARE_FUNC: number;
  131984. readonly TEXTURE_COMPARE_MODE: number;
  131985. readonly COMPARE_REF_TO_TEXTURE: number;
  131986. readonly TEXTURE_WRAP_R: number;
  131987. readonly HALF_FLOAT: number;
  131988. readonly RGB8: number;
  131989. readonly RED_INTEGER: number;
  131990. readonly RG_INTEGER: number;
  131991. readonly RGB_INTEGER: number;
  131992. readonly RGBA_INTEGER: number;
  131993. readonly R8_SNORM: number;
  131994. readonly RG8_SNORM: number;
  131995. readonly RGB8_SNORM: number;
  131996. readonly RGBA8_SNORM: number;
  131997. readonly R8I: number;
  131998. readonly RG8I: number;
  131999. readonly RGB8I: number;
  132000. readonly RGBA8I: number;
  132001. readonly R8UI: number;
  132002. readonly RG8UI: number;
  132003. readonly RGB8UI: number;
  132004. readonly RGBA8UI: number;
  132005. readonly R16I: number;
  132006. readonly RG16I: number;
  132007. readonly RGB16I: number;
  132008. readonly RGBA16I: number;
  132009. readonly R16UI: number;
  132010. readonly RG16UI: number;
  132011. readonly RGB16UI: number;
  132012. readonly RGBA16UI: number;
  132013. readonly R32I: number;
  132014. readonly RG32I: number;
  132015. readonly RGB32I: number;
  132016. readonly RGBA32I: number;
  132017. readonly R32UI: number;
  132018. readonly RG32UI: number;
  132019. readonly RGB32UI: number;
  132020. readonly RGBA32UI: number;
  132021. readonly RGB10_A2UI: number;
  132022. readonly R11F_G11F_B10F: number;
  132023. readonly RGB9_E5: number;
  132024. readonly RGB10_A2: number;
  132025. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  132026. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  132027. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  132028. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  132029. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  132030. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  132031. 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;
  132032. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  132033. readonly TRANSFORM_FEEDBACK: number;
  132034. readonly INTERLEAVED_ATTRIBS: number;
  132035. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  132036. createTransformFeedback(): WebGLTransformFeedback;
  132037. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  132038. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  132039. beginTransformFeedback(primitiveMode: number): void;
  132040. endTransformFeedback(): void;
  132041. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  132042. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132043. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132044. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132045. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  132046. }
  132047. interface ImageBitmap {
  132048. readonly width: number;
  132049. readonly height: number;
  132050. close(): void;
  132051. }
  132052. interface WebGLQuery extends WebGLObject {
  132053. }
  132054. declare var WebGLQuery: {
  132055. prototype: WebGLQuery;
  132056. new(): WebGLQuery;
  132057. };
  132058. interface WebGLSampler extends WebGLObject {
  132059. }
  132060. declare var WebGLSampler: {
  132061. prototype: WebGLSampler;
  132062. new(): WebGLSampler;
  132063. };
  132064. interface WebGLSync extends WebGLObject {
  132065. }
  132066. declare var WebGLSync: {
  132067. prototype: WebGLSync;
  132068. new(): WebGLSync;
  132069. };
  132070. interface WebGLTransformFeedback extends WebGLObject {
  132071. }
  132072. declare var WebGLTransformFeedback: {
  132073. prototype: WebGLTransformFeedback;
  132074. new(): WebGLTransformFeedback;
  132075. };
  132076. interface WebGLVertexArrayObject extends WebGLObject {
  132077. }
  132078. declare var WebGLVertexArrayObject: {
  132079. prototype: WebGLVertexArrayObject;
  132080. new(): WebGLVertexArrayObject;
  132081. };
  132082. // Type definitions for WebVR API
  132083. // Project: https://w3c.github.io/webvr/
  132084. // Definitions by: six a <https://github.com/lostfictions>
  132085. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132086. interface VRDisplay extends EventTarget {
  132087. /**
  132088. * Dictionary of capabilities describing the VRDisplay.
  132089. */
  132090. readonly capabilities: VRDisplayCapabilities;
  132091. /**
  132092. * z-depth defining the far plane of the eye view frustum
  132093. * enables mapping of values in the render target depth
  132094. * attachment to scene coordinates. Initially set to 10000.0.
  132095. */
  132096. depthFar: number;
  132097. /**
  132098. * z-depth defining the near plane of the eye view frustum
  132099. * enables mapping of values in the render target depth
  132100. * attachment to scene coordinates. Initially set to 0.01.
  132101. */
  132102. depthNear: number;
  132103. /**
  132104. * An identifier for this distinct VRDisplay. Used as an
  132105. * association point in the Gamepad API.
  132106. */
  132107. readonly displayId: number;
  132108. /**
  132109. * A display name, a user-readable name identifying it.
  132110. */
  132111. readonly displayName: string;
  132112. readonly isConnected: boolean;
  132113. readonly isPresenting: boolean;
  132114. /**
  132115. * If this VRDisplay supports room-scale experiences, the optional
  132116. * stage attribute contains details on the room-scale parameters.
  132117. */
  132118. readonly stageParameters: VRStageParameters | null;
  132119. /**
  132120. * Passing the value returned by `requestAnimationFrame` to
  132121. * `cancelAnimationFrame` will unregister the callback.
  132122. * @param handle Define the hanle of the request to cancel
  132123. */
  132124. cancelAnimationFrame(handle: number): void;
  132125. /**
  132126. * Stops presenting to the VRDisplay.
  132127. * @returns a promise to know when it stopped
  132128. */
  132129. exitPresent(): Promise<void>;
  132130. /**
  132131. * Return the current VREyeParameters for the given eye.
  132132. * @param whichEye Define the eye we want the parameter for
  132133. * @returns the eye parameters
  132134. */
  132135. getEyeParameters(whichEye: string): VREyeParameters;
  132136. /**
  132137. * Populates the passed VRFrameData with the information required to render
  132138. * the current frame.
  132139. * @param frameData Define the data structure to populate
  132140. * @returns true if ok otherwise false
  132141. */
  132142. getFrameData(frameData: VRFrameData): boolean;
  132143. /**
  132144. * Get the layers currently being presented.
  132145. * @returns the list of VR layers
  132146. */
  132147. getLayers(): VRLayer[];
  132148. /**
  132149. * Return a VRPose containing the future predicted pose of the VRDisplay
  132150. * when the current frame will be presented. The value returned will not
  132151. * change until JavaScript has returned control to the browser.
  132152. *
  132153. * The VRPose will contain the position, orientation, velocity,
  132154. * and acceleration of each of these properties.
  132155. * @returns the pose object
  132156. */
  132157. getPose(): VRPose;
  132158. /**
  132159. * Return the current instantaneous pose of the VRDisplay, with no
  132160. * prediction applied.
  132161. * @returns the current instantaneous pose
  132162. */
  132163. getImmediatePose(): VRPose;
  132164. /**
  132165. * The callback passed to `requestAnimationFrame` will be called
  132166. * any time a new frame should be rendered. When the VRDisplay is
  132167. * presenting the callback will be called at the native refresh
  132168. * rate of the HMD. When not presenting this function acts
  132169. * identically to how window.requestAnimationFrame acts. Content should
  132170. * make no assumptions of frame rate or vsync behavior as the HMD runs
  132171. * asynchronously from other displays and at differing refresh rates.
  132172. * @param callback Define the eaction to run next frame
  132173. * @returns the request handle it
  132174. */
  132175. requestAnimationFrame(callback: FrameRequestCallback): number;
  132176. /**
  132177. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  132178. * Repeat calls while already presenting will update the VRLayers being displayed.
  132179. * @param layers Define the list of layer to present
  132180. * @returns a promise to know when the request has been fulfilled
  132181. */
  132182. requestPresent(layers: VRLayer[]): Promise<void>;
  132183. /**
  132184. * Reset the pose for this display, treating its current position and
  132185. * orientation as the "origin/zero" values. VRPose.position,
  132186. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  132187. * updated when calling resetPose(). This should be called in only
  132188. * sitting-space experiences.
  132189. */
  132190. resetPose(): void;
  132191. /**
  132192. * The VRLayer provided to the VRDisplay will be captured and presented
  132193. * in the HMD. Calling this function has the same effect on the source
  132194. * canvas as any other operation that uses its source image, and canvases
  132195. * created without preserveDrawingBuffer set to true will be cleared.
  132196. * @param pose Define the pose to submit
  132197. */
  132198. submitFrame(pose?: VRPose): void;
  132199. }
  132200. declare var VRDisplay: {
  132201. prototype: VRDisplay;
  132202. new(): VRDisplay;
  132203. };
  132204. interface VRLayer {
  132205. leftBounds?: number[] | Float32Array | null;
  132206. rightBounds?: number[] | Float32Array | null;
  132207. source?: HTMLCanvasElement | null;
  132208. }
  132209. interface VRDisplayCapabilities {
  132210. readonly canPresent: boolean;
  132211. readonly hasExternalDisplay: boolean;
  132212. readonly hasOrientation: boolean;
  132213. readonly hasPosition: boolean;
  132214. readonly maxLayers: number;
  132215. }
  132216. interface VREyeParameters {
  132217. /** @deprecated */
  132218. readonly fieldOfView: VRFieldOfView;
  132219. readonly offset: Float32Array;
  132220. readonly renderHeight: number;
  132221. readonly renderWidth: number;
  132222. }
  132223. interface VRFieldOfView {
  132224. readonly downDegrees: number;
  132225. readonly leftDegrees: number;
  132226. readonly rightDegrees: number;
  132227. readonly upDegrees: number;
  132228. }
  132229. interface VRFrameData {
  132230. readonly leftProjectionMatrix: Float32Array;
  132231. readonly leftViewMatrix: Float32Array;
  132232. readonly pose: VRPose;
  132233. readonly rightProjectionMatrix: Float32Array;
  132234. readonly rightViewMatrix: Float32Array;
  132235. readonly timestamp: number;
  132236. }
  132237. interface VRPose {
  132238. readonly angularAcceleration: Float32Array | null;
  132239. readonly angularVelocity: Float32Array | null;
  132240. readonly linearAcceleration: Float32Array | null;
  132241. readonly linearVelocity: Float32Array | null;
  132242. readonly orientation: Float32Array | null;
  132243. readonly position: Float32Array | null;
  132244. readonly timestamp: number;
  132245. }
  132246. interface VRStageParameters {
  132247. sittingToStandingTransform?: Float32Array;
  132248. sizeX?: number;
  132249. sizeY?: number;
  132250. }
  132251. interface Navigator {
  132252. getVRDisplays(): Promise<VRDisplay[]>;
  132253. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  132254. }
  132255. interface Window {
  132256. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  132257. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  132258. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  132259. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132260. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132261. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  132262. }
  132263. interface Gamepad {
  132264. readonly displayId: number;
  132265. }
  132266. type XRSessionMode =
  132267. | "inline"
  132268. | "immersive-vr"
  132269. | "immersive-ar";
  132270. type XRReferenceSpaceType =
  132271. | "viewer"
  132272. | "local"
  132273. | "local-floor"
  132274. | "bounded-floor"
  132275. | "unbounded";
  132276. type XREnvironmentBlendMode =
  132277. | "opaque"
  132278. | "additive"
  132279. | "alpha-blend";
  132280. type XRVisibilityState =
  132281. | "visible"
  132282. | "visible-blurred"
  132283. | "hidden";
  132284. type XRHandedness =
  132285. | "none"
  132286. | "left"
  132287. | "right";
  132288. type XRTargetRayMode =
  132289. | "gaze"
  132290. | "tracked-pointer"
  132291. | "screen";
  132292. type XREye =
  132293. | "none"
  132294. | "left"
  132295. | "right";
  132296. interface XRSpace extends EventTarget {
  132297. }
  132298. interface XRRenderState {
  132299. depthNear?: number;
  132300. depthFar?: number;
  132301. inlineVerticalFieldOfView?: number;
  132302. baseLayer?: XRWebGLLayer;
  132303. }
  132304. interface XRInputSource {
  132305. handedness: XRHandedness;
  132306. targetRayMode: XRTargetRayMode;
  132307. targetRaySpace: XRSpace;
  132308. gripSpace: XRSpace | undefined;
  132309. gamepad: Gamepad | undefined;
  132310. profiles: Array<string>;
  132311. }
  132312. interface XRSession {
  132313. addEventListener: Function;
  132314. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  132315. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  132316. requestAnimationFrame: Function;
  132317. end(): Promise<void>;
  132318. renderState: XRRenderState;
  132319. inputSources: Array<XRInputSource>;
  132320. }
  132321. interface XRReferenceSpace extends XRSpace {
  132322. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  132323. onreset: any;
  132324. }
  132325. interface XRFrame {
  132326. session: XRSession;
  132327. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  132328. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  132329. }
  132330. interface XRViewerPose extends XRPose {
  132331. views: Array<XRView>;
  132332. }
  132333. interface XRPose {
  132334. transform: XRRigidTransform;
  132335. emulatedPosition: boolean;
  132336. }
  132337. declare var XRWebGLLayer: {
  132338. prototype: XRWebGLLayer;
  132339. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  132340. };
  132341. interface XRWebGLLayer {
  132342. framebuffer: WebGLFramebuffer;
  132343. framebufferWidth: number;
  132344. framebufferHeight: number;
  132345. getViewport: Function;
  132346. }
  132347. interface XRRigidTransform {
  132348. position: DOMPointReadOnly;
  132349. orientation: DOMPointReadOnly;
  132350. matrix: Float32Array;
  132351. inverse: XRRigidTransform;
  132352. }
  132353. interface XRView {
  132354. eye: XREye;
  132355. projectionMatrix: Float32Array;
  132356. transform: XRRigidTransform;
  132357. }
  132358. interface XRInputSourceChangeEvent {
  132359. session: XRSession;
  132360. removed: Array<XRInputSource>;
  132361. added: Array<XRInputSource>;
  132362. }